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                        Returning 35 results for '12. Hall of Heroes'.
                    
                
                        
                            
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                                        12 have of heroes
                                    
                                
                                    
                                        12 hail of heroes
                                    
                                
                                    
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    12. Hall of Heroes Statues. Life-size granite statues of human warriors, facing inward, stand atop two rows of pedestals that run through the hall.
 Web-Covered Ceiling. The ceiling of this long
                                                
                                            
                                                
                                                     hall is 20 feet high, arched, and lightly obscured by thick webs.
 Dead Spiders. Three giant spiders lie dead at various points in the hallway, riddled with crossbow bolts. (Members of the Undertakers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K45. Hall of Heroes Dark alcoves line the walls of this long hall. The ceiling has fallen here, leaving rubble strewn across the floor. Overhead, the beams of Ravenloftâs roof are exposed. Lightning
                                                
                                            
                                                
                                                     depict ancient heroes. In actuality, the faces of the statues are stoic and expressionless, but whenever the lightning flashes, their expressions change to utter horror until the hall goes dark again
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Roll: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Claw"}, reach 5 ft. Hit: 20 (4d6 + 6);{"diceNotation":"4d6+6", "rollType":"damage", "rollAction":"Claw", "rollDamageType
                                                
                                            
                                                
                                                     Magic, Greater Restoration, Heroes' Feast, Zone of TruthLegendary Action Uses: 3 (4 in Lair). Immediately after another creatureâs turn, the sphinx can expend a use to take one of the following
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     extra 7 (2d6);{"diceNotation":"2d6","rollType":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 12 Strength
                                                
                                            
                                                
                                                     countless tales as guides and mounts to tritons and other ocean-faring heroes. While these curious but cautious aquatic equines naturally travel in herds, many hold valued places in triton society
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    ", "rollAction":"Disorienting Breath"}. The dragon exhales a wave of psychic dissonance in a 15-foot cone. Each creature in that area must make a DC 12 Intelligence saving throw. On a failed save, the
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 12):
At will: mage hand (the hand is invisible), minor illusionEmerald dragons are the most curious, cunning, and manipulative of the gem dragons, wielding
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . (The other members, who do not appear in this adventure, are busy elsewhere.) Strongheart is always on the lookout for courageous heroes who are willing to devote themselves to a good cause. Only good
                                                
                                            
                                                
                                                    ","rollType":"roll","rollAction":"Feint"} damage of the weaponâs type.
Second Wind (Recharges after a Short or Long Rest). Elkhorn regains 12 hit points.
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     a murder but doesnât want to be found or identified.
2
An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders.
3
An
                                                
                                            
                                                
                                                     convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     doesnât want to be found or identified.
2
An emerald dragon seeks heroes to participate in a dramatic reenactment of a legendary battle involving dragon riders.
3
An emerald dragon
                                                
                                            
                                                
                                                     the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.
8
An
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     target. Hit: 12 (2d8 + 3);{"diceNotation":"2d8+3", "rollType":"damage", "rollAction":"Claw", "rollDamageType":"slashing"} slashing damage.
Intoxicating Sting. Melee Weapon Attack: +8;{"diceNotation
                                                
                                            
                                                
                                                     long, snakelike tail. In the midst of a conversation with an especially tantalizing victim-to-be, Hulgaz canât help but whip her tail back and forth with excitement.
Selfless heroes and true
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     figure of Vistani legend, Lubaâs Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of
                                                
                                            
                                                
                                                    
10
Marionette
Mummy
11
Mists
Wraith
12
Raven
Vampire spawn
13
Seer
Vampire
14
Tempter
Vampire spawn
15-00
â
â
The released soul appears at a
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
Using the Teeth. While you are holding the pouch, you can use an action to draw one tooth
                                                
                                            
                                                
                                                     dealt. While you are in sunlight, you canât regain hit points.
12
Nightmares of Kaggash (twisted beholder tooth)
1 beholder
As an action, you can cast the eyebite spell from the tooth
                                                
                                            
                                        
                                                    Androsphinx
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    , zone of truth
3rd level (3 slots): dispel magic, tongues
4th level (3 slots): banishment, freedom of movement
5th level (2 slots): flame strike, greater restoration
6th level (1 slot): heroes
                                                
                                            
                                                
                                                    ' feastMultiattack. The sphinx makes two claw attacks.
Claw. Melee Weapon Attack: +12;{"diceNotation":"1d20+12","rollType":"to hit","rollAction":"Claw"} to hit, reach 5 ft., one target. Hit: 17 (2d10 + 6
                                                
                                            
                                        
