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                        Returning 23 results for '29 leading'.
                    
                
                        
                            
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                                        Leading
                                    
                                
                                    
                                        29 learning
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     junk in the room moves into stacks against the east wall and an archway appears in the west wall, leading to area 29.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    1. Entrance to Arcturiadoom These caverns lie at the end of the worm-bored tunnel leading down from level 13. 1a. Worm Tunnel The bore worm on level 13 wanders down here occasionally, looping around
                                                
                                            
                                                
                                                     his shadow demon in area 29. 1b. Stalactites and Stalagmites This damp, dripping cave contains a veritable forest of stalagmites and stalactites. 1c. Claw-Shaped Cave The drow have hidden supplies in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     commoners leading 1d4 mules or 1d4 ponies 10 1 pseudodragon 11 1 spy 12–13 1d8 + 1 acolytes 14 1d6 + 6 flying snakes 15 3d6 kobolds 16 2d4 giant centipedes 17 1d8 + 1 skeletons 18–19 1d6 + 2 swarms of
                                                
                                            
                                                
                                                     rats 20 1d12 zombies 21–25 A peddler weighed down with a load of pots, pans, and other basic supplies 26 1 giant wasp 27–28 1 warhorse 29 2d8 cultists 30–31 3d4 giant rats 32 2d8 stirges 33 1d3 + 2 giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     of areas 27, area 28, and area 29 are well-lit by torches set in crude brackets on the walls. Areas 25 and area 26 are dark. Area 30 is open to daylight. The walls are slimy and the floors are moist
                                                
                                            
                                                
                                                     found on the stairs leading from the secret door and in places where narrow passages were widened. It is likely that the characters have dealt with members of Sanbalet’s gang before entering the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Lyn Armaal, Level 4 29. High Lawn The roof of the main keep has a lush green lawn surrounding a squat stone building (area 30). The soil beneath the grass is 2 feet deep. A three-story tower with a
                                                
                                            
                                                
                                                     three telescopes are mounted to the battlements. A wrought iron spiral staircase descends through a hole in the ground, leading down to area 19. Near the staircase is a pile of rocks that cloud giants can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , varnished wooden planks supported underneath with heavy crossbeams. The grass lawns on the tower rooftops (areas 26, area 27, and area 29) grow atop 2 feet of packed earth, beneath which are stone floors
                                                
                                            
                                                
                                                     airship’s size, there are only a few places on Lyn Armaal that can accommodate the vessel and bear its weight: The courtyard of the aft battery (area 6) The cloud by the stairs leading up to the gatehouse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     area 29. Any characters who fell into the pool are carried by the current toward the outflow at about 20 feet per round. A character who ends up in the river might be swept away; see “Fast-Flowing Water
                                                
                                            
                                                
                                                    ” below. 29. River Cavern This long, narrow cavern is half-filled with an underground river, flowing along at a rapid pace. A narrow ledge on the north side overlooks the river. A bridge of stone spans
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     more of the following effects: Intelligent creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler
                                                
                                            
                                                
                                                     armor)
 Hit Points 300 (24d12 + 144)
 Speed 30 ft., fly 50 ft.
   STR
 29(+9)
 
  DEX
 17(+3)
 
  CON
 22(+6)
 
  INT
 19(+4)
 
  WIS
 16(+3)
 
  CHA
 23(+6)
Saving Throws Dex +10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     Evil
 Armor Class 19 (natural armor)
 Hit Points 300 (24d12 + 144)
 Speed 30 ft., fly 50 ft.
   STR
  29 (+9) 
  DEX
  17 (+3) 
  CON
  22 (+6) 
  INT
  19 (+4) 
  WIS
  16 (+3
                                                
                                            
                                                
                                                    . Sapient creatures within 1 mile of the lair frequently see shimmering portals leading to places they consider safe. Passing through a portal always deposits a traveler somewhere in Stygia. If Geryon dies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     corridor that connects with the Hall of Necromancy. Hall of Obedience The Red Wizards use the magic of the Hall of Obedience to create zealous followers. 29. Conditioning Court Doors surround a central
                                                
                                            
                                                
                                                     key, as well as his physical keys. He goes to the gatehouse through the black gate in area 29. Treasure. Among the weapons here are a +1 battleaxe, a +1 greatsword, and a +1 shortbow. A heavily scarred
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    35. I’jin’s Tomb Characters can reach this area via area 18, by lowering the stone block in the east wall (area 35A), or by slipping between the teeth of the jackal visage at area 29. 35A. Stone
                                                
                                            
                                                
                                                     Block A 5-foot-wide, 5-foot-thick, 12-foot-tall block of solid stone fills the doorway leading to I’jin’s tomb (area 35B). The block is featureless on the side that faces the tomb, and it is impervious to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down
                                                
