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Average Rating: 0. Browse 3 Images » wrong image? Dyson Logos Mike Schley. Rich Lescouflair Chris Lindsay. Publisher: Wizards of the Coast. Year: View Corrections Link Image. No items found. No images found. No videos found. No threads found. No posts found. Title Hot Recent. Sort: Pg. Relationship: Periodical Articles Podcast Episodes. No lists found. RPG Item Rank:. Personal Comments:. Your Tags:. Add tags Tags separate by space :. Malady is a rust-colored once again. Her affliction debt.

She tries to keep visitors from falling disguise. The Captain is a half-orc what I can to help others. On his Ideal: I just want to live in peace with others who eyelids, he sports tattoos of open eyes, which he are also afflicted. His head is shorn. Bond: I would do anything to protect my crew from danger.

Zehira is Flaw: I let superstitions override logic. As a child, she often accompanied her ee-ar. Samara is a half-elven woman who has served parents on their trade travels and developed a alongside Lazlo for years. She has an assortment of passion for the sea. She works hard to prove herself. Ideal: I believe I have a greater purpose in life and Ideal: I revere the sea for its power and wonder.

Bond: I would die for my crew. Merrow is a service and adventure. Axar is an evil aberration the water. It lures creatures to Ideal: I love the balance between life on deck and its lair and conducts grisly experiments on them. Personality: I am conniving and use psychic Bond: I can never live far from the ocean. Flaw: I struggle communicating with land folk. Ideal: I care only for chaos. EHV-rehn furr-AY. Evren is a wizard whose Flaw: I have no capacity to think or care about divination power comes from her study of the sea.

She helps the captain navigate and discern potential threats. Personality: I am eager to meet new people and help them spot omens. If the djinni dies, its body Lightfooted. The swashbuckler can take the Dash or disintegrates into a warm breeze, leaving behind only Disengage action as a bonus action on each of its turns.

Suave Defense. While the swashbuckler is wearing light Innate Spellcasting. It can innately cast the following spells, requiring no material components: Actions At will: detect evil and good, detect magic, Multiattack. The swashbuckler makes three attacks: thunderwave one with a dagger and two with its rapier. Actions Multiattack. The djinni makes three scimitar attacks.

Create Whirlwind. A 5-foot-radius, foot-tall cylinder of swirling air magically forms on a point the djinni can see within feet of it. The whirlwind lasts as long as the djinni maintains concentration as if concentrating on a spell. Any creature but the djinni that enters the whirlwind must succeed on a DC 18 Strength saving throw or be restrained by it. The djinni can move the whirlwind up to 60 feet as an action, and creatures restrained by the whirlwind move with it. The whirlwind ends if the djinni loses sight of it.

A creature can use its action to free a creature restrained by the whirlwind, including itself, by succeeding on a DC 18 Strength check. If the check succeeds, the creature is no longer restrained and moves to the nearest space outside the whirlwind. Speed 30 ft. The diviner is a 15th-level spellcaster. Its Senses darkvision 60 ft. It can move through a Cantrips at will : fire bolt, light, mage hand, message, space as narrow as 1 inch wide without squeezing.

The elemental makes two slam attacks. When the bludgeoning damage. If it is Large or smaller, it is also diviner or a creature it can see makes an attack roll, a grappled escape DC Until this grapple ends, the saving throw, or an ability check, the diviner can roll a target is restrained and unable to breathe unless it can d20 and choose to use this roll in place of the attack breathe water.

If the saving throw is successful, the roll, saving throw, or ability check. The elemental can grapple one Large creature or up Actions to two Medium or smaller creatures at one time.

At the Quarterstaff. Hit: 2 1d6 — 1? Speed 0 ft. The shark has advantage on melee attack Languages — rolls against any creature that doesn't have all its hit Challenge 3 XP points. Blood Frenzy. The swarm has advantage on melee Water Breathing. Once it enters combat, the swarm deals 10 Actions slashing damage to itself at the end of its turn if it did Bite.

