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Returning 30 results for 'dread involves are build'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
the chosen prize. A giant might undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the
roof of a merchant’s home, seizing what they seek, and stalking away before the town watch can rally.
Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of
Species
Mordenkainen Presents: Monsters of the Multiverse
Shadar-kai are the elves of the Shadowfell, originally drawn to that dread realm by the Raven Queen. Over the centuries, some of them have continued to serve her, while others have ventured into the
by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Seven Secrets of Ravenloft Countless mysteries pervade the Domains of Dread, but these strange truths underpin the setting: Ez d’Avenir braves the Mists,
her path haunted by past
and future terrors
1. Ravenloft Is Not a World. The lands and characters of Ravenloft don’t share a planet. Rather, the Domains of Dread consist of innumerable demiplanes hidden amid the Plane of Shadow. Mysterious
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Personal Motives Not every conflict involves a fight between light and darkness. The vast majority of people are driven by simple motives: greed, fear, pride, or ambition. One person just wants to
few more pieces of gold out of Khorvaire, spies who will do anything to protect their nations, and petty criminals trying to build empires. Eberron holds a place for selfless heroes and truly vile villains, as well as everyone in between.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Dark Powers Unfathomable, hidden forces manipulate life, death, and reality within Ravenloft. These mysterious, deathless beings are the architects of the Domains of Dread, and have secreted
hint at ways to escape the Domains of Dread. Consider the following possibilities when developing your perspective on the Dark Powers: Amoral Guardians. The Dark Powers are a group of powerful beings
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Fear and Horror The rules for fear and horror can help you sustain an atmosphere of dread in a dark fantasy campaign. Fear When adventurers confront threats they have no hope of overcoming, you can
end of each of his or her turns, ending the effect on the character on a successful save. Horror Horror involves more than simple fright. It entails revulsion and anguish. Often it arises when
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
rules every time something frightening occurs, but your group might use them as a way to highlight individual fears and build an adventure’s overarching sense of dread. FROM THE MISTS OR BEYOND
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the voices of otherworldly ancients? Do the effects of drinking a potion of healing feel like grubs weaving wounds shut from within? Magic looks menacing in the Domains of Dread, but descriptive
embellishments shouldn’t change the actual effects of spells or magic items. Prison of Souls Everyone among the Domains of Dread is a prisoner. The Darklords number among the most prominent captives, but
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Notorious Monsters Every monster tells a story. The more you treat monsters as unique individuals and foreshadow their threat, the larger they’ll loom in characters’ minds. Build dread by giving
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
Nine Dread Princes before finally pursuing an epic quest to destroy the princes’ monstrous progenitor. As long as every dungeon is unique and interesting, your players will appreciate the tight focus
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Eberron With its emphasis on mystery and exploration, the Eberron campaign setting is a natural fit for Princes of the Apocalypse. Most of the work in adaptation involves changing place names to fit
hidden evil and betrayal. If you make additions of your own to the adventure, you can build on the noir aspects of hidden evil. Make more of the ostensibly friendly NPCs secretly work for one of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Acheron Incursion Reaching the gate to Acheron involves following a long tunnel to a massive mechanical lift. So long as the characters are with Major Kalar, the town guards don’t impede them. Read
Mosaic Mimir to the portal, though, insisting they fulfill their deal with her first. There’s little evidence to discover, but the soldiers reinforce the direness of their situation and convey their dread of the next attack. When the characters are done investigating, proceed with the following section.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
throwing rocks in ways that hone their skills for hunting and war. One of the most popular contests, especially among fire giants, involves nothing more than taking turns trying to knock each other down with
boulders. Frost giants build targets out of snow and ice and compete to see who can knock down the most with a single toss. A popular one-on-one game begins with the challenger throwing a stone as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
some violation of the community’s rules. Did you dread leaving, or were you happy to go? Is there something you hope to accomplish outside the monastery? Are you eager to return to your home? As a
result of the structured life of a monastic community and the discipline required to harness ki, monks are almost always lawful in alignment. Quick Build You can make a monk quickly by following these
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
you haven’t met.” Tletepecs build villages near the land’s many volcanoes, but travel between villages can be challenging, as the dirt paths that connect them often shift or are blocked. Therefore
peppers, seeds, and cacao. Most Tletepecs have a sweet tooth, especially if it involves cacao. Regional candy combines the sweet and spicy flavors of local fruits, and Tletepecs enjoy watching foreigners
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Minions and Pets Beholders often make use of minions. Establishing control over these creatures usually involves the use of its eye rays, but eventually the minions come to understand that the
beholder can kill them whenever it wants and it is in their best interest to stop resisting and just obey the beholder’s orders. Minions build walls in the beholder’s lair, distribute food to other