                                            
                                                
                                                     cave, but nothing else of value. Exit to Lower Level. The passage leading east from this area eventually intersects with a down-sloping tunnel that descends 100 feet before opening onto area 1 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     The visible walls of the corridor leading south bear faint traces of disgusting murals and bas-relief depictions of nasty things. After about 40 feet, the way is completely blocked by tons of stone
                                                
                                            
                                                
                                                     whether any gems, art objects, or magic items are also found. 24. Storage Room The chamber at the end of the corridor leading northwest contains various tools for digging and stone masonry—shovels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     previously showed no entrances. 73–74 Faded graffiti on a wall reads, "Need someone knifed? Tarkanan's got you covered!" 75–76 A crowd gathers around a kobold playing a pan flute and leading a group of
                                                
                                            
                                                
                                                     best deals on adventuring gear at Old Claggin's in Clifftop." 26–29 Some Morgrave students follow their dwarf professor onto a lift as she says, "Next stop: the Cogs!" 30–32 An out-of-breath gnome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Lair Locations The following locations are identified on map 3.1.  Map 3.1: Lizardfolk Lair View Player Version 1. North Entrance Tracks leading through the marsh to the door can be followed with a
                                                
                                            
                                                
                                                     they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     retreat to the throne room (area 15). The visiting giants join the battle on the side of the storm giants to avoid incurring the royal family’s wrath. A 40-foot-wide hall leading south ends at a guarded
                                                
                                            
                                                
                                                     anemone chests to be slowly digested. Any loud noises here awaken the giants in area 29 and alert any giants in area 14. 28. Kitchen If music is being played in area 14, it can be clearly heard in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     20–24 5 (1d10) 500 gp 25–29 — 1,000 gp 30 or higher — 5,000 gp  3: Fool The face of the Fool card silently jeers from the walls of this room, and shimmering fields of light hang in the air, reflecting
                                                
                                            
                                                
                                                     through this door, the portcullis blocks their way. Southern Door. The door leading to area 4 is locked, but it can be unlocked from this side. Alternatively, the characters might unlock it from area 4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     exposure to raw magic, perhaps through a planar portal leading to Limbo or the Elemental Planes. Perhaps you were blessed by a fey being or marked by a demon. Or your magic could be a fluke with no
                                                
                                            
                                                
                                                     transported to the Astral Plane until the end of your next turn. You then return to the space you previously occupied or the nearest unoccupied space if that space is occupied. 
   29–32  The next time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     from area 24. 27. Barracks A short passage leading west beyond the archway opens after about twenty feet into a large room. A seaweed bed covers the entire south wall. Several coffers, their lids
                                                
                                            
                                                
                                                     piles (200 gp each). The wave shaper wears a silver bracelet set with turquoise beads (100 gp). 29. Barracks A short passage beyond the archway opens after about twenty feet into a large room. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     from the nearby Hool Marshes. A wooden sign depicting a net filled with fish hangs above the double doors leading into the hall. A small tower rises from the building, housing a horn at the top, which
                                                
                                            
                                                
                                                     consult with him for guidance. 29. Sea Grove of Obad-Hai Open to the air and set in a grove outside town, the sea-grove is a gathering place for seagulls, sailors, and swamp folk, as well as an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     sand within 6 miles of the dragon’s lair. The tracks lead to safe shelters and hidden water sources, while also leading away from areas that the dragon prefers to remain undisturbed. Images of Large or
                                                
                                            
                                                
                                                    , lawful good
 Armor Class 22 (natural armor)
 Hit Points 444 (24d20 + 192)
 Speed 40 ft., fly 80 ft., swim 40 ft.
   STR
  29 (+9)
 
  DEX
  10 (+0)
 
  CON
  27 (+8)
 
  INT
  18 (+4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     40 ft., fly 80 ft.
   STR
  29 (+9)
 
  DEX
  10 (+0)
 
  CON
  27 (+8)
 
  INT
  18 (+4)
 
  WIS
  17 (+3)
 
  CHA
  21 (+5)
Saving Throws Dex +7, Con +15, Wis +10, Cha +12
                                                
                                            
                                                
                                                     surroundings. Its wings have a dappled pattern, darker near the leading edges and lighter toward the trailing edges. A green dragon’s legs are longer in relation to its body than with any other dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     (Perception) check reveals another jade figurine. 16. Kobold Guardroom Three rooms in the fortress serve as kobold guard stations. All have the same characteristics. Door Trap. The door leading to the room
                                                
                                            
                                                
                                                    . The occupied rat nests contain shiny bits collected by their current owners. Poking through each nest turns up 2d6 - 2 sp, 1d6 - 1 gp, and 1d4 - 1 gems (worth 5 gp each). 29. Disabled Traps The
                                                
                                            
                                        