                                                    Ancient Deep Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.Multiattack. The dragon makes one Bite attack and two Claw attacks.
Bite. Melee Weapon Attack: +12
                                                
                                            
                                                
                                                    ;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction":"Bite"} to hit, reach 10 ft., one target. Hit: 17 (2d10 + 6);{"diceNotation":"2d10+6", "rollType":"damage", "rollAction":"Bite
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    
9
Glassblowers and glaziers
10
Jewelers and gemcutters
11
Leatherworkers, skinners, and tanners
12
Masons and stonecutters
13
Painters, limners, and sign-makers
14
                                                
                                            
                                                
                                                     neighborhoods, you can seek out crew members in that area and learn the local gossip. You can also gain unimpeded entry to nearly any bank, guild hall, place of business, workhouse, or crew meeting place in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     K19. Old Library 59 K21. Lordâs Chamber 68 M21. Hall of Thirsting Stone 93 C24. Bridge of Heroes 104 E3. Niche Hall 105 E6. Bastianâs Quarters 106 E11. Cell Block 110 E26. Fire Temple 121 F18. Drow
                                                
                                            
                                                
                                                    Global In the bookâs following sections, the Intelligence (Investigation) check to find a secret door, a trap, or an object is now a Wisdom (Perception) check.  Page Section   58 K16. Great Hall 59
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Arriving at the Masquerade The Magisterâs Masquerade starts at dusk. Once characters have completed their preparations (or time has run out), they should head to Kollema Hall. As they arrive at
                                                
                                            
                                                
                                                     Kollema Hall and step inside, read or paraphrase the following text: Kollema Hall has been transformed. Music, color, and laughter fill the airy space as masked and impeccably dressed students and faculty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     historic figures, including past professors and prominent mage-students, as well as war heroes and heads of state from ages past. Kollema Hall Kollema Hall is a grand, multitiered gallery built into a large
                                                
                                            
                                                
                                                     outcrop at the end of Effigy Row. Here, Lorehold mages gather for large lectures. At the center of the hall towers a magnificent statue of Kollema, a wise monastic who was one of the first Lorehold professors. Chapter 5 includes a partial map of Kollema Hall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    ) rushing to get shields (from area 12 or 13) to use as platters Two hill giants from the great hall (area 11) going to sleep off a drunk (in area 15 or 16) Three ogres from the great hall (area 11) going
                                                
                                            
                                                
                                                     relatively easy to find due to the crude construction of the place. It requires a successful DC 12 Wisdom (Perception) check to find such a door. Random Encounters On the upper level of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    12. False Doors To gain time to complete their statue in area 11, the sculptors spend much of their time building, destroying, and rebuilding a number of false doors here in the great hall. Two such
                                                
                                            
                                                
                                                     doors are marked at area 12 on the map. Manipulating Time Having a mechanical guide spend 1 charge in this area creates or removes a false door at random.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Starting the Adventure When the characters are ready to attend their audience with Secretary Wei, they must meet her at the Hall of Divine Wisdom in Yongjing (see the âYongjing Gazetteerâ section
                                                
                                            
                                                
                                                    ). Read or paraphrase the following description when they arrive at the hall: Sunlight glints on the plaza in front of the grand palace known as the Hall of Divine Wisdom. Hundreds of petitioners mill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     after-parties. Dean Tullus soon leaves as well. A character whoâs been watching the dean and who succeeds on a DC 12 Wisdom (Perception) check notices her slip out, headed in the direction of Archaeo
                                                
                                            
                                                
                                                     Memorial Hall. Whether the characters follow the dean or go about their business after the masquerade, they soon stumble across an unsettling sight. Read or paraphrase the following text: Even
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     gray, and dull brown rock. In some places the stone has been hewn, but in others it appears to have been fused by heat.  Map 6.5: Hall of the Fire Giant King - Entrance Level View Player Version
                                                
                                            
                                                
                                                      Ceilings. Passageways in the hall have vaulted ceilings 30 feet high. Caves, chambers, and rooms are 40 to 60 feet high. Doors. All doors are made of iron plates. A Medium or smaller creature must succeed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    2. Main Hall A wide hall (area 2A) runs the width of the house, with a black marble fireplace at one end and a sweeping, red marble staircase at the other. Mounted on the wall above the fireplace is
                                                
                                            
                                                
                                                     secret doors or otherwise inspect the paneling can, with a successful DC 12 Wisdom (Perception) check, see serpents and skulls inconspicuously woven into the wall designs. The decorative paneling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     a vaulted ceiling. Light shines into the room through tall windows facing the mountains to the south. One corner of the hall holds a collection of plain cots and empty chests, and nearby stands a
                                                