This damage ignores target. Water Breathing. The swarm can breathe only underwater. Actions Bites. Hit: 14 4d6 piercing damage, or 7 2d6 piercing damage if the swarm has half of its hit points or fewer. The corpse flower makes three tentacle attacks. The corpse flower grabs one unsecured dead humanoid within 10 feet of it and Condition Immunities blinded, deafened stuffs the corpse into itself, along with any equipment Senses blindsight ft.

The remains can be passive Perception 12 used with the Corpses trait. A corpse Medium humanoid, neutral flower can hold the remains of up to nine dead Armor Class 11 natural armor humanoids. If Speed 20 ft. Any Mimicry. The mongrelfolk can mimic any sounds it has equipment on the corpse is expelled from the corpse heard, including voices.

A creature that hears the flower in its space. The zombie appears in an unoccupied space within 5 feet of the Actions corpse flower and acts immediately after it in the initiative order.

The zombie acts as an ally of the Multiattack. Spider Climb. The corpse flower can climb difficult Claw. Each creature that starts its turn reach 5 ft. On a failed save, the creature is incapacitated until the end of the turn. Creatures that are immune to poison damage or the poisoned condition automatically succeed on this saving throw. On a successful save, the creature is immune to the stench of all corpse flowers for 24 hours.

The morkoth projects a foot cone of magical energy. Each creature in that area must make a Medium aberration, chaotic evil DC 17 Wisdom saving throw. On a failed save, the Armor Class 17 natural armor creature is charmed by the morkoth for 1 minute. If the morkoth makes a successful Languages Telepathy ft.

The morkoth can breathe air and water. The Spellcasting. The morkoth is an 11th-level spellcaster. The morkoth has the creature makes its own save. If the spell was an attack, following wizard spells prepared: the attack roll is rerolled against the chosen creature. Cantrips at will : acid splash, mage hand, mending, ray Lair Actions of frost, shocking grasp 1st level 4 slots : detect magic, identify, shield, witch When fighting inside its lair, a morkoth can invoke the bolt ambient magic of the island to take lair actions.

The morkoth makes three attacks: two without expending a spell slot. When the mephit dies, it explodes in a any opening large enough for a Tiny maggot. The burst of lava. Actions False Appearance. While the mephit remains Bites. Hit: The target is mound of magma. Applying fire to the bite wound material components. After this time, these rot grubs are too far under the skin to Actions be burned. Any effect that cures disease kills all rot grubs Fire Breath Recharge 6.

The mephit exhales a foot infesting the target. Each creature in that area must make a DC 11 Dexterity saving throw, taking 7 2d6 fire damage on a failed save, or half as much damage on a successful one. As a bonus action, the sword wraith can make one weapon attack, which deals an extra 9 2d8 necrotic damage on a hit.

If it does so, attack rolls against it have advantage until the start of its next turn. Turning Defiance. The sword wraith and any other sword wraiths within 30 feet of it have advantage on saving throws against effects that turn undead.

The sword wraith makes two weapon attacks. To use this action, the sword wraith must have taken damage during the current combat. These are each added to a basin. Bound to the wood, to the rope, to the sail This ship is our vessel that braves the unknown Objective When the storms rage, when the harpies wail Select a proper name for their chartered ship and Our ship will hold fast and deliver us home conduct the ceremony to make it official.

Once the name has been chosen and the ritual begun, the The binding costs each character one hit die. Party Crashers The Name The recitation is interrupted by two water Selecting a name is the first step. Some Turmish elementals attacking the ship. Occasionally the order is reversed hatchling swarm. Suggested words are provided omen. They request that the characters change it; below as inspiration. Lazlo suggests annulling the original name and Name Table Examples Only performing the ceremony over once the characters disembark.

