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Returning 35 results for 'decide invent are bottom'.
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Backgrounds
Guildmasters’ Guide to Ravnica
you can work your way into a more prominent position.
Regardless of your past and the wealth of your family, your initial status with the guild is near the bottom, until you have proven your value
-ridden wretches at the bottom. You fall somewhere between those extremes, so you might behave with the arrogance of the very rich or the humility of the impoverished.
Personality Traits
d8
Backgrounds
Sword Coast Adventurer's Guide
prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story
your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
languages can add an element of mystery to inscriptions and tomes that characters encounter. You might invent additional secret languages, besides Druidic and thieves’ cant, that allow members of certain
organizations or political affiliations to communicate. You could even decide that each alignment has its own language, which might be more of an argot used primarily to discuss philosophical concepts
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should strive to keep the character alive and use resources wisely. Run the character yourself. It’s an extra burden for you, but it can work. Decide the character isn’t there. Invent a good reason for
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ability checks (though another character can help, at your discretion). Whatever choice or challenge you decide the top card represents, the characters’ success or failure while dealing with that situation determines how you read the bottom card.
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Choosing a Guild Chapter 2 describes the ten guilds of Ravnica in detail. How do you decide what guild you want your character to belong to? You can choose one of these approaches: Look at the
within guilds, or the DM can invent contacts for you that aren’t associated with the guilds of Ravnica in any way. If you want your character to join a guild at a later time, the same guidelines apply as if the person were changing guilds, as described in chapter 2.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you decide that is, remains here. Awakened Haunt. The first character to enter the room sees a gigantic eye staring through the window. The character must succeed on a DC 12 Constitution throw or be
frightened for 1 minute. Treasure. The tea set includes four cups and a teapot with a delicate pattern of flowering foxglove. The fragile set is worth 200 gp. One cup has tea leaves dried at its bottom, the debris forming the shape of a screaming face missing an eye.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does. The Dungeon
conditions are met. When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
once on the Performers’ Roles table to determine what role Stagefright assigns to that player’s character. If two players get the same result, Stagefright lets them decide which one of them takes that
role before suggesting another role for the other character (choose a table entry that hasn’t already been assigned). Allow characters to invent new roles for themselves if they don’t like the ones
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Bottom Card: Reward or Ruin Once the situation presented by the top card has been resolved, the player can flip over the bottom card. Then it’s up to you to interpret that card as either a reward or
: Encounter. The characters’ failure leads to a difficult combat encounter. Use the card to help you decide what kind of creature is encountered. Exhaustion. The stress of overcoming the challenge
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage
bladed or weighted as a maul, swings across the room or hall 63–67 Hidden pit opens beneath characters (25 percent chance that a black pudding or gelatinous cube fills the bottom of the pit) 68–70 Hidden
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like
that hand.
Top to Bottom:
Gem of Seeing, Giant Slayer, Gloves of Missile Snaring, and Goggles of Night
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notes on new places you invent. Local Color A settlement might serve as a place where the characters stop to rest and to buy supplies. A settlement of this sort needs no more than a brief description
. Include the settlement’s name, decide how big it is, add a dash of flavor (“The smell of the local tanneries never lifts from this town”), and let the adventurers get on with their business. The history
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The Wall The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden is simple even if characters decide not to
the characters illuminate the shaft while looking down, they see the glint of coins through the shallow water at the bottom. A Medium or smaller creature can climb down the well, using the rocky walls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
automatically… keeping you from crushing an innocent passerby in your fall. Of course, there are many things that could happen during a lengthy fall. It’s always up to the DM to decide if you have a
straight fall to the bottom. But the Falling in Sharn table presents a few of the many possibilities. 1d10 Falling in Sharn
1 You fall hundreds of feet before striking the ground at the base of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. The wind at the bottom of the rift is worse still, and visibility there is only 30 feet. The floor of the rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up
characters must learn for themselves what lies in store. If the adventurers decide to fall back between forays into the rift, they can use their hidden cave as a base if they have seen to its provisioning.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road, the party can easily get to town. They may also decide to approach from a less conspicuous direction. Either way, they can get to the edge of town without being spotted. When they reach Leilon
. At the center of the ruins, a tall tower, mostly collapsed, rests atop a bluff. The only intact stone building sits at the bottom of the bluff, its white façade bearing the mark of Lathander
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
determining which items are for sale and their final price, no matter what the tables say. If the characters seek a specific magic item, first decide if it’s an item you want to allow in your game. If so
Complications table or invent your own complication. Magic Item Purchase Complications d12 Complication 1 The item is a fake, planted by an enemy.* 2 The item is stolen by the party’s enemies.* 3 The item is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hides its imperfections, and tear Spellix Romwod limb from limb. Gnome Diplomacy If you decide to use the “Peace Out” quest (see "Peace Out"), the characters are treated as diplomats by the goblins