                                            
                                                
                                                     large wooden table.
 Each character has a cot and an empty chest assigned to them. Three small private rooms connect to this hall, which the characters may use as they please. Solamnic Statuary
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                    Marut The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and
                                                
                                            
                                                
                                                     other inevitables to bring order to dealings between planar folk. Many creatures, including yugoloths, will enter into a contract with inevitables if asked. Cosmic Enforcers. The Hall of Concordance is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    T12: Ghastly Work Jodie Muir  npc with zombies The stench of death fills this pillared hall. Two ten-foot ladders lean against the west wall. A rotting figure in a crimson robe clings to each ladder
                                                
                                            
                                                
                                                     pallid skin stands in the middle of the hall, presiding over the work. She wears a crimson robe and a horned headdress. Surrounding her are four gaunt creatures with sharp claws, long tongues, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    6. Upper Hall Unlit oil lamps are mounted on the walls of this elegant hall. Hanging above the mantelpiece is a wood-framed portrait of the Durst family: Gustav and Elisabeth Durst with their two
                                                
                                            
                                                
                                                    . Each suit of armor clutches a spear and has a visored helm shaped like a wolfâs head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                    Marut The nigh-unstoppable inevitables serve a singular purpose: they enforce contracts forged in the Hall of Concordance in the city of Sigil. Primus, the leader of the modrons, created maruts and
                                                
                                            
                                                
                                                     other inevitables to bring order to dealings between planar folk. A wide array of disparate creatures, including yugoloths, will enter into a contract with inevitables if asked. The Hall of Concordance
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Cult Reprisals The cults of Elemental Evil donât wait passively for a band of heroes to systematically eliminate each cultâs surface outpost. Even if the characters destroy one of the Haunted Keep
                                                
                                            
                                                
                                                     reprisal to run after the characters visit the first locale (Beliard, Dessarin Road, Shallow Graves, Summit Hall, or Womford Rats). âSkyridersâ and âReaver Ambushâ are good choices because they point to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    Dragons in Dungeons Nothing is more quintessentially Dungeons & Dragons than gathering a group of heroes to face a mighty dragon in a mysterious dungeon. These classic elements link players across
                                                
                                            
                                                
                                                     of the ten adventures in this book features a dragon in a lair. Designed for characters of levels 1 through 12, the adventures offer a range of challenges, from defeating evil dragons to working with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    S7. Main Hall and Belfry Rows of crumbling pillars support the 40-foot-high vaulted ceiling of this hall. Humanoid bones litter the dusty floor, and a 10-foot-square hole in the ceiling leads to the
                                                
                                            
                                                
                                                     can use them to detach the bell from the beam in 1 minute. Any creature under the bell when it falls must succeed on a DC 12 Dexterity saving throw to get out of the way, or take 14 (4d6) bludgeoning damage. The gold bell is worth 2,500 gp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    2. Entrance from the Village Hall Hidden beneath the planks in the back corner of the village hall, this entrance to the ice caves consists of a chute carved with icy stairs descending 100 feet in a
                                                
                                            
                                                
                                                     baskets with the pulley and rope in the village hall. This chamber is empty except for three bundles of rolled-up sealskins sitting where the ladder descends from the chute above to the approximate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Stranger Things
                                                    
                                                
                                            
                                                    Troglodyte Caverns Have one character (groupâs choice) make a DC 12 ability check â Intelligence (Nature) if theyâre searching for the troglodyte caves, Wisdom (Survival) if theyâre searching for the
                                                
                                            
                                                
                                                     becomes too rocky to follow footprints anymore. Area 3: Trapped Hall. The cave is empty, but the hall to area 4 is trapped, which requires a successful DC 10 ability check to detect, using Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     magic item that could help feed the hungry in Ten-Towns. This news quickly reaches Speaker Danneth Waylen, who invites the characters to a private meeting at the Town Hall. During this meeting
                                                
                                            
                                                
                                                    , Danneth tries to buy the cauldron, offering five 500 gp gemstones for it. No one else in Easthaven will pay more for it or bid against him. Any character who barters with Danneth and succeeds on a DC 12
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     (chaotic neutral dwarf commoner) jumps to the conclusion that her food might have sickened the students. A character must succeed on a DC 12 Charisma (Intimidation or Persuasion) check to get useful
                                                
                                            
                                                
                                                     assistant can make an appointment for the characters to talk to the dean during her office hours three days after the chaos at Kollema Hall. This meeting takes place in Tullusâs office in the Deansâ Wing
                                                
                                            
                                        






