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Returning 35 results for 'before been driven contains register'.
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Lizardfolk
Legacy
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Species
Volo's Guide to Monsters
have more in common with iguanas or dragons than they do with humans, dwarves, or elves. Lizardfolk possess an alien and inscrutable mindset, their desires and thoughts driven by a different set of
; Instead, aggressive, stronger creatures register to the lizardfolk as fearsome beings to be avoided if possible. If such creatures attack, lizardfolk flee, fighting only if cornered. Lizardfolk aren
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Adventure Structure Much of the adventure’s action is driven by the clash between the adventurers’ decisions and Strahd’s goals, and the adventurers and the vampire are all caught in strands of fate
appendix D provides stat blocks for Strahd and various NPCs and monsters that can be met in Barovia. Appendix E shows the tarokka cards that the Vistani use for their fortune telling, and appendix F contains handouts for you to show the players.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gallery of Angels This cavern lies deep inside the Labyrinth and contains another ritual component that Vizeran needs. The passage you follow climbs upward as it corkscrews through stone, finally
torment of their fate have driven them mad. No spell can undo the angels’ curse or free them from their petrified state.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
plaza contains the wreckage of a bridge that fell from one of the higher wards. More recently, the Bridge has taken on another meaning: it’s the line between Boromar territory and the wilds. Everything
driven here by war, even a small band of warforged. Westbridge is as safe as Callestan gets, while anything goes in Eastbridge. Westbridge has a significant halfling population. In Eastbridge, a group of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Deeper Mines Driven out of the Underdark by rampaging demons, two fomorians have taken refuge in this depleted mithral mine. The duergar are spying on the fomorians to determine whether they
slime off rocks to fill their bellies, prompting them to attack smaller creatures on sight. Treasure. At the back of the fomorians’ cave are two sacks made of gas spore hide. One sack contains 2,100 cp
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
addition to her heartstone, the hag carries a black soul bag (see the “Night Hag” entry in the Monster Manual for more information on this magic items. The bag contains nine soul coins, which Mad Maggie
crucible of the Avernian wastelands, Mad Maggie has risen to become a respected warlord.
Mad Maggie and Mickey
Maggie’s Goals Driven by her lust for misery and her delight in the corruption of the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
impossible universe,” she tells colleagues and strangers alike, with great pride. Appendix D contains additional roleplaying notes for Palasha. Feathered Heckler This event occurs the first time the
“Catching Kettlesteam” later in the chapter if the characters try to corner her. Helping Palasha If she is driven from Silversong Lake by heckling, Palasha takes refuge in the river near the Hall of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
they contribute a convincingly pitiable plea to the argument. The check is made with disadvantage if the sack contains less than 100 gp in value, or with advantage if the sack contains 150 gp or more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
.
Darribeth Meltimer The woman is Darribeth Meltimer (CG female Chondathan human mage, with the darkvision spell cast on herself and prepared instead of suggestion). A former adventurer, she was driven
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
driven the demilich insane, and it attacks anyone other than Halaster. Although powerful wards prevent the demilich from leaving Halaster’s tower, the tower is not considered its lair. Consequently
magic on the cauldron causes it to fall; casting the spell on the fire extinguishes it. Elixir of Timelessness. The cauldron contains twenty doses of a hot, oily black elixir that has grains of sand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
against the north wall.
Fresco. A large fresco of an elven city covers the south wall.