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Creating a Rival In essence, a rival is a somewhat specialized NPC. You can use chapter 4 of the Dungeon Master’s Guide to build a new NPC for this purpose, or pick one from your current cast of
characters stand in the way, and how the conflict could be resolved. Ideally, a rival’s goal directly involves the characters or something they care about. Assets. Think about the resources the rival can
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
undertake a carefully planned robbery, making extensive use of magic to cover their presence. Or it might engage in a brute-force raid that involves tearing off the roof of a merchant’s home, seizing what
they seek, and stalking away before the town watch can rally. Intricate Networks. Clever, ambitious, and greedy, many fog giants build up whole networks of bandits, raiders, spies, and criminals. In some
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the festivities with them, perhaps by dancing, drumming, or joining a group of Night Revelers in a vigorous debate. Dancing. The dance of the Night Revelers involves graceful acrobatics and exuberance
the spirits of the past are wrought to life by ancient pain. Atiba-Pa knows those sigils as well as I. But I offer you a chance to turn from his empty past and help build the future for Djaynai
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Horror Atmosphere Atmosphere is the overall mood of your game. It’s the sense of levity, excitement, or dread that stems from a story’s content and players’ perception of it. Atmosphere can be
challenging to build and easy to disrupt, but any D&D game—particularly scary games—benefit from your work to cultivate an atmosphere consistent with the experience you’re trying to create. Consider the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
course of combat. Brian Valeza Kobolds build a barricade to keep adventurers at bay Initial Attitudes A published adventure typically notes or implies whether a creature’s initial attitude toward the
1d6 for a predatory monster, 1d6 + 3 for ordinary travelers, or 1d6 + 6 for kindhearted individuals. Monster Personality If an encounter involves a significant individual, use the guidance in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone.
Creatures. A dread warrior (see appendix B), two wights, and four zombies guard this area. They attack anyone who isn’t escorted by kuo-toa or the sea hag, pursuing such interlopers to any
area of the zone. Glyph Key. The dread warrior has a glyph key attuned to this zone. 82. Sea Hag Lair Two large pools fill a chamber whose walls are carved with reliefs of humanoids frolicking with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
overt displays of it. 6 Ancient dragons fill me with dread. My knees grow weak in their presence. Cloud Giants Cloud giants are aptly named, or at least were at one time. Few of them live literally on
castles that still drift across the sky. No one can build those majestic structures any longer. The methods of their construction were lost (along with much other knowledge) when Ostoria fell. Some
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
scripts and determine if they are legitimate, since a calligrapher’s training involves long hours of studying writing and attempting to replicate its style and design. Components. Calligrapher’s
Spot forged text 15 Forge a signature 20 Carpenter’s Tools Skill at carpentry enables a character to construct wooden structures. A carpenter can build a house, a shack, a wooden cabinet, or similar
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and damage values as shown below. Purpose Before diving into the details of your trap, think about its reason for being. Why would someone build such a trap? What is its purpose? Consider the trap’s
intruders. It might cause a bell or a gong to sound. This type of trap rarely involves a saving throw, because the alarm can’t be avoided when the trap goes off. Delay. Some traps are designed to slow
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
contacts are — facts that you can build on by working with your DM to add some details. The table entries for contacts are written in the first person, where “I” is your character. You’ll roll twice on the
a squad of Boros soldiers into battle. When you’re assigned a mission that involves an adventure — leaving behind your guild holdings and putting yourself in danger — and you complete that mission
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
instance, traveling from Lower Menthis to Upper Central involves passing through three wards (taking a bridge from Lower Menthis to Lower Central, then ascending two levels) and can take 90 minutes or
Landing. Traveling from district to district involves the use of bridges and ramps, along with magic lifts—vast floating disks that slowly ascend and descend along threads of mystical energy. Lifts are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
offerings that he ignores the appearance of passersby and the usual pass phrase. When he notices the characters, he asks, “Do you bring an offering?” Making an offering involves throwing precious metals or
G13. Several barrels and crates stand at the north end of the cavern. They contain water and rations. G13. Bulette Kennels Boulders have been used to build crude, roofless enclosures similar to pens
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
once belonged to humans conscripted to help the githyanki build and maintain the gardens. The yuan-ti were humans themselves only a few years ago, when Ginder Nanik in Arborean Springs hired them to
the same figure, pointing a withered finger as four githyanki depart from her presence, their heads dropped in shame.
In this shrine, the githyanki paid penitent homage to Vlaakith, the dread
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the passage. This task involves a group ability check in which the characters can use different ability checks and skills to represent different tasks. Moving debris requires a DC 10 Strength
from decades ago. After locating a gate to a demiplane of filth, the Masked Lord attempted to build a sewer system that could empty the city’s waste into that plane. It worked well, and plans were made






