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Returning 35 results for 'marshal story with only are from for long'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
energy in a 5-foot-wide line that is 60 feet long. Each creature in the line must make a DC 12 Dexterity saving throw, taking 21 (6d6);{"diceNotation":"6d6", "rollType":"damage", "rollAction
powerful. A lone derro may seem pitiable, but a cackling, spitting, growling, howling horde of them is horrifying to behold.
Fractious in groups and individually weak, derro would have died out long
Monsters
Waterdeep: Dragon Heist
"} bludgeoning damage with shillelagh.Fala Lefaliir, an herbalist and a member of the Guild of Apothecaries and Physicians, operates out of this stately, three-story town house, the third floor of
which has been converted into a greenhouse. Its translucent glass walls allow anyone on the street to see the rainbow of flowers blossoming within.
Fala Lefaliir is an outgoing wood elf with long, braided
Monsters
Bigby Presents: Glory of the Giants
gold, 1 foot long and weighing 2 pounds. The shell is worth 100 gp. Sometimes, the egg inexplicably contains some kind of small trinket or minor magic item. Once it lays a golden egg, a giant goose can
that’s important to the story of an adventure or your campaign.
Goose Egg Trinket
d12;{"diceNotation":"1d12","rollType":"roll","rollAction":"Egg Contents"}
Egg Contents
1
The
Monsters
The Book of Many Things
everyone deserves a chance to write their own story on their own terms, and her deeds have inspired countless heroic tales.
Even after so many years, Asteria maintains a joyous wanderlust and passion for
the first Deck of Many Things. She doesn’t know why this is but surmises her life is tied to that deck; so long as it continues to exist, so will she. She has no way to prove this hypothesis
Monsters
Dragonlance: Shadow of the Dragon Queen
Legendary Resistance (3/Day). If Soth fails a saving throw, he can choose to succeed instead.
Magic Resistance. Soth has advantage on saving throws against spells and other magical effects.
Marshal
but then rose from the ashes as an Undead horror. In his cursed castle, Dargaard Keep, Soth long ignored the ruined world, but the Dragon Queen’s summons has called his evil forth once more
Monsters
Mordenkainen Presents: Monsters of the Multiverse
shadar-kai, elves whose ancestors served the Raven Queen, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless
appear in the fortress. Any of these things can spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was
Monsters
Mordenkainen Presents: Monsters of the Multiverse
past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally.
Eons of exposure to the influence of the Shadowfell has left shadar-kai often joyless and
metaphoric representation of some story—great or small—that was saturated with raw emotion.
Shadar-kai encountered outside the Shadowfell are often on quests to find the most sorrow-touched items they can find to bring back to their queen’s gloomy castle.Necrotic, Psychic
Monsters
Mordenkainen Presents: Monsters of the Multiverse
, a god of death and memory. They were brought to that realm in ages past, so long ago that they’re now adapted to its cheerless environment, both physically and mentally.
Eons of exposure to
spontaneously appear about her lair, every object and apparition being a metaphoric representation of some story—great or small—that was saturated with raw emotion.
Shadar-kai encountered outside
Magic Items
Tasha’s Cauldron of Everything
, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving
a random destination, which could be on a different world of the Material Plane.
Destroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth’s story
Monsters
The Book of Many Things
Euryale’s story and unwavering conviction.
These medusas are divinely empowered champions, drawing their power from a cosmic truth, the will of a deity, or the primal forces of nature. They
filling books, scrolls, tablets, or stranger archives—such as magical crystals that hold captured memories or the voices of those long dead. You can use this lair and the lair actions described for
Monsters
Mordenkainen's Fiendish Folio Volume 1
an inveterate collector of magic items, though, his demiplane is likely filled with powerful artifacts long thought lost to the multiverse. If the story is true, his demiplane is undoubtedly guarded
realities. Such is the realm that spawned the xill, horrific, insectoid creatures created long ago to serve an ancient, evil master.
Gruesome Collectors. Xills are horrid, four-armed creatures that seem to
Gladiator
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes
ideals about the practice of art and the appreciation of beauty.
D8
PERSONALITY TRAIT
1
I know a story relevant to almost every situation.
2
Whenever I come to a new place, I
Entertainer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Backgrounds
Player’s Handbook (2014)
establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a
1
I know a story relevant to almost every situation.
2
Whenever I come to a new place, I collect local rumors and spread gossip.
3
I’m a hopeless romantic, always searching
Backgrounds
Sword Coast Adventurer's Guide
determine your inheritance from among the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so 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 Master is free to use your inheritance as a story
Gith
Legacy
This doesn't reflect the latest rules and lore.
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Species
Mordenkainen’s Tome of Foes
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in
against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other’s throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.
Backgrounds
Ghosts of Saltmarsh
ten other people each day.
FISHING TALE
You can tell a compelling tale, whether tall or true, to impress and entertain others. Once a day, you can tell your story to willing listeners. At the DM
turn day into night.
7
Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8
Love Story. You fell in love with a
Backgrounds
Baldur’s Gate: Descent into Avernus
court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your
high-minded ideals about the practice of art and the appreciation of beauty.
d8
Personality Trait
1
I know a story relevant to almost every situation.
