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Returning 35 results for 'grim coming learning'.
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Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
A Grim Discovery As the characters make their way from the River of Gold to the Court of Flowers, they pass a shadowed alley. Glancing down it, the character who has the highest passive Wisdom
no way of learning that the dwarf was murdered by the vengeful Kala Mabarin, who got close enough to him in the crowd to poison him, then led him to the alley to die.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Why Are You Here? As a Morgrave student, you’re not an adventurer yet. You’ve got talent, but you’re learning. Consider how your background ties into this. As a noble, are you an entitled rich kid
an entertainer you might be a prodigy whose talent is only just emerging. A Morgrave story is about coming of age and unlocking your potential. So think about your background as a way to set up the person you’re becoming, as opposed to representing adventures that you’ve already had.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
spoke to the grim soul of the ship and hatched a plan to appease it. The spirit inhabiting the vessel hails from the lost city of Anauria, a realm swallowed up long ago by the spread of the Anauroch
Desert. Learning that it longed for its old home, Fheralai kidnapped a local bard, Tarbin Tul, and forced him to regale the ship with songs from its lost homeland. The ruse worked. As long as Tarbin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. After talking to Coal and learning her employer was Alden d’Orien, the characters are confronted by Daask forces sent to kill Coal. If they survive the fight, the characters can meet with Alden in the
coming for her. She tries to flee on a lightning rail while drawing them into a trap. If the characters chase down the half-ogre, she attempts to make a deal to keep her freedom, which they can either refuse or accept, setting the stage for further adventures.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Grim Harrow’s attention (the Grim Harrow is detailed in chapter 19). Research the Deck of Many Things. When they aren’t actively pursuing copies of the Deck of Many Things, knights of the Solar
of Many Things in their possession. Warn of the Grim Harrow. The Solar Bastion is on the lookout for the Grim Harrow: Undead that pursue Decks of Many Things across the multiverse (see chapter 19
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Approaching Death House As the characters come within sight of Death House, read or paraphrase the following: A boy and a girl stand in the middle of the dirt road outside a grim house. The boy is
screams inside the house, followed by terrible howls coming from the basement. Recently, a group of robed adults (priests of Osybus) arrived and entered the house without a word. If calmed with a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
that the daily life and traditions of the villagers conceal horrible secrets. What starts as glimpses of strange behaviors or rustic decorations culminates in learning the village’s secrets firsthand
youngsters how to debone live eels and create festive “elver-crowns,” a grim local decoration.
6 With adult approval, youngsters affix hornlike sticks to a terrified animal’s head.
7 A
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
relationships and in learning. Can you earn a professor’s trust? Can you get unrestricted access to the library stacks? Can you impress that mysterious stranger? At the DM’s discretion, accomplishing
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
basic tenets are shared with anyone who expresses an interest in learning about the group’s beliefs. Such folk, known as aspirants, are taught the following: Flawed Creation. Suffering isn’t an
accident, a flaw in a divine plan, or purely the work of evil gods. It’s evidence that the whole of creation is fundamentally flawed and already unraveling. Coming Destruction. The destruction of the world
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, grim Returned, or worse. Hunter’s Crossing. Setessa once extended its claim over more of the Nessian Wood, establishing military outposts like those of Akros. At the western end of the forest, along
lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
visit worlds floating in the majestic oceans of Wildspace. Strixhaven* Strixhaven, a school of magic, serves as a hub of learning and adventure. Theros* Heroic destinies wait to be fulfilled in this
superstitions? What Mysteries Does the World Hold? Every campaign setting has mysteries: a fabled land across the sea, a grim forest hiding a terrible secret, restless spirits haunting a ruined keep for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Marian admits that she once admired the archlich and even considered studying necromancy. When Marian realized the great evil involved, though, she eschewed this grim path. Regardless of the
characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Francesca Baerald Map 7.2: Tomb Complex
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, Strahd von Zarovich!” Once Sarusanda is done speaking with the skull, it cackles in grim amusement, then floats into the air. Three will-o’-wisps emerge from corners of the room and join the skull (use the
. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
city, cheerfully decorated for the impending festival.
A colorful altar stands opposite the entrance, its tiers covered with sketched portraits. You hear sobbing coming from one of the apartments
. Learning more from her requires effective roleplaying to win her over, as well as a successful DC 13 Charisma (Persuasion) check. Inside the Apartment Doña Rosa’s tiny apartment consists of a living room
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and cast into the noxious void. Moments later, the Pit belches up a demon to serve in the ranks of the Hounds. One Pixel Brush A grim fortress, Blightsteel Keep, looms over the demon-infested town of
cursed blight goads farmers to wade into the stalks and reap what they sow. Razed Altar Believed to have once been a temple to a god of learning, Plague-Mort’s abandoned cathedral has become a monument
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
describe Annam as a sleeping god whose dreams formed the substance of reality and allowed other gods to create within it. Annam is often described as an all-knowing god whose deep learning, profound
in conflict with one of his siblings. To hill giants, these stories make Grolantor a figure to be admired. Among the other giants, Grolantor is the butt of every joke, always coming out poorly in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
a group of surface-world heroes coming to Janya through “friends among the Night Revelers.” He saw the characters arrive while he was watching the performance and wants to learn if they have come to
for the Night Revelers and is pleased if they are. He tries to get the characters to admit they’re seeking the outdated lore of a foreign land. He claims his faction has ways of learning everything
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
much as she enjoys offering and enforcing her bargains, a hag rarely goes out looking for people to make deals with because she knows that someone coming to her puts her in a position of power. The
depletes the community of good-hearted folk as they succumb to her evil and selfish plans. The mood of the town becomes unwelcoming, grim, moody, or outright hostile toward newcomers and travelers. Even
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, and Thief subclasses.
