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Returning 35 results for 'crawling rules group to her remained'.
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Monsters
Phandelver and Below: The Shattered Obelisk
, but the goblins remained, sequestered from the rest of the world until recently when the mind flayer fanatics called on them. Some of these goblins’ descendants possess psionic powers, as
gemstone. Unknown to Ruxithid the Chosen, a new group of mind flayer fanatics that draw power from the Far Realm planted it for him to find. The gemstone lets Ruxithid telepathically communicate with the
Species
Dragonlance: Shadow of the Dragon Queen
During the mythical origins of Krynn, Reorx, god of craft, indulged in an age of unfettered creation. Many peoples sprang from his divine forge, but not all among them remained as the god created
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
Monsters
Fizban's Treasury of Dragons
it to the surface world. Lost and confused, the wyrmling has been captured by a group of cruel adventurers.
3
A deep dragon wyrmling whimsically rules over a worshipful group of kobolds, sending
Monsters
Eberron: Rising from the Last War
Daelkyr Modifications table for inspiration.
Creatures within 1 mile of the passage frequently feel as if something is crawling under their skin.
If a humanoid spends at least 1 hour within 1 mile of the
part of me has become a conscious entity.”
5
“My opponents must bow down to a mind flayer!”
6
“Dyrrn and the mind flayers simply want to unite all sentient creatures in collective consciousness. And I receive messages from the group mind!”
Poison, Psychic
Monsters
Fizban's Treasury of Dragons
. (Chaotic)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories
and hunters.
2
A young crystal dragon has adopted a group of kobold;kobolds and is trying to teach them the value of a good practical joke.
3
A young crystal dragon has captured a pack of
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
mock folk who rely on society’s structures or rules to maintain power.
Survival of the Fittest
Among goliaths, any adult who can’t contribute to the tribe is expelled. A lone goliath has
Calm Emotions
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can
is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.
feats
You’ve honed your fighting skills and are just as comfortable fighting a group of enemies as you are facing a combatant one on one. You gain the following benefits:
Bludgeoning, piercing
, and slashing damage that you take from nonmagical attacks is reduced by 2, to a minimum of 1.
Creatures don’t gain advantage on attacks made against you using the optional flanking rules.
After
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sundial, from which they can exit the maze. The characters are not yet in the clear, though. However much Jorgen Pawl opposed Severin, he remained loyal to the Cult of the Dragon. As soon as he understood
, read or paraphrase the following. “The mask, fools! The mask is what I’ve come for. Give it to me, and I’ll leave these crawling ants with their miserable lives. The Queen is returning! Who are you to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
sundial, from which they can exit the maze. The characters are not yet in the clear, though. However much Jorgen Pawl opposed Severin, he remained loyal to the Cult of the Dragon. As soon as he understood
, read or paraphrase the following. “The mask, fools! The mask is what I’ve come for. Give it to me, and I’ll leave these crawling ants with their miserable lives. The Queen is returning! Who are you to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
into the gloom. Despite all attempts to demystify her, the Raven Queen has remained enigmatic and aloof. She rules from her Raven Throne within the Fortress of Memories, a mazelike castle deep within
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
into the gloom. Despite all attempts to demystify her, the Raven Queen has remained enigmatic and aloof. She rules from her Raven Throne within the Fortress of Memories, a mazelike castle deep within
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
most as though they were glittering jewels. Many great wizards have attempted to understand her motives, but like a raven she has always remained cryptic, keeping her cache of secrets just out of their
dread, or an unknown presence that pulled them screaming blindly into the gloom. Despite all attempts to demystify her, the Raven Queen has remained enigmatic and aloof, immersed in a sea of
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
remained ensconced in their hidden strongholds, biding their time until they were ready to strike again. Today, with their numbers greatly depleted and their enemies much stronger than in ages past, the
implement better tactics. Any enemy who chases a group of fleeing yuan-ti might be on the victorious side of a rout or could be heading into a trap; if the enemy has been encountered before, it is likely
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
most as though they were glittering jewels. Many great wizards have attempted to understand her motives, but like a raven she has always remained cryptic, keeping her cache of secrets just out of their
dread, or an unknown presence that pulled them screaming blindly into the gloom. Despite all attempts to demystify her, the Raven Queen has remained enigmatic and aloof, immersed in a sea of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the rules glossary essential.
the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters. Reinforce Expectations Make it clear that D&D is a group storytelling game. As the DM, you have a role in crafting adventures and arbitrating rules, but you aren’t solely responsible for how
zero.” Tasha’s Cauldron of Everything outlines how to run session zero discussions, but in general, use this session to discuss the game’s content, social contract, and house rules, and to create
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
for your group. Rules to game by
As the Dungeon Master, you are the final authority when it comes to rules questions or disputes during the game. Here are some guidelines to help you arbitrate
The Dungeon Master The Dungeon Master (DM) has a special role in the Dungeons & Dragons game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
for your group. Rules to game by
As the Dungeon Master, you are the final authority when it comes to rules questions or disputes during the game. Here are some guidelines to help you arbitrate
The Dungeon Master The Dungeon Master (DM) has a special role in the Dungeons & Dragons game. The DM is a referee. When it’s not clear what ought to happen next, the DM decides how to apply the rules
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the rules glossary essential.
the adventurers face. The players decide what their characters do as they navigate hazards and choose what to explore. Then you use a combination of imagination and the game’s rules to determine the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sidekick—to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior. A sidekick can be
incorporated into a group at the party’s inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Encounter Building This section introduces new guidelines on building combat encounters for an adventure. They are an alternative to the rules in “Creating Encounters” in chapter 3 of the Dungeon
Master’s Guide. This approach uses the same math that underlies the rules presented in that book, but it makes a few adjustments to the way that math is presented to produce a more flexible system. This
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Encounter Building This section introduces new guidelines on building combat encounters for an adventure. They are an alternative to the rules in “Creating Encounters” in chapter 3 of the Dungeon
Master’s Guide. This approach uses the same math that underlies the rules presented in that book, but it makes a few adjustments to the way that math is presented to produce a more flexible system. This
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
document presents the rules on character classes found in the Experts Class Group, new and revised Class features, Spells, Feats, Subclasses, and Epic Boons. You will also find an updated rules glossary that supercedes the glossary of any previous playtest document.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the Rules Glossary essential.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explore. Then you use a combination of imagination and the game’s rules to determine the results of the adventurers’ decisions. Adjudicate the Rules. You oversee how the group uses the game’s rules
, making sure the rules serve the group’s fun. You’ll want to read the rest of this chapter to understand those rules, and you’ll find the Rules Glossary essential.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
sidekick—to the group of adventurers. These rules take a creature with a low challenge rating and give it levels in one of three simple classes: Expert, Spellcaster, or Warrior. A sidekick can be
incorporated into a group at the party’s inception, or a sidekick might join them during the campaign. For example, the characters might meet a villager, an animal, or another creature, forge a friendship
Compendium
- Sources->Dungeons & Dragons->Unearthed Arcana
document presents the rules on character classes found in the Experts Class Group, new and revised Class features, Spells, Feats, Subclasses, and Epic Boons. You will also find an updated rules glossary that supercedes the glossary of any previous playtest document.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
characters against one another, adventuring parties are scored as a group. These rules are optional. You don’t need to score your players to run this adventure. The scoring system included in this supplement is meant to spark joy, not contention.
Tournament Rules If you wish to emulate the competitive adventures of old, you can run this adventure as a tournament-style scenario by following the guidance in this section. Rather than pitting
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
living creatures it sees. A crawling claw wearing an obsidian ring on one stubby finger (see “Treasure”) lurks amid the offal mounds. These mounds are difficult terrain to Small and Medium creatures
leads to a narrow, meandering tunnel, the floor of which is sunk below a foot of foul water. See the “Whorlstone Tunnels: General Features” sidebar for rules on narrow tunnels and foul water. Treasure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Group Size D&D’s rules and published adventures generally assume four to six players plus the DM. The following advice helps you adjust adventures to work for smaller or larger groups.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
living creatures it sees. A crawling claw wearing an obsidian ring on one stubby finger (see “Treasure”) lurks amid the offal mounds. These mounds are difficult terrain to Small and Medium creatures
leads to a narrow, meandering tunnel, the floor of which is sunk below a foot of foul water. See the “Whorlstone Tunnels: General Features” sidebar for rules on narrow tunnels and foul water. Treasure
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
group.
2. Exceptions Supersede General Rules General rules govern each part of the game. For example, the combat rules tell you that melee weapon attacks use Strength and ranged weapon attacks use
Ten Rules to Remember 1. The DM Adjudicates the Rules The rules of D&D cover many of the twists and turns that come up in play, but the possibilities are so vast that the rules can’t cover