Before the drow were driven underground and into Lolth’s evil embrace, they lived in cities on the surface
alongside their elf kin. The fresco on the south wall depicts one of these ancient cities. Treasure. The cabinet contains a 10-pound box of silver flatware (250 gp) and a silver snuffbox (25 gp). 14b
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
emotion. If she is freed and the Fiends are driven out of her home, she’s indebted to the characters. She introduces herself and can provide information on the following topics: Personal Background
characters, but she’s happy to let them research in the castle’s library. Unfortunately, the library contains no information on the characters’ circumstances. If it’s clear the characters plan to explore
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
workshop. They are large, treadle-driven machines that generate a considerable racket. The storeroom contains spools of yarn. Boggles. Three boggles (see appendix C) play tricks on the child workers when
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
open with any amount of pulling or pushing, since it’s anchored from the inside with metal bars driven into metal frames. The area beyond the door is included in the redoubt’s Forbiddance effect, so
teleportation into the bunker fails. The door has AC 22, 75 hit points, and immunity to poison and psychic damage. The bunker contains a narrow set of stairs descending 200 feet into Kas’s chamber (area
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
presenting a D&D adventure that was as much story-driven as location-based, featuring a villain who was complex and terrifying. Castle Ravenloft, with its amazing three-dimensional maps, remains to
Monster Manual. The Monster Manual contains stat blocks for most of the monsters and nonplayer characters (NPCs) found in this adventure. Descriptions and stat blocks for new monsters and NPCs are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
’ assault. The tunnels are well made, with smooth walls, floors, and 10-foot ceilings. The Winding Way contains an abundance of traps and guardians meant to protect the abbey’s treasure. Traps in the
area. The undead attack until they are destroyed or the intruders have been driven away. They pursue intruders throughout the tunnels but do not leave the Winding Way. Once any intruders have been
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sources. Crates stacked around the room are packed with meat, and bear the seal of the Fellowship of Salters, Packers, and Joiners. K2. Dining Room This room contains the following features: Three Zhents
, which contains the following features: If he hasn’t already been drawn elsewhere, a portly halfling stands atop a stool and cooks at an iron stove. A green, ghostly hand floats above a trellis table
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
driven berserk, she fights until the Abbot reasserts control or until she is destroyed. She has the supernatural strength of a typical flesh golem despite her smaller size. The Abbot has no desire to
upstairs (area S17). The stone staircase leads down to the wine cellar (area S16). The wooden stairs climb to the loft and belfry (area S17). The stew pot in the fireplace contains several gallons of hot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to area 13a. (The chute contains plenty of handholds and footholds. No ability check is required to descend it.)
Trenzia. After she was driven mad by her scientific and necromantic experiments
, waiting to attack. This room contains the remains of a mining operation. Pickaxes and hammers litter the floor, as do the gnawed bones, torn black robes, and rubber boots of a female half-elf wizard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
—various hot spices worth a total of 100 gp. Coffer 4 is unlocked. It contains six small, highly crafted, carved statues of unknown mineral and workmanship. All register as desecrated objects to the
gross, her skin covered with bristles the color of her hair. Her little pig eyes, however, are bright, suggesting intelligence unusual in a giant. Her chamber contains a giant-sized bed covered with furs
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
wide. The alcove itself is four feet high. The recess contains some sort of display.
The display appears to be a diorama depicting a hunting party of Olman warriors, in feathers and deer-hide
about three feet off the floor. Each niche contains a diorama depicting some aspect of tribal life. The six-inch-tall figures in all of the displays appear to be made of stucco, realistically and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stat blocks in appendix C. This room contains wrecked furnishings that suggest it was once used as a frost giant’s bedchamber. A bitterly cold wind blows down a staircase to the east, at the bottom of
frost giant skeleton wielding a rusty anchor. The pinpricks of light in their eye sockets brighten as they register your presence.
The weapons of these two frost giant skeletons deal bludgeoning
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
” section later in this chapter). Lord Bakaris is a Solamnic noble who claims to be living in exile after raiders burned his family home in Estwilde. In truth, Lord Bakaris and his son were driven from
inspect boats docked at the wharf and impose fines on those in poor repair. Fishers and traders seeking to use the wharf must register with Umpton at his stuffy two-story office across from the market. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(which contains all the spells she has prepared). Skrianna doesn’t trust new arrivals and attacks them at the slightest provocation, trusting that her bodyguard and her valet will protect her if a
resistance to fire damage. She has darkvision out to a range of 60 feet. She speaks Common, Draconic, Infernal, and Undercommon. Each sister carries a spellbook that contains all the spells she has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for a group of drow driven mad by Demogorgon’s rampage. These drow carve the symbol of Demogorgon — a Y with curled ends — into their palms and foreheads, and they can hear the twin voices of the Prince
. The shrine contains 1d4 shadow demons as well as 2d4 drow cultists, each of whom has a “second head” (in the form of a severed drow head on a pole) that the cultist has lashed to his or her body
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
survived Ythryn’s crash, only to face starvation. Driven mad by trauma and hunger, the group of survivors resorted to cannibalism. These victims rose as shadows to take vengeance upon the last surviving
south wall that contains a rough-hewn staircase leading down into darkness.