Arcane Trickster Enhance Stealth with Arcane Spells
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in
Long Rest. BILLY CHRISTIAN Assassin Practice the Grim Art of Death An Assassin’s training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
fault, and he’s glad that no one else was captured in the assault. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
a grim, masked man. The statue reaches out, as if to accept what it has been offered.
To the east, a portion of the tomb’s wall has collapsed, exposing a deep crevasse in the rock.
This chamber
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suggested name that it likes. If you’re having trouble coming up with a voice for the awakened beast, try mimicking the speech of a cartoon character or a famous actor. Awakened Beast Encounter d8
can shift the dwarves’ attitude to friendly by speaking to them in Dwarvish. Although the dwarves are grim, which is understandable given the inclement weather, they’re neither violent nor spoiling for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gambling to talk to any characters who aren’t also in the game. A character who gambles can strike up a conversation at the table, learning three pieces of information for each game they play, chosen
characters who don’t get in the way. The door leading north into Lottie’s domain is not locked. Lottie assumes that anyone coming this way is a staff member on legitimate business, or is looking to die
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
matters, the factol splits his time between learning and lecturing. He has mastered at least one Axiom, from which he derives his magical abilities. Faction Attire. Guvners wear distinctive tall hats and
Attire. Dusters dress in grim clothes associated with the work of the dead. An individual member might be mistaken for—or actually be—a gravedigger, a mortician, or a ghoul in tattered rags. Role in Sigil
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
organization’s eyes and ears in Hundelstone. Beldora uses her sending stone to inform Thwip that the characters are coming. Treasure. Upon the characters’ arrival, Thwip gives them a gift: a Tiny clockwork
faction of the Order of the Gauntlet called the Order of the Gilded Eye. Sir Lanniver provides the following information about the organization if the characters seem interested in learning more. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, she points toward the sky and whispers, “The stars aren’t right. The dark times are coming.”
9 Several cackling, half-dressed gnomes are covered in body paint and drive a wheeled contraption down
later when passersby noticed that one of the statue’s hands had risen to shade its eyes. Scholars immediately began studying the statue, learning that at sunrise on the first day of each new year, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
decorated with grim paintings, but all furnishings have been removed except a ten-foot-square rug in the middle of the floor and a sword mounted on the middle of the north wall.
The rug is a rug of
feel cold air coming from the wall, suggesting the presence of a secret door. The wine cask must be moved aside to access the secret door. Secret Door. An arcane lock spell has been cast on the secret
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
are coming.” 9 Several cackling, half-dressed gnomes are covered in body paint and drive a wheeled contraption down the street. The device is a mobile piece of art crafted at Whitkeep Hostel and
tribute to the great man — until one morning several months later when passersby noticed that one of the statue’s hands had risen to shade its eyes. Scholars immediately began studying the statue, learning
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
traverse. Regardless of the characters’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Ward Rune. The ward rune is
located on the bed’s headboard. Z9: Brig Small cells with thin iron bars line both sides of the center hallway. You hear shouts for help from one of the cells.
The shouting is coming from a couatl
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
magical. G19. North Balcony A wooden railing encloses this balcony. Mounted on one corner of the railing is a copper spyglass.
A bandit stationed atop this balcony watches for trouble coming from the
balcony. Mounted on one corner of the railing is a copper spyglass.
A bandit stationed atop this balcony watches for trouble coming from the south and east. If she sees anything suspicious or threatening
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. Floundering
the characters investigate the tombs at greater length, read: Twenty-three sepulchers stand here. The lids are carved in the likenesses of grim dwarves in armor. Dwarvish runes on the front of each
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
wall is old, crumbling, and badly worn by centuries of rain and wind coming in from the Azure Sea. The garrison at the gate consists of older guards, those nearing retirement and unwilling or unable to
emissaries from Iuz pay on time and they buy shiploads of fish at once, so no one inquires too closely into the captain’s sepulchral voice or her penchant for wearing gold jewelry etched with grim
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
areas — which, of course, leads to even more creatures coming under his sway (see “Conclusion” for more information). Three chuuls hide beneath the mass of corpses. These creatures were attracted by
boat by smashing its hull with rocks to prevent the hermits from escaping. Anyone approaching can see that the boat is half submerged and that its hull has several holes. Grim Haul. After slaughtering
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
smiths still work in area B15, hammering and clattering chains can be heard coming from there. Characters close to that end of the chasm also see a ruddy red glow playing on the walls nearby. Explorers
occasional innocent victim. This grim chamber is the domain of a stonemelder (see chapter 7) named Heldorm and the three cultists who assist him. Roleplaying Heldorm. Unbalanced, Heldorm goes about his work