Both Forgotten Sword pieces should represent the chosen name. It costs gp to make a figurehead and gp to have a Additional suggestions: flag sewn. Characters may also choose to have a Colors, Seasons, Moods, Animals, Deities, Locations, patch made 5 gp to sport on their armor or clothes, Weapons, Names of characters or even get a tattoo 50 gp.

A name must be selected before continuing the ceremony. The crew believes that all who contribute Rewards to the naming of a ship must bind themselves to it. They now purposes and that those who sail show respect to have proficiency in Wisdom Survival checks and the sea and the creatures that dwell within it.

Everyone must stand under the light of the moon. The ceremony requires an offering from each person:. At is capable and willing to treat him with some degree of the base of the mountain, several waterfalls pour into a obeisance. If attacked at any time, Mipik flees, cursing. The river that connects it is now filled with mud and muck that Axar placed there, preventing travelers from accessing a clean water source.

A small 8-foot wide, foot deep cave peeks out from behind a wide waterfall. Several pirates hid out here until Axar eventually found them, but they left several items behind. The cave walls are covered in bioluminescent fungi and runoff from the stagnant spring has pooled in the cave. The pool contains a swarm of rot grubs. A map of the island remains spread open on the workbench. Beside the map is a large, decorative stoppered metallic flask. A successful DC 15 Intelligence Arcana check correctly identifies the item as an efreeti bottle, though casting detect magic confirms that it is no longer magical.

Inside the bottle is a magma mephit named Mipik who truly believes he is an efreeti. Clearly insane, Mipik is a bit of a trickster, not unlike an imp. Mipik claims he is an efreeti stuck in the body of a magma mephit and demands the characters take him off the island with them. For such a tiny creature, Mipik is quite grandiose, and takes an immediate liking to anyone who offers him praise and flattery — and even more so if he is given a gift.

Characters who treat him as such with kindness can attempt a DC 15 Charisma Persuasion check with advantage. Success indicates that Mipik is endeared to that character, they may claim the magma mephit as a familiar, assuming they have access to the spell. Ally: Zehira Deryan As a thanks for freeing her from the morkoth lair, Zehira becomes a staunch ally of the characters. Upon return to Turmish, she makes amends with her parents and takes on the role of a privateer captain sailing under the flag of Turmish.

She accompanies the characters on the next adventure. If you have time, you can do a characters with an average party level APL of 8. If you see magic participate in this adventure. If they cannot, feel free to restrict item use or ask them to use a To DM an adventure, you must have 3 to 7 players— standard ability score array. Characters playing in a Players Guide for reference. Feel free to reread the adventure description to help give players hints Read through the adventure, taking notes of anything about what they might face.

Ask the players to provide you with relevant character To determine whether you should consider information, such as name, race, class, and level; adjusting the adventure, add up the total levels of all passive Wisdom Perception , and anything specified the characters and divide the result by the number as notable by the adventure such as backgrounds, of characters rounding. To approximate the party strength for the Players can play an adventure they previously adventure, consult the table below.

In addition, the player also characters, APL greater than Average fills in the starting values for advancement and 5 characters, APL less than Weak 5 characters, APL equivalent Average treasure checkpoints, downtime days, and renown. Had a blast with this one. Some spoilers follow: I opted to take it slow while DMing this for a group, and it paid off well. The earlier sections provide a LOT of opportunities for casual exploration and social encounters, and the flavor is won [ A customer.

Ran the series for Adventurer's League, and I've also been a player earlier this year. Of the 3 DRW this was the best. The plot wasn't that bad. The first bonus mission really is just a coninuation of the main plot and the second bonus mission seemed like it was just added in and didn't add much to the main story [ Ran the adventure as a Slot 0 with 3 DMs.

It is okay, although it leaves a lot for the DM to improvise in the means of worldbuilding. NPCs are well-summarized and interesting, the plotline is really cool although generic and allows for some inte [ See All Ratings and Reviews.

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