Crammed into this cave are twenty 3-foot-tall ice sculptures that the kobold vampire spawn have made to startle and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. (Visitors need to register again only if they lose their papers.) If the characters wander the streets on their own, use the Random Encounters in Azrok’s Hold table as needed. Random Encounters in
contains enough bedroom furniture to accommodate eight guests. 21j. Ale Storehouse Azrok buys cheap ale from Gyudd’s Distillery in Skullport and stores it here. The door is shut from within and has a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
against extreme cold (see the Dungeon Master’s Guide). Block and Tackle (1 GP) A Block and Tackle allows you to hoist up to four times the weight you can normally lift. Book (25 GP) A Book contains
, Glass (2 GP) A Glass Bottle holds up to 1½ pints. Bucket (5 CP) A Bucket holds up to half a cubic foot of contents. Burglar’s Pack (16 GP) A Burglar’s Pack contains the following items: Backpack, Ball
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the weight you can normally lift. Book (25 GP) A Book contains fiction or nonfiction. If you consult an accurate nonfiction Book about its topic, you gain a +5 bonus to Intelligence (Arcana, History
) A Burglar’s Pack contains the following items: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin. Caltrops (1 GP
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
becoming a brain in a jar (see appendix C). The three wizards have been driven mad by their undead existence. Dispelling the illusion drives them into a furious rage. Visitors who ruin the ball in any
contains a single table, a cabinet filled with ruined parchment scrolls, and a dresser containing writing materials. Everything is in disarray and covered in ice. Characters who search the northernmost
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
period. Coffer. The locked coffer can be opened by a character who makes a successful DC 14 Dexterity check using thieves’ tools. Makaht keeps the key on his person. The coffer contains the following
DC 14 Dexterity check using thieves’ tools. The key to the coffer is held by one of the sahuagin champions in area 42. The coffer contains: Six leather harnesses with silver buckles (5 gp each) A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
contains personal possessions, a morningstar, a leather purse containing 50 ep, and a chunk of violet-colored crystal. The last item appears valuable but is in fact worthless. 5. Officer’s Quarters A wooden
. Treasure. The chest is locked and can be opened by a character who makes a successful DC 12 Dexterity check using thieves’ tools or who has the key. It contains personal possessions, a purse containing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
magic to decipher. It reads, “Chambers of Hashutu, most refined and chosen, who is blessed with writhing gifts for hands.” This chamber contains a large tub crusted with blue stains, a desk and shelves
many days, however, as Hashutu’s work is even more important to him than his self-pampering. Treasure. The shelf contains five especially rare bottles of perfume worth 500 gp each and a subtle mind
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
armory contains the following equipment: Six ornately carved spears Six tridents, each with a pearl (10 gp) set into the grip end Eight warhammers with a shark motif carved into the head On the floor
at the end of one of the racks is a small metal cage divided into two chambers. One chamber contains a gold-colored fighting-fish. In the second chamber, a bright silver fighting-fish bobs leisurely
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Fey Crossing. The fountain contains the fey crossing connected to Loch Wynnis. In addition to the few times when the fey crossing opens on its own, anyone can open the fey crossing from this side by
-themed outfits) arrive in coaches drawn by unicorns and driven by satyrs. Characters who linger on the patio might see one or more of these coaches arrive and deposit their guests. P2: Foyer The front






