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Returning 30 results for 'continual rules grungs to have really'.
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continued rules grants to have realm
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continued rules grants to have reality
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Dungrunglung The grungs of Dungrunglung (map 2.5) toil under the tyranny of their despotic king, Groak, who is obsessed with summoning the goddess Nangnang. To please their king, the grungs have
erected a 60-foot-tall mud shrine, where Groak plans to woo the goddess and where she, in turn, can bless him with generations of god-touched, royal Groaklings. The grungs of Dungrunglung are experiencing
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Draconic Races It’s all too easy to prefer a certain color of dragonborn, but what’s inside is what really matters—which is to say, the sort of damage their breath can do to you.
-Fizban
The
section offers three variant dragonborn race options that can be used to create a character with clear connections to a specific draconic ancestry. When you’re making a new character using one of these races, use the rules under “Creating Your Character” to fill out the details.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
unexpected direction? How did the DM handle it? Rules Adjudication. To what extent did the DM lean on the rules to adjudicate outcomes? Did the DM adjudicate situations wisely or in ways that made the
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
unexpected direction? How did the DM handle it? Rules Adjudication. To what extent did the DM lean on the rules to adjudicate outcomes? Did the DM adjudicate situations wisely or in ways that made the
change over the course of the session? Turns of Phrase. Were there any words or bits of narration you really liked? (If so, jot them down.) World-building. What elements of the DM’s world or the adventure grabbed your attention?
Compendium
- Sources->Dungeons & Dragons->Stranger Things
Notes to Myself (as Dungeon Master) We should be able to finish this story in one night (maybe a long weekend if Dustin really gets caught up in the roleplaying), but don’t rush it. As long as
environment (like traps) — and the dice reveal how things turn out! All creatures written with an underline can be found in the Monsters section of the rulebook. Don’t worry too much about getting the rules
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
City Inhabitants Several factions dwell within Omu, including yuan-ti, grungs, vegepygmies, and kobolds. Explorers also come here in search of gold and glory. Presently, these include Red Wizards and
city, patrol its streets, and send raiding parties into the surrounding jungle. Ras Nsi rules over them, but traitorous priests plot his downfall. Salida’s Treachery. One of the guides presented in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Castle Halaster constructed this castle to serve as a temporary residence for guests, then abandoned it when he decided he didn’t really want the company. Maddgoth’s claim to the castle has so
continual flame spell. Maddgoth’s magic keeps the temperature inside the castle steady at 70 degrees Fahrenheit, but characters can shut off the heat by pulling another lever in area 37. Exterior doors are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warlock. Standard Dark Spellcaster Franchise Rules
No summoning circles in the bathroom. No “tentacle talk” during mealtimes. You must wear a gag at bedtime. That constant screaming makes it hard for
franchise needs to get down and dirty to succeed. The Great Old One Everybody’s met that one mind-addled poet at the end of the bar spouting all kinds of nonsense. But only you can really appreciate the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
than the surrounding forest, and their stone doors are unlocked. 3a. North Guardhouse A rusty lantern hanging from a rafter has a continual flame spell cast on it, brightly illuminating a musty room
image of a dead tree carved into its keystone. Its rules are as follows: Touching the arch with a dead twig or branch causes the gate to open for 1 minute. Characters must be 6th level or higher to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
DM, includes details and rules for observatories: locations that facilitate stargazing and astronomical studies.
The Sky of Many Things A zodiac is a series of constellations that appear to rotate
phenomena—they’re far stranger things: the remains of dead gods, the domains of evil entities, or vast cosmic civilizations. Stargazers who spin tales about the sparkling lights in the night sky might be surprised at how accurate their stellar myths really are.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Healing, while only someone with House Lyrandar’s Mark of Storms can pilot an airship. Chapter 3 provides more details about dragonmarks and the dragonmarked houses, along with rules for creating
aloft and provides motive force. The airship is a recent innovation that is transforming the business of transportation.
Everbright lanterns use continual flame to light the streets of Khorvaire. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
into the bottom of the mirror’s stone frame are the letters T-U-O-Y-A-W (a reflection of W-A-Y-O-U-T). The mirror is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a creature
really a creature in disguise. Treasure If the characters kill and cuts open the roper, they find five misshapen diamonds (100 gp each) in its gizzard.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Gate. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet. (Such an item can be
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to these chambers can escape. 39a. Gold and Black Boudoir Light. The walls and ceiling are painted gold. Mounted to them are black iron sconces with continual flame spells cast on them. These fires
. The arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If three humanoids hold hands while standing within 5 feet of the gate, it opens for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
.
Going Mad Various magical effects can inflict madness on an otherwise stable mind. Certain spells, such as contact other plane and symbol, can cause insanity, and you can use the madness rules here
they’re watching me all the time.” 81–85 “There’s only one person I can trust. And only I can see this special friend.” 86–95 “I can’t take anything seriously. The more serious the situation, the funnier I find it.” 96–100 “I’ve discovered that I really like killing people.”