between Ten-Towns and Karkolohk lasts, and it bears Yarb-Gnock’s signature at the bottom. After handing them the message, Yarb-Gnock urges the characters to leave at once and deliver it to the Council
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Entity. A 30-foot-diameter depression surrounds the amber monolith. The sloped sides and the 2-foot-deep, polluted water at the bottom make the entirety of the crater difficult terrain. The water
and don’t leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
falls. On a first failed check, pieces of the tower crumble and fall 100 feet to the bottom of the chasm, but the character is unharmed. On a second failed check, more crumbling rock trips up or
failed checks cause significant sections of the tower to crumble, you might decide that the DC of the check to climb across increases, or that checks are made with disadvantage. Using the Controls
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
well as a small portion of the money it has obtained. Zan, a jackalwere in hybrid form, is looking through the bookshelves to decide which books should be sold at the market the following day (see
meals in Blackgate. Unless a jackalwere tells it not to, it will attempt to eat any character who touches it. True Storage Trunk. The bottom wooden trunk, which is unlocked, is empty except for 50 gp
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, who slowly applies those features to the headquarters. A majordomo of a franchise modeling itself after a spy organization might constantly invent devices for the franchise, making continuing progress
, though the DM can decide otherwise. If a mobile franchise headquarters requires more crew than is granted by the franchise’s rank, the characters must hire the remainder (typically at the skilled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disaster takes whatever form you want, but it’s always a big, bold, unsubtle sign of a deity’s displeasure. You might decide to wipe a town, region, or nation off the map of your world. A disaster ravages
. What are the ongoing effects of this cataclysm? The following points can help you define the nature and consequences of the disaster: Decide what caused this cataclysm and where it originated. An omen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Putting the Planes Together As described in the Player’s Handbook, the assumed D&D cosmology includes more than two dozen planes. For your campaign, you decide what planes to include, inspired by the
Outer Planes). Below the Material Plane is the Elemental Chaos, a single, undifferentiated elemental plane where all the elements clash together. At the bottom of the Elemental Chaos is the Abyss
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
simply walk around it, or they can climb down one side, walk across the bottom of the pit, and climb up the other side. Once you determine how a trap can be disarmed or avoided, decide the
level ranges: 1–4, 5–10, 11–16, and 17–20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trap’s strength, decide whether it is a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
at the bottom of the pit leads northwest toward area W2 and east toward area W3. Goblin Body. Slumped at the bottom of the pit is the body of a strange goblin with an elongated skull and green streaks
excavated rock faces.
This maze of passages is an old section of Wave Echo Cave’s original mine site. Lurking in one dead end is an ochre jelly. (You can decide the jelly’s exact location.) When
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. When the characters open the door, read the following: The
the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drainpipes from the roof of the manor fill the cistern with water. A waterproof satchel hangs from a submerged rope
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Alarms” below for more information). The alarms are located as follows: The front doors to area V1 At the bottom of the stairs in area V1 In each hallway leading from area V1 to area V3 On the doors
decide to leave the museum when it closes and sneak back inside after hours. Below are some strategies they might use: Front Doors. The characters could pick the lock on the front doors to area V1, use
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
SHIP! OR IS IT … ?
If the characters make a deal with Belle Mare and succeed in taking the Tortured Tortle, how they benefit is up to you. Before you decide to allow the Tortured Tortle and its crew
investigate the wards understands the purpose of the runes, as well as the ways in which the wards can fail (see below). Trapped Stairs. Runes scribed onto the six bottom stairs leading up to the next
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
monster might be based on a real-world creature or a monster from myth, in which case its name might be obvious. If you need to invent a name, keep in mind that the best names either reflect the
ability determines its ability modifier, as shown in the Ability Scores and Modifiers table in the Player’s Handbook. If you can’t decide what a monster’s ability scores should be, look for comparable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
sarcophagus to face her, hoping to entice the characters to approach the magically warded sarcophagus at the bottom of the pit. Canopic Gallery. The gallery below the main platform houses eight canopic jars
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby. 8 As characters explore a steading belonging to one kind of giant (you can roll a d6 on this table to decide why the characters are there), they discover an honored guest of a more powerful giant
, revealing huge structures at its bottom. 2 A sinkhole releases strange monsters into the surface world, and characters who investigate discover a ruined stronghold in its depths. 3 An eccentric aristocrat
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the place by the various giants in the upper area. If the characters decide to look through the refuse, it takes 10 minutes to search a 10-foot-square area, and the toads from area 12 come into the
giants occupy the largest of these caverns. At the back of this cave is a clear spring of water about 2 feet deep, at the bottom of which are two hundred seventy-eight clear rock crystals worth 10 gp each
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and pine needles conceals the pit, the bottom of which is lined with sharpened wooden stakes. Ghost A baleful apparition appears before you, its hollow eyes dark with anger. Many ghosts haunt this
land. This particular ghost is all that remains of a person drained of life by Strahd (decide whether it’s a man or a woman). It appears and hisses, “No one will ever know you died here.” It then attacks






