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Returning 35 results for 'setting of refers dangers verdan'.
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Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
toward the sage Khea who lives in the nearby polis. When the characters investigate, they learn from Khea that the writing is undecipherable except for the first line, which refers to the legendary Court
lies the key to deciphering the mask, along with its own treasures. With the information provided by Khea, the adventurers set forth into the wilds, where they’ll face multiple storied dangers before
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
extends west from the known lands of Theros to the edge of the world. As Thassa’s domain, the sea hides an amazing array of creatures, including the entire triton civilization. Its legendary dangers
range from deadly reefs and wandering islands to predatory beasts and devastating krakens (see chapter 6). Ever-changing, the Siren Sea is a realm of impossible sights and constant danger, the setting of legendary odysseys and the crucible of heroes.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Other Quests Chapters 1 and 2 are structured around quests, some of which touch on the major story arcs of the adventure while others merely show off other cool aspects of the setting. In chapter 1
adventurers to leave the cold comfort of Ten-Towns and explore the fringes of Icewind Dale, where dangers dwell.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, whether it’s a fantasy story steeped in horror elements or an otherwise realistic world that features a supernatural terror. Dark fantasy refers to fantasy worlds where grim themes, nihilistic plots, or
horrifying elements inform a fantasy tale. Evil dominates a dark fantasy setting, with depravity being commonplace and life holding little value. How dark you want to make your fantasy is up to you, but
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
AC 15, 1 hit point, and immunity to fire, poison, and psychic damage. If it is reduced to 0 hit points, it explodes and fills the room with fire, setting fire to the dry furnishings. Each creature in
been reduced to 0 hit points, it speaks: The fiery dragon hisses as it addresses you. “My knights have fallen into darkness. Save them if you can. Show them the light they have lost!” With that, the fire burns out. The dragon refers to the Order of the Silver Dragon and the beacon (area Q53).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and dangers heroes might encounter when they venture out to sea. RUNNING NAUTICAL ADVENTURES
Running adventures involving ships and the sea doesn’t need to be daunting, especially not in a world as
brave crews sail along with them. Feel free to think of the ship your heroes travel upon less in the terms of a pirate story (full of commonplace duties and dangers) and more like a vessel in a space
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a ranger spell you cast and when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
find themselves stranded in the gray mists of the Mournland, facing the dangers of a war-ravaged land as they try to find their way back to their original destination. The greatest horrors they are
villains, and for keeping the action moving over the course of an adventure. It discusses how to use the Last War as a theme and a setting for adventures, and details the Mournland as an adventure location
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability
. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. Spell
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In
addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. You use your Charisma whenever a spell refers to your spellcasting ability
. In addition, you use your Charisma modifier when setting the saving throw DC for a bard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a paladin spell you cast and when making
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
list. Spellcasting Ability Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers
to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one. Spell save DC = 8 + your
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
injustices and discrimination Game-specific content, such as dangers, monster types, and setting details you might use Specific genres of horror, like those in chapter 2 If you’re not comfortable
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
feet.” The term refers to the persistent urge to wander beyond the boundaries of the community — activity that is in the purview of Brandobaris, who is said to have “the fanciest feet of all.” Each
their secluded villages, and are also quite happy living in the communities of other races, working as farmers, innkeepers, cobblers and bakers.
In the Dragonlance setting, kender are the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
impossible sights every day. Multiversal Scale. In Planescape adventures, dangers might threaten countless worlds, or the fate of the multiverse might hang in the balance. By the same token, wonders are
defines you, not what others assume about you. Everything D&D. Anything from any D&D setting and anything you can imagine might appear in Planescape adventures. Characters might encounter D&D’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
given earlier in the adventure. The legend lore spell returns only the following response: “The shackle that is the key, the prison built by a prisoner.” That cryptic clue refers to the manner in
) is Candlekeep’s foremost expert on the subject of curses. Born and raised in the magocracy of Halruaa, Teles has always been comfortable around magic but also understands its inherent dangers. If the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
spells depends on the choice you made on the Spellcasting table. The sidekick uses its spellcasting ability whenever a spell refers to that ability. In addition, it uses its spellcasting ability
modifier when setting the saving throw DC for a spell it casts and when making an attack roll with one. Spell save DC = 8 + sidekick’s proficiency bonus + spellcasting ability modifier Spell attack modifier
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one. Spell save DC
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
member of the Lords’ Alliance, Iarno seized an opportunity in Phandalin to line his own pockets. Originally tasked with setting up a constabulary, the mage instead assembled a group of outlaws and local
acts such as kidnapping or arson as “that unpleasant little business” or “those unfortunate events.” He refers to the characters as “guests” and expresses regret that he cannot provide suitable
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you
use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Intelligence
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
additional encounter also provides a sense of the wider scope of the setting. Monstrous Uprising A charismatic half-red dragon veteran leads a band of 21 kobolds and 7 lizardfolk, taking advantage of
encounter to make the players aware of the dangers presented by a direct assault against the Well of Dragons. The army of the cult is huge and powerful enough to have destroyed a major adventuring group. The
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
additional encounter also provides a sense of the wider scope of the setting. Monstrous Uprising A charismatic half-red dragon veteran leads a band of 21 kobolds and 7 lizardfolk, taking advantage of
encounter to make the players aware of the dangers presented by a direct assault against the Well of Dragons. The army of the cult is huge and powerful enough to have destroyed a major adventuring group. The