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Returning 27 results for 'continues resisted groups to have replacing'.
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Monsters
The Book of Many Things
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the Deck of Many Things.PoisonEmpowering Aegis (Recharge 4–6);{"diceNotation":"1d6","rollType":"recharge
Monsters
Fizban's Treasury of Dragons
godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating
the lower level brings a creature to the upper level. A creature or object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it
Monsters
Fizban's Treasury of Dragons
. They all hope to ascend to godhood, perhaps recreating or replacing Sardior.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time
object dropped down one of the chimneys continues falling endlessly unless it or some outside force has the means to slow or stop it. This property of the lair vanishes after 1d10;{"diceNotation":"1d10
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
becomes less fertile each year, groups of young farmers and adventurers have begun to plant crops along the dangerous borderlands called the Rattle. Despite the constant threat of monstrous predators
, new volunteers keep working in the Rattle to help provide for their people. If the bounty of the Ribbon continues to fade, learning to survive in the Rattle will prove vital to supporting
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Rise of Tiamat The Rise of Tiamat continues the tale of Tyranny of Dragons. Characters begin this adventure at 8th level, likely having attained that level through the events of the first volume
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
The Rise of Tiamat The Rise of Tiamat continues the tale of Tyranny of Dragons. Characters begin this adventure at 8th level, likely having attained that level through the events of the first volume
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
The Rise of Tiamat The Rise of Tiamat continues the tale of Tyranny of Dragons. Characters begin this adventure at 8th level, likely having attained that level through the events of the first volume
removing a few opponents from combat encounters. If the group is bigger, add opponents to the fights. Consider altering encounters for smaller groups to avoid overly tough battles. Character
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Verminaard’s forces. Consider replacing the orcs in the adventure with hobgoblins and the duergar with Theiwar dwarves.
Eberron. Once an outpost in the western Mror Holds, Khundrukar was besieged and
cleared of its inhabitants when the Kingdom of Galifar invaded that land. The aggressors left the place unoccupied after their victory. Since then, it has fallen into the hands of various groups of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for the Ring of Winter. If the characters make their way back to civilization with Artus in tow, they should encounter one or more of these groups along the way. Valindra Shadowmantle and the Red
Wizards of Thay also won’t pass up a chance to take the ring by force. With or without the ring, Artus Cimber continues to await Mezro’s return while searching for the means to reach or summon the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
is elsewhere while the rest of the party continues the adventure. Come up with in-game reasons for the character to temporarily leave the party and rejoin later, such as following up on a rumor or
same XP that the other characters earned each session, keeping the group at the same level. Some groups like to work out a policy regarding how many missing players is too many to proceed. For example
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. The Meet continues until all items are resolved or half the participants leave. Crime in Godsbreath is rare, and justice in this land focuses on making the wronged party whole. Decisions on how to
make amends come through groups known as sevens—assemblies of the seven people who are closest at hand when an accusation of criminal behavior is made, but who have no direct stake in the outcome. For
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Asteria hasn’t aged since Istus drew her future from the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will
she. She has no way to prove this hypothesis, but she nevertheless opposes groups like the Grim Harrow (see chapter 19) that seek to destroy the Deck of Many Things. Adventure Hooks Asteria knows more
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the infection continues long enough, a portal opens in the corrupted environment that connects to a random location in the Abyss. Demons that happen to be near the portal can travel through it and into
might travel far. If enough of these groups splinter off, the incursion could spread into a network of similar sites, each opening its own portal and drawing in more demons. Slaying all the demons in an
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
dissent, he isolates his minions, allowing them to gather in small groups only when needed to carry on their work. Even then, the law of Mephistopheles prohibits all but the most vital communication
the Nine Hells forces him to relinquish direct oversight of a project. When he returns to his research, a new mystery might capture his fancy, while the older project continues to move forward
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
continues to be Arcane Armor until you don another suit of armor or you die. Armorers, a Drow Infiltrator and a Tiefling Guardian Armor Model 3rd-level Armorer feature You can customize your Arcane Armor
equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Guild There’s power in groups. One bee’s a pest, but nobody messes with the swarm.
Tasha
Your group has ties to a powerful consortium of professionals who work together for mutual benefit. You
Perks With a guild as your group’s patron, you gain the following perks. These perks require an annual contribution of 15 gp paid to the guild (replacing the 5 gp per month cost for characters with the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
groups are particularly happy right now, since the sinkhole caused by the earthquake opened up smack dab in the middle of their territory. The sinkhole also brought the Waterdeep City Watch to the ward, a
world through treachery. Their leader, Jelayne, was similar … until she was killed a year before. Jelayne wasn’t one to let death keep her down, however, and she continues to lead the group as an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
immortal merchants make up the bank’s board of directors, who ensure the institution’s reach continues to widen. They seek power through profit, conquering worlds without armies of their own by
bankrolling like-minded groups in conflicts across the multiverse. Nikki Dawes Laril Zazzkos Flame Pits Creatures of every kind take a soak in the Flame Pits, a planar bathhouse whose pools swirl with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Dexterity check, or force open a locked door by succeeding on a DC 20 Strength (Athletics) check. The arcane lock spells don’t prevent the curator or the museum guards from opening the doors. Replacing the
groups. Enormous warehouse doors take up much of the basement’s northern wall.
Objects formerly on display or not yet prepped for display are stored here. The area is infrequently visited, and a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
snow. When the weather allows, prisoners are brought here—individually or in small groups—for fresh air and exercise. They are watched closely by guards on the ground as well as the guards on the
who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
snow. When the weather allows, prisoners are brought here—individually or in small groups—for fresh air and exercise. They are watched closely by guards on the ground as well as the guards on the
who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
comprehension!” The threat is empty, but the statue continues to levitate for 1 minute before sinking back down to the ledge. The magic resets after 1 hour. While it is levitating, the statue can be easily
operation, forcing the wizard to spend time and resources defeating the fiend and replacing slain underlings. K16. Construct Workshop The invisible staircase from area K15 ends in front of a closed door
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple of the Crushing Wave against any incursion from the west. One bugbear always watches at the arrow slit in the northeast part of the room. The bugbear on watch notes groups passing through the
successful DC 15 Dexterity check and a set of thieves’ tools, or the gate can be wrenched open with a successful DC 25 Strength check. West Tunnel. This passage continues west to area A14 in the Temple
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
gargoyles if they have a passive Wisdom (Perception) score of 15 or higher. The gargoyles ignore groups exiting the Temple of Black Earth. They attack any strangers approaching from the north unless
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
burying the other wreckage under earth. The giants hurl rocks and tombstones at any “small folk” they see. The giants are spread out such that the characters can fight them in three groups, each group
Mirabar and continues for hundreds of miles southward through the Dessarin Valley, meeting the High Road just north of Waterdeep. Many towns and villages lie along the route and depend on the relative
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adbar Road), while the other continues down a little-used path east toward Ascore. Forlorn Hills A great forest claimed by elven kingdoms once covered the Forlorn Hills. When the elves left, the forest
lined with 10-foot-tall dwarven statues. Assume the two groups are 60 feet apart when they see each other. The dark elves are making their way toward a secret door set into the wall behind one of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. Treasure. The
broken or worn arms and armor.
Creatures. Three goblins, who proudly call themselves bandits, are in the room when the characters enter. In better times, two or more bandit groups would hunt the Old