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Backgrounds
Sword Coast Adventurer's Guide
endeavor. Faerûn has a wide variety of knightly orders, all of which have a similar outlook concerning their actions and responsibilities.
Though the term “knight” conjures ideas
honest.
Knights of the Silver Chalice. The Knights of the Silver Chalice was formed by edict of the demigod Siamorphe in Waterdeep a century ago. Siamorphe’s ethos is the nobility’s right
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
, and another door bars the way into the common room from there. The larger doors lead into the courtyard, where there are stables and a smithy. Monsters. The attacking creatures are comprised of 1
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
, and another door bars the way into the common room from there. The larger doors lead into the courtyard, where there are stables and a smithy. Monsters. The attacking creatures are comprised of 1
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
, and another door bars the way into the common room from there. The larger doors lead into the courtyard, where there are stables and a smithy. Monsters. The attacking creatures are comprised of 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
portcullises with 3-inch gaps between their 1-inch-thick bars. A winch on the north wall of the chamber raises and lowers both portcullises simultaneously, but it’s beyond the reach of characters standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
portcullises with 3-inch gaps between their 1-inch-thick bars. A winch on the north wall of the chamber raises and lowers both portcullises simultaneously, but it’s beyond the reach of characters standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stacks of iron bars and loose piles of scrap iron.
The duergar, Falthra and Helgra, craft weapons here. Years ago, a flying piece of molten iron put out Helgra’s right eye; an iron eye patch bolted
. Treasure. Sixty iron bars are stacked on the floor. Each bar is worth 1 gp and weighs 10 pounds. 17d. Eastern Smithy This room is identical to area 17c except that the two unarmored duergar working here are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stacks of iron bars and loose piles of scrap iron.
The duergar, Falthra and Helgra, craft weapons here. Years ago, a flying piece of molten iron put out Helgra’s right eye; an iron eye patch bolted
. Treasure. Sixty iron bars are stacked on the floor. Each bar is worth 1 gp and weighs 10 pounds. 17d. Eastern Smithy This room is identical to area 17c except that the two unarmored duergar working here are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Statue. An alcove in the south wall contains a gilded statue of Halaster Blackcloak holding what looks like coins in its outstretched right hand.
Secret Door. A northwest alcove contains a secret
portcullises with 3-inch gaps between their 1-inch-thick bars. A winch on the north wall of the chamber raises and lowers both portcullises simultaneously, but it’s beyond the reach of characters standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stacks of iron bars and loose piles of scrap iron.
The duergar, Falthra and Helgra, craft weapons here. Years ago, a flying piece of molten iron put out Helgra’s right eye; an iron eye patch bolted
. Treasure. Sixty iron bars are stacked on the floor. Each bar is worth 1 gp and weighs 10 pounds. 17d. Eastern Smithy This room is identical to area 17c except that the two unarmored duergar working here are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
steel that are spaced 6 inches apart. Maddgoth’s castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument “I found it and it’s mine and you can’t have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
movement.
Prone Deficiency. If the Devil’s Ride falls prone, it can’t right itself and is incapacitated until pulled upright.
Stunt. On its turn, the driver of the Devil’s Ride can expend 10 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
steel that are spaced 6 inches apart. Maddgoth’s castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument “I found it and it’s mine and you can’t have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
movement.
Prone Deficiency. If the Devil’s Ride falls prone, it can’t right itself and is incapacitated until pulled upright.
Stunt. On its turn, the driver of the Devil’s Ride can expend 10 feet of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with horns for handle bars. What the vehicle lacks in weapons, it makes up for with speed and maneuverability. Devil’s Ride
Large vehicle (500 lb.)
Creature Capacity 1 Medium creature
Cargo
movement.
Prone Deficiency. If the Devil’s Ride falls prone, it can’t right itself and is incapacitated until pulled upright.