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the docks (near area 3), which is 10 feet high.
Cold Weather. The temperature throughout Svardborg is well below 0 degrees Fahrenheit. The rules for extreme cold and frigid water apply (see the
unlatched, a creature must use an action to push or pull on the heavy door, opening it with a successful DC 13 Strength (Athletics) check.
Illumination. Continual flame spells cast on torch sconces cast
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
susceptible to the effect of water pressure (see the “Water Pressure” section). Rules for underwater combat appear in the “Underwater Combat” section in chapter 9 of the Player’s Handbook.
Anemone Chests
contents.
Illumination. All interior spaces are dimly lit. Air-filled chambers have wall sconces with continual flame spells cast on them or oval windows of transparent crystal that allow light
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
command word. The current command word is “Yuraj,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. “Responsibility isn’t really my thing.”
Ideal. “What’s yours is mine; it’s only a matter of time.”
Bond. “I have a reputation to uphold. I can’t have it sullied by silly concepts like honesty and
extraordinary voice, creating astounding displays of aquatic magic. Palasha’s distant yet demanding nature has earned her a reputation for being haughty, but really, she’s just slow to trust
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
. “Responsibility isn’t really my thing.”
Ideal. “What’s yours is mine; it’s only a matter of time.”
Bond. “I have a reputation to uphold. I can’t have it sullied by silly concepts like honesty and
extraordinary voice, creating astounding displays of aquatic magic. Palasha’s distant yet demanding nature has earned her a reputation for being haughty, but really, she’s just slow to trust.
Alignment
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet (spending half their speed to do so—see the “Being Prone” section in the Basic Rules). They pursue any characters they see, attacking until destroyed. The eastern half of the building is the old
Basic Rules for the effects of being restrained). A snared creature can take an action each round to attempt to break free with a DC 12 Strength check, or it can try to cut its way free by using a light
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
the prisoners. If they spot the characters, the two women warn characters of the “invisible demons” that guard them. Light. Two braziers light this area with continual flame spells. Prisoners. Two
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
isn’t really interested in the answer; he’s looking to see how the character reacts. A character who reacts in a nonthreatening manner can repeat the check. If the character wins the contest, Storn’s
rules Yartar as its Waterbaron. He also receives occasional telepathic static from the kraken Slarkrethel, which leaves him with crushing headaches that last for hours. Lord Drylund’s cabin is a testament
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
desk at the center of the island. Knol can explain the rules of Dungeonland and take any bets the characters place. The standard entry is 1 platinum chip with a bet on whether the adventurers will
(see below). Once her bodyguards are dispatched, Shemeshka calls for a truce (see “What Shemeshka Really Knows”). Shemeshka’s Domain. The House of Liars is among Shemeshka’s favorite safe houses, a layer
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Preeta Kreepa Dug out of a mostly collapsed section of Stromkuhldur is a stone hovel in a cave lit by continual flame spells cast in several old cauldrons lying among the rubble. The door to the hovel is
”). The keystone of this arch is carved to look like a gold dragon wyrmling, its mouth agape. The rules of this gate are as follows: The gate opens for 1 minute when a gemstone worth at least 100 gp is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
guards (see chapter 7) stand in front of the statues. Characters not wearing disguises are recognized for who they really are. Characters disguised as earth cultists or cult prisoners must make a Charisma
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
at least three checks of DC 12 or higher. An Intelligence (History) or Wisdom (Perception) check might allow a character to suss out the rules of a game or analyze the opposition, while an Intelligence
them in how to use the orrery and its components to open a portal to the Far Realm. If the portal is opened, the world will likely be destroyed. A shame, really, because Faerûn is such a profitable
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
statue of Moradin is made of solid granite except for its eyes and the panels of the lantern, which are fashioned from quartz. A continual flame spell cast within the lantern’s hollow interior
and fight only in self-defense. Roleplaying Aerisi Kalinoth. Aerisi rules the Cult of the Howling Hatred like an imperious, vain, and tempestuous queen. She is oblivious to compassion or kindness unless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
while Xanathar watchessilently. Rules for running a tournament are described at the end of this chapter (see “Blood and Fortune”). If a character joins the tournament and wins, or defeats its
lit by continual flame spells cast on wall sconces. X34a. In the middle of this tomb rests a gold marble sarcophagus, its lid carved in the likeness of a long-haired human wizard who wears a robe
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
inside it awakens. Standing 60 feet tall, the scion’s form is shrouded in a continual cloud of billowing ash and smoke. The awakened scion forms a blade of lava in its mighty hand and schemes to resume
the giant’s magic, creating one or more of the following effects: Biting Chill. Extreme cold envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold