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                        Returning 35 results for 'dare inherited are beyond'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     Unicorn are chivalric adventurers who follow romantic ideals: life is to be relished and lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of
                                                
                                            
                                                
                                                    . The Knights of Myth Drannor once again ride the roads of the Dalelands, and they’ve begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . They dare not move openly against him, however, since he enjoys the trust and favor of the queen. If the lizardfolk queen is killed in the course of this adventure, she is succeeded by the subchief. If
                                                
                                            
                                                
                                                     denounces the alliance, pulls the lizardfolk out of it, sacrifices the aged lizardfolk minister to the lizardfolk deity Semuanya, and leads the remainder of the tribe into the depths of the marsh beyond the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                    Appendix: Stagefright’s Lines Did you speak? I thought ’twas the braying of an ass.
 You dare speak of this, rascal?
 Not even otyughs would dine on this.
 On the contrary, I acknowledge all your
                                                
                                            
                                                
                                                     bumps to come!
 What manner of ghoul is this I see before me?
 I feel I have inherited much from this meeting.
 Knaves, footpads, and liars. I am in good company!
 Stop saying that! Are you a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Appendix E: Stagefright’s Lines Did you speak? I thought ’twas the braying of an ass.
 You dare speak of this, rascal?
 Not even otyughs would dine on this.
 On the contrary, I acknowledge all
                                                
                                            
                                                
                                                     more bumps to come!
 What manner of ghoul is this I see before me?
 I feel I have inherited much from this meeting.
 Knaves, footpads, and liars. I am in good company!
 Stop saying that! Are you a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     SONG
 Nakari came to me one day
As lovely as a smile
“A copper for a song,” she said
Without a hint of guile.
We walked beyond the mortal land
And walked for several miles.
 She led me to a hill
                                                
                                            
                                                
                                                     of gold
Into her winding lair
And there cast off her human form
With great draconic flair.
“A copper for a song,” she said.
Refuse? I wouldn’t dare!
 And so I sang the verses all
And hoped
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Living Descent Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to
                                                
                                            
                                                
                                                     recover it? One answer is to dare an expedition into the Underworld to find what was lost. Entering the Underworld is arguably one of the easiest feats imaginable—everyone ends up there when they die
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     accept without strain. Titanic creatures swim through nothingness there, and unspeakable beings whisper awful truths to those who dare listen. For mortals, knowledge of the Far Realm is a struggle of
                                                
                                            
                                                
                                                     surrounding area. Far Realm Adventures The Far Realm is the home of entities so far beyond comprehension that mortals can’t fathom their motivations. To see these beings is to become lost in their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     warriors stands 15 to 21 feet tall and possesses a lust for magic, an inherited memory (composed of recollections from the souls sacrificed in their creation), and an insane hatred for nonhuman
                                                
                                            
                                                
                                                     Resistances lightning
 Damage Immunities cold, fire
 Condition Immunities charmed, frightened
 Senses blindsight 240 ft. (blind beyond this radius), passive Perception 16
 Languages understands Common
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     lived with laughter, quests should be taken on a dare, impossible dreams should be pursued for the sheer wonder of their completion, and everyone should be praised for their strengths and comforted in
                                                
                                            
                                                
                                                     begun to spread to the lands beyond. Their members, each accepted by Dove herself, are above all valiant and honest.
 Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Beyond the gate is a well-kept gravel path that passes through a small forest of vertical stone slabs and ancient trees.
 As the characters make their way through the Stele Forest, they encounter
                                                
                                            
                                                
                                                     approach, read: “Very few people would dare to come here,” says a voice from above. Perched twenty feet above you is a man balanced with his legs braced between two of the larger stone columns. He has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    . It promises suffering to those who dare to perform or have already performed a specific offensive act. The pronouncement can be a standing warning against taking some action, or it could be a
                                                
                                            
                                                
                                                     linger beyond the resolution but can then be removed by a remove curse spell or similar magic if the victim succeeds on a DC 15 Charisma saving throw when the spell is cast. If the save fails, it can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    Demilich “I, Acererak the Eternal, beckon you to your doom. Come, foolish ones, plunder my treasures, if you dare! Others have tried. All have failed! From your skin, tapestries shall be woven, and
                                                
                                            
                                                
