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Returning 35 results for 'more starting with only advisors for for longer'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
psionic powers and built a great city called Tu’narath. They have since spread throughout the multiverse, starting in outposts outside the Astral Plane, called creches, where time passes and their
centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.
Height and Weight
Player characters, regardless of race, typically fall into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
their incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others
target’s hands grow claws, which can be used as dagger;daggers.
16–20
One of the target’s legs grows longer than the other, reducing its walking speed by 10 feet.
21&ndash
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Starting the Adventure “The House of Lament” serves as an introduction to the Domains of Dread and can serve as the first adventure in a longer horror campaign. As players make characters, use the following details to encourage them along the path leading into the Mists.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Valtagar’s plot, Horgar banished Valtagar and his co-conspirators, who would henceforth be known as calassabrak — outcasts no longer welcome in Gracklstugh. After long holding the Deep Mines, Valtagar
. Valtagar’s gesture of self-sacrifice moved Fazrian, who judged him worthy of remaining alive. Valtagar now holds a tenuous position as Lord of the Mines, one of the fallen angel’s advisors. Despite
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Starting the Adventure Read or paraphrase the following text to begin: The gray mounds of the desert roll toward the horizon. Not one stone shows through the powdery sand, nor does a single insect
ghost can take longer to appear, exposing the characters to more of the desert’s threats, which are detailed in the “Desert Encounters” section below. When you’re ready to progress the story, proceed to the “Ghost of Amun Sa” section.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Astronomers and navigators who closely watched the stars couldn’t fail to see that there were nights when they seemed to hang in the sky. The winter of 1487–1488 lasted longer than normal. It was then
noted that the solstices and equinoxes had somehow shifted, beginning with the spring equinox falling on Greengrass of 1488 DR. The seasons followed suit, with each starting later and ending later
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier. Supreme Sneak Starting at 9th level, you
using magic items you normally couldn’t employ. Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the mountain pass through the Spine of the World exceedingly treacherous, and this land has not felt the warmth of the sun in over two years. In fact, the sun no longer appears above the mountains
before, leave one’s mark on this frigid, blighted land.
Having set the stage, you can now describe the adventure’s starting town using the information presented later in this chapter, and the poster
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Price of Beauty leads to the temple from the east after a journey of a quarter mile. A longer trail leads west from the temple, winds northward, and ends at the edge of the forest south of
anyone tries to forcibly enter the abandoned shrine or the tower. If the characters are intent on starting this part of the adventure with combat, you might lead off with a challenging fight against the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
highest Charisma score among all adventurers in the party, and its starting loyalty score is half that number. If the highest Charisma score changes — perhaps a character dies or leaves the group — adjust
endangered by other party members for purely selfish reasons. An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Adventure Duration Every adventure in a shared campaign begins and ends in the same play session. (If a group of participants wants to take longer to finish and all are willing to do so, they can
specific starting point and endpoint. A good way to get around this restriction is to create an adventure with multiple possible endings. Location-based adventures also work well with this format. A
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Legion Angels occupy the highest tier of the Boros hierarchy, from the guildmaster Aurelia down to the hosts of holy warriors and advisors in leadership roles. Their opinions and advice
rules they are charged with enforcing, cleaving to the spirit of the law when the letter no longer serves justice. Because the Guildpact — the one force on Ravnica that can keep the guilds from
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
travel time to 7 hours if they use dogsleds. As the characters pass through Bryn Shander, Caer-Dineval, and Caer-Konig, they can pick up each town’s starting quest if they haven’t gotten them already
the dwarves have little food to spare and are too busy to entertain guests for any longer than that. Characters who have completed the “Foaming Mugs” quest however, have earned the dwarves’ favor and are welcome to stay as long as they like.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Starting at 6th level, when you cast an illusion spell that has a duration of 1 minute or longer, you can use your action to change the nature of that illusion (using the spell’s normal parameters for
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Hound of Ill Omen 14th Shadow Walk 18th Umbral Form Eyes of the Dark Starting at 1st level, you have darkvision with a range of 120 feet. When you reach 3rd level in this class, you learn the
, you can see through the darkness created by the spell. Strength of the Grave Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
standing stones to whisper primal secrets in Druidic. The circle’s wisest members preside as the chief priests of communities that hold to the Old Faith and serve as advisors to the rulers of those
additional druid cantrip of your choice. This cantrip doesn’t count against the number of druid cantrips you know. Natural Recovery Starting at 2nd level, you can regain some of your magical energy by
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
long travel takes is up to you—it could take 3d6 days to get from one gate-town to the next closest one, or weeks, or longer. While traveling in the walking castle, the characters are safe, and
9th level before starting chapter 13. Levels in the Outlands Adventures Completed Advance to… In two gate-towns 7th level In four gate-towns 8th level In six gate-towns 9th level
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Haunted Zones Strahd can twist his domain to suit his whims. Starting when he makes his presence known, certain doorways in the house no longer connect to the rooms they did before. Instead
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
book and in chapter 7 of the Dungeon Master’s Guide are the obvious starting point. Choosing which items to allow or ban is a matter of personal preference, just as it is for the DM in a standard
remove it from the game once it has been handed out. Naturally, the list of available items is longer for adventures in the higher tiers, and the point cost of those higher-tier items likewise
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the planes, hoarding knowledge for when it might be useful. Such is their incredible intellect that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating
. 06–10 The target’s eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
waist and longer below the knees. Short, soft hair grows down their neck and spine, along their shoulders, and on their forearms. Embracing Life Most satyrs believe that the other peoples of Theros are
at his expense.