Stunt. On its turn, the driver of the Devil’s Ride can expend 10 feet of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
steel that are spaced 6 inches apart. Maddgoth’s castle is now controlled by Otto the faerie dragon, whose right to ownership is predicated on the argument “I found it and it’s mine and you can’t have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters’ passive Wisdom (Perception) scores to determine whether any of them
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters’ passive Wisdom (Perception) scores to determine whether any of them
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters’ passive Wisdom (Perception) scores to determine whether any of them
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions. Island Larder. Another
elevated chamber carved into the cliffs of a small island abutting the beach (in the center right of the map) serves as a larder in case of a siege. It also houses a clever series of mirrors arranged
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
voice from beneath the tree stump. “Has that horror been banished? Is she finally gone? Set things right. Set me free!”
If the characters respond to the voice, the speaker shares the following
conjures a water elemental that resembles Adirohit An intricately carved jade statuette depicting a muscular version of Adirohit, worth 500 gp A waterproof sack containing a length of the finest silk bastra, embroidered with pearls worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
voice from beneath the tree stump. “Has that horror been banished? Is she finally gone? Set things right. Set me free!”
If the characters respond to the voice, the speaker shares the following
conjures a water elemental that resembles Adirohit An intricately carved jade statuette depicting a muscular version of Adirohit, worth 500 gp A waterproof sack containing a length of the finest silk bastra, embroidered with pearls worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
voice from beneath the tree stump. “Has that horror been banished? Is she finally gone? Set things right. Set me free!”
If the characters respond to the voice, the speaker shares the following
conjures a water elemental that resembles Adirohit An intricately carved jade statuette depicting a muscular version of Adirohit, worth 500 gp A waterproof sack containing a length of the finest silk bastra, embroidered with pearls worth 250 gp
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions. Island Larder. Another
elevated chamber carved into the cliffs of a small island abutting the beach (in the center right of the map) serves as a larder in case of a siege. It also houses a clever series of mirrors arranged
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
a steep set of stairs at the bottom right of the map lies a dry chamber that serves as barracks for guests and a library for documents too fragile to survive in damp conditions. Island Larder. Another
elevated chamber carved into the cliffs of a small island abutting the beach (in the center right of the map) serves as a larder in case of a siege. It also houses a clever series of mirrors arranged
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
a curved tunnel blocked by an iron gate that has one-foot-square gaps between its horizontal and vertical bars. The iron hinges on the northern side of the gate indicate that it swings inward
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullis is impervious to damage and spells, and its bars are spaced 4 inches apart. A Tiny or gaseous creature can slip between the bars easily. To raise the portcullis, monsters from all five
wardrobe summons a clueless, disoriented monodrone that lands prone at the characters’ feet. It then tries to right itself and reenter the wardrobe, but is rebuffed by the wardrobe’s magic. The modron
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullis is impervious to damage and spells, and its bars are spaced 4 inches apart. A Tiny or gaseous creature can slip between the bars easily. To raise the portcullis, monsters from all five
wardrobe summons a clueless, disoriented monodrone that lands prone at the characters’ feet. It then tries to right itself and reenter the wardrobe, but is rebuffed by the wardrobe’s magic. The modron
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
a curved tunnel blocked by an iron gate that has one-foot-square gaps between its horizontal and vertical bars. The iron hinges on the northern side of the gate indicate that it swings inward
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
portcullis is impervious to damage and spells, and its bars are spaced 4 inches apart. A Tiny or gaseous creature can slip between the bars easily. To raise the portcullis, monsters from all five
wardrobe summons a clueless, disoriented monodrone that lands prone at the characters’ feet. It then tries to right itself and reenter the wardrobe, but is rebuffed by the wardrobe’s magic. The modron
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
a curved tunnel blocked by an iron gate that has one-foot-square gaps between its horizontal and vertical bars. The iron hinges on the northern side of the gate indicate that it swings inward
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
no one leaves Curst. Really, you just need the right friends to get out, and you all look like you’re in the friend-making mood.”
Valder introduces himself and asks if the characters want to join
simply furnished with a few chairs, a table, a kitchenette, and a bench cluttered with metal scraps and tools. A curtained-off area holds a single bed. After Valder hurries everyone inside and bars the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up