2
Whenever I come to a new
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
marred by Lord Soth’s attack. The room holds little more than a long table covered in reports, though tall windows offer a stunning view of the city and harbor beyond.
The marshal stands by a window
Group Debriefing The meeting with Marshal Vendri takes place in a small meeting room. Read the following: Marshal Vendri has claimed a modest meeting room down the hall from the council chamber
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
who fish in the waters around Saltmarsh know that a dragon turtle called Xalatamos claims the wreck of the Marshal as part of its domain. As long as the wreck was undisturbed, Xalatamos kept to itself
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Within the Castle Once the conversation with Marshal Vendri is complete, a guard guides the characters to the fourth floor while sharing details about the castle. Built centuries ago, the castle was
long used by the Knights of Solamnia. Many of its large halls are decorated with images of Solamnic knights and the gods and animals they honored. The guard goes on to describe the castle’s layout as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
this role, as are paladins—as long as they aren’t asked to do things that violate the tenets of their oaths. Marshal. Combat is the specialty of the Marshal, who focuses on enforcing the law of the
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Overview A D&D adventure is a collection of locations, quests, and challenges that inspire you to tell a story. The outcome of that story is determined by the actions and decisions of the player
characters—and the luck of the dice. Dragons of Stormwreck Isle draws the characters into the midst of an ancient war among dragons as they explore an island that has long been a battlefield in that conflict.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
D&D game. Games stagnate when the story meanders too long without a change in tone, when the same villains and similar adventures grow tiresome and predictable, and when the world doesn’t change
, a D&D campaign runs the risk of retreading the same ground long after the enjoyment’s gone. Just as actors or writers drift away from those other mediums, so can players — the actors and writers of a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ghost Story Torments Whether they’re living monsters or ghosts, Darklords in ghost story settings are the architects of their own tragedies. Ghost Story Torments d8 Torment
1 The Darklord
dozen phantoms cater to the Darklord; each spirit is an emotion he can no longer feel.
4 Vampiric spirits keep the Darklord forever young, but physical sensation fled them long ago.
5 Despite
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, particularly the High Forest and the River Rauvin, but the book’s story dates back to the days before the future site of the city was settled. As the story opens, the weather in the demiplane is brisk but
not frigid, and the winter solstice is imminent. When the characters follow the course of the story, they arrive at the site of the adventure’s climax just before midnight on the day of the solstice
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
story for themself without being allowed to know that story ahead of time. With this narrative approach to the Deck of Many Things, you decide how to weave the events triggered by cards into your
in this book include advice to help you work the effects of their cards into your campaign story. Using the deck’s effects as events in your campaign poses an interesting question: is the deck
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Greyhawk Many long-time D&D players regard Oerth, the world of the Greyhawk campaign setting, as the natural and proper home for the Elemental Evil campaign. The Temple of Elemental Evil, the classic
adventure, is set in the world of Greyhawk. Princes of the Apocalypse draws many inspirations from the original adventure, but this is not the same adventure in a new edition. New story elements such
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Ghost Story Villains While the villains in ghost stories are often spirits or haunted places, they might also be the individuals who provoked a haunting to begin with. Ghost Story Villains d10
Villain
1 A medium who feeds victims to spirits in exchange for power over them
2 The spirit of a long-dead murderer who stalks the same types of victims in death as in life
3 The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Overview A D&D adventure is a collection of locations, quests, and challenges that inspire you to tell a story. The outcome of that story is determined by the actions and decisions of the adventurers
—and the luck of the dice. Dragons of Stormwreck Isle draws the characters into the midst of an ancient war among dragons as they explore an island that has long been a battlefield in that conflict
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
“enter” the book, their literal path through the demiplane is dictated by the story that Ecamane Truesilver penned long ago. The characters begin a short distance south of where a meadow meets the edge of
someone is writing it, word by word. As this text unfurls, read: “Our story starts during the time leading up to the winter solstice on the final night of Uktar in the year 374 DR. A nearly full moon rises
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
. If you want to depart from your class’s story, your DM has the final say on how far you can go and still be considered a member of the class. As long as you abide by your character’s proficiencies
class’s story since the class first appeared in Eldritch Wizardry (1976) and the original Player’s Handbook (1978). The idea is that druids prefer to be protected by animal skins, wood, and other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, three-story stone mansion that the Harpers have seized and turned into a hideout. Felrax, a dragonborn mage with copper-colored scales, watches over the mansion. A light cantrip cast on his staff
and a resting place for as long as they need it. If the characters need to leave Skullport in a hurry, he tells them that Tasselgryn Velldarn (area 27) has access to a teleportation circle and charges 50 gp per person for its use.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Credits Lead Designer: Christopher Perkins
Story Design: Jenna Helland, Adam Lee, Christopher Perkins, Richard Whitters
Additional Design: Mike Mearls
Managing Editor: Jeremy Crawford
Editors: Kim Mohan, Michele Carter
Editorial Assistance: Matt Sernett, Chris Dupuis, Ben Petrisor, Sean K Reynolds, Stan!
Story Consultant: R.A. Salvatore
D&D Lead Designers: Mike Mearls, Jeremy
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Dragonborn The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to
populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for