With immortal power no longer feeling so out of reach, Xenagos set into motion a plan that would propel him to godhood. His victory shook the pantheon, but his victory was short
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
incredible intellects and stores of information that many seek them out, including demon lords. Some sibriexes act as advisors and oracles, manipulating demons into serving their ends, while others
eyes push out of its head at the end of stalks. 11–15 The target’s hands grow claws, which can be used as daggers. 16–20 One of the target’s legs grows longer than the other, reducing its walking speed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Throughout much of Faerûn, the winter of 1487 and 1488 lasted longer than any on record. The solstices and equinoxes had somehow drifted. Later seasons followed suit, with each starting and ending
southern skies. No longer engaged in Cormyr, Netheril attacked Myth Drannor by floating the City of Shade over it. In a struggle for control of Myth Drannor’s mythal and the Weave itself, the flying
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Turn the Unholy. As an action
nowhere to move, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Turn the Unholy. As an action, you present
, the creature can use the Dodge action. Aura of Devotion Starting at 7th level, you and friendly creatures within 10 feet of you can’t be charmed while you are conscious. At 18th level, the range of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from the preparation tables until Sid gives the signal. Starting the Challenge. Once any questions are answered, Sid’s sous-chefs position themselves around the large woks, ready to transform the
Market’s vendors. If the challenge took longer than 6 rounds, Sid’s crew and the audience remain in high spirits as they eat the delicious shrimp cakes, but the characters gain no renown. As Sid thanks the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Score. An NPC’s loyalty is measured on a numerical scale from 0 to 20. The NPC’s maximum Loyalty Score is equal to the highest Charisma score among all adventurers in the party, and its starting Loyalty
of 10 or higher risks anything to help fellow party members. An NPC whose Loyalty Score is between 1 and 10 is tenuously faithful to the party. An NPC whose Loyalty Score drops to 0 no longer acts in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. When the characters first see the golem, read: Even in the gloom, you can make out a monstrous shape lumbering down the hall. When the darkness can no longer hide its true nature, your eyes are
will cause the abbey’s bell to ring, so that dinner will be served. They are speaking nonmagical gibberish. S15d. Hungry Mongrelfolk Nine mongrel creatures stand in the middle of this room, starting at
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, however, become angry that they can no longer “do the Mickey.” Pins and Needles Mad Maggie cut a deal with a pit fiend to secure the services of two shrewd but lazy imps named Pins and Needles. Mad
a redcap, Grubba, grab it and run off. Barnabas is too embarrassed to tell Mad Maggie about it, though she suspects something is amiss because Barnabas has starting whistling when he speaks. He
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and his divine offspring — the lesser giant gods — were out of touch, constantly waging war against one another on the Outer Planes. Hekaton came to believe that the giants were no longer the rightful
-Father, while Iymrith wants the giants and the small folk to annihilate one another. Serissa values the counsel of her advisors, but she has her own mind. She wants to see her faith — and her mother’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
should be to celestials and humans what tieflings are to fiends and humans. Given that aasimar and tieflings are like two sides of the same coin, the tiefling makes a good starting point for coming up
by 2. Age. Aasimar mature at the same rate as humans but live a few years longer. Size. Aasimar are built like well-proportioned humans. Your size is Medium. Speed. Your base walking speed is 30 feet
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
by a large, dirty cloth. When a character steps on the cloth, it gives way, dumping the character into the pit, at which point the pit is no longer hidden. A creature that falls into the pit takes 1d6
toward intruders, but it’s also naive. Rather than alerting the other kobolds when it spots the characters, it marches toward them and asks what they want.
Attitudes. Every creature has a starting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
him destroy the chardalyn berserkers who have turned against their own. Gunvald has had three wives in six years, each of whom died while she was pregnant. His advisors fear that the gods have cursed
members don’t think it will survive much longer under its current leadership. To swell its ranks, chieftains have resorted to bringing outsiders into the fold, including outcasts from Ten-Towns