                                                     your bones will carpet my tomb. Only I am beyond Death’s reach. Only I know the secret to true immortality!”
 — Epitaph of a demilich
 The immortality granted to a lich lasts only as long as it feeds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     writing, in Olman, reads, “Dare not open this pit unless you be willing to meet the challenge of pelota.” Five feet above the capstone in the southern wall is a hemispherical depression 1 foot in
                                                
                                            
                                                
                                                     goes dark, but the northern goal continues to glow orange. Investigation reveals that a small panel has opened in the back of the depression. Within the space beyond is a pouch made of fish skin that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     once a lion’s den. The cave contains a burial ground and is rumored to lead all the way into the underworld. Setessan children occasionally dare each other to see who can make it the farthest into the
                                                
                                            
                                                
                                                     curiosities. On the seven days surrounding the full moon, outsiders are even allowed into the market, though they are still prohibited from roaming the rest of the polis. Visitors who try to explore beyond the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    , Qualinesti elves even enjoyed good relations with the dwarves of Thorbardin. Since the Cataclysm, however, they’ve withdrawn from the world, and few outsiders dare approach their well-guarded borders. As
                                                
                                            
                                                
                                                     rare, you can create sea elf characters using Mordenkainen Presents: Monsters of the Multiverse. PEOPLE FROM BEYOND
 Peoples who aren’t native to the world still might find their way to Krynn. It’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     innumerable, but you pursue them with vigor. As operatives for an academy, you seek to unravel the secrets of existence and the deeper riddles beyond. In your work, you brush shoulders with the wisest in
                                                
                                            
                                                
                                                     the land, travel to places spoken of in myth, and discover truths beyond imagining. Denying ignorance, you pursue wondrous sights and endlessly unearth new facts. Undiscovered creatures, the covetous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     whole of Eastern Oerik. Adventurers and Organizations
 Factions and organizations aimed at player characters can connect adventurers to your world, providing ties to key NPCs and a clear agenda beyond
                                                
                                            
                                                
                                                     individual gain. In the same way, villainous organizations create an ongoing sense of menace beyond the threat of solitary foes.
 Having different characters tied to different factions can create
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     hidden chambers. Swashbuckling Conflicts. Conflicts like these highlight the themes of a swashbuckling campaign: Inherited Antagonists. A character inherits a magic item from a deceased relative
                                                
                                            
                                                
                                                     side. Crossing the Streams Conflicts. Conflicts like these create opportunities for crossing the streams: Beyond the Magic Mirror. A mysterious mirror in a strange dungeon is a portal into a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     longer silent but quiet, and in many places new priesthoods arose to interpret the gods’ now subtle signs. The world today seems a place filled with new lands and opportunities, where those who dare
                                                
                                            
                                                
                                                     tales of people empowered by the gods, and of far-off lands returned to the world, are the subjects of fireside chatter. Daily concerns and the dangers and opportunities just beyond their doors take precedence, and plenty of both remain on the Sword Coast and in the North.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     that rage against other than itself. An ancient deep crow is a formidable foe, and Raah does not hold back in combat, opening with its Shadow Caw and carving up characters who dare attack it. Even as
                                                
                                            
                                                
                                                     defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     characters’ exploration of this level. Most light sources don’t illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many
                                                
                                            
                                                
                                                    . The cave beyond is long and low, with an uneven ceiling about ten feet high. In the southern end of the room, an enormous white-scaled lizard lunges and snaps, but you can see that a sturdy chain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     a stylized golden windmill on a red field.
 A closed double door stands a few steps beyond.
 The doors are unlocked. D2a–D2b: Main Hall and Cloakroom This hall runs the width of the house, with a
                                                
                                            
                                                
                                                     inspecting the bookshelf spots the fake book with a successful DC 13 Intelligence (Investigation) check. Unless the secret door is propped open, springs in the hinges cause it to close on its own. Beyond the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     to Waterdeep and back, for 600 gp each way, plus 25 gp for each wagon beyond the tenth. Runs to Everlund and back are 800 gp each way, as monsters from the Evermoors are known to prey on caravans
                                                
                                            
                                                
                                                     along this route, plus 30 gp for each wagon beyond the tenth. The company hires mercenaries and adventurers to serve as guards, paying each person 4 gp per day plus food and drink. Each guard also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     wall, showing a large cavern beyond. Two lab tables stand before the rift.
 A tall goblin stands in the middle of this room, shouting in Goblin at three shorter companions.
 A goblin psi commander
                                                
                                            
                                                
                                                     expendable minions present in case the grells beyond the rift get too curious. The goblins erroneously believe the mind flayers have left something of value here, so they’ve been ransacking this room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     he uses not only for defense, but also to bestow unlooked-for treats upon those he favors. Although he never seems to rest in his travels, Brandobaris always has time to reward halflings who dare to
                                                
                                            
                                                
                                                     — clear evidence that, as Urogalan promised, she is still looking out for her grandson from beyond the veil of death. As a divine being, Urogalan can move freely through the earth and across the planes of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     party can spend 10 minutes clearing the rubble to gain access to the east side of the hall. Twisting Tunnel. Beyond the rubble is a narrow tunnel just large enough for a Medium creature to squeeze
                                                
                                            
                                                
                                                     all who dare desecrate my resting place.”
  This tomb once contained a treasure trove, which the surviving Cynidiceans plundered long ago. As an action, a character can try to pry open the lid of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     ledge and intones the following warning in Common: “I am Duhlark Kolat, the great wizard and master of this tower! How dare you invade my home! Leave at once or be destroyed by magic beyond your
                                                
                                            
                                                
                                                     narrow, barred window set into it. The door is locked and trapped (see below). As the characters approach the door, read: A raspy voice calls out from beyond the door. “If you be good, let us rid these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Dragon Inn in Clerkburg has good food and affordable rooms. The inn’s stable can hold up to a dozen steeds. The inn’s proprietor is Miklos Dare, a human Warrior Veteran (Chaotic Good) who loves to
                                                
                                            
                                                
                                                     name Skanda Drond. Sental is unaware that the bandit lords of Stoink are pawns of Iuz, whose dreams of conquest extend to the Free City of Greyhawk and far beyond. The city’s constable—who serves as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    . Welcome Gifts. When the characters first visit one of the casino cages, a teller gives them each a black satin bag containing 10 razorleaves. If the characters aren’t already aware of the casino beyond
                                                
                                            
                                                
                                                     troublemakers. Axel Defois  Dare to test your luck with
 a spin of fortune’s wheel Dead Hand’s Dice. A vampire croupier coalesces from a cloud of mist to conduct dead hand’s dice, a dice game popular among
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
                                                
                                            
                                                
                                                     yawning exit are two gigantic stone statues of crouching griffons, and beyond them lies one of the great wonders and mysteries of the North: Ascore. This ruined dwarven city once overlooked a sea. Now it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    . From beyond, you hear the roaring of barbarians.
 The anchorites of Talos are using a battering ram to demolish the burning gate. Each time they spot a defender on the wall, the barbarians hurl
                                                
                                            
                                                
                                                     nearby hilltop.
 The players can attack Ularan Mortus if they dare. If they hold back, the figure rides away and the battle ends here: proceed to “Conclusion.” Read the following boxed text aloud if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     a liar speak.”
 Ideal. “Honor is what makes a knight, even beyond duty or prowess with a weapon.”
 Bond. “Ballooning. There’s nothing quite like taking flight in a balloon and going where the winds
                                                
                                            
                                                
                                                     fly today. You carry me.”
    Thaco the Clown 
 CHAPTER 1: WITCHLIGHT CARNIVAL
 Thaco is the longest-serving Witchlight hand, but no one really knows his history and scarcely any dare to ask, for he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     liar speak.”
 Ideal. “Honor is what makes a knight, even beyond duty or prowess with a weapon.”
 Bond. “Ballooning. There’s nothing quite like taking flight in a balloon and going where the winds
                                                
                                            
                                                
                                                     today. You carry me.”
    Thaco the Clown 
 CHAPTER 1: WITCHLIGHT CARNIVAL
 Thaco is the longest-serving Witchlight hand, but no one really knows his history and scarcely any dare to ask, for he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     mastery of our traditional crafts. (Good) 3 Strength. No other race can match the strength of giants, and none should dare to try. (Evil) 4 Lordship. Giants are the rightful rulers of the world. All
                                                
                                            
                                                
                                                     living in a cottage carved from a single, enormous gourd. Beyond that, the cloud giants’ generosity in times of want helps to cement their reputation as friends of humankind — a reputation that serves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    : General Features” sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast
                                                
                                            
                                                
                                                     Dexterity check. Development The dwarves and gnomes dare not try to escape while the salamanders are about. If the characters dispose of the salamanders and clear a path to freedom, the prisoners head to
                                                
                                            
                                        






