Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 27 results for 'before being dread corner resolve'.
Other Suggestions:
before being druid cover resolve
before being druid core resolve
before being druid cormyr resolve
before being dead corners resolves
before being dead cone remove
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of the corruptible, the resolve of the truly heroic—the Dark Powers savor these traits. Whether for a night or an eternity, Ravenloft seeks heroes of all sorts and pits them against their greatest
nightmares. This chapter explores how to create a character prepared to face the horrors of Ravenloft, while also forging ties to the haunted pedigrees and grim fates common to the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Domains of Ravenloft In a far-flung corner of the Plane of Shadow drifts a hidden expanse of roiling mist and vague semi-reality. At this eerie edge of the multiverse, the Dark Powers collect the
most wicked beings from across ages and worlds within inescapable, mist-shrouded domains. These are the Domains of Dread, the nightmare demiplanes that form the D&D setting of Ravenloft. Untold terrors
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
Domains of Dread, where creatures born in darkness dwell. This “gift” was thrust upon them by mysterious entities called the Dark Powers, as a boon for their kindness toward strangers. The Vistani
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in darkness, closing as soon as they feel light’s kiss. Domains of Dread In a far-flung corner of the Shadowfell drifts a hidden expanse of roiling mist and vague semireality. At this eerie edge of the
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
atmosphere of the adventure. Don’t consider fear a tactical disadvantage or something to be avoided. As part of playing a frightening game, you’re a participant in building and reinforcing a sense of dread
rules every time something frightening occurs, but your group might use them as a way to highlight individual fears and build an adventure’s overarching sense of dread. FROM THE MISTS OR BEYOND
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
on this location. Treasure Mobar’s cave is unfurnished except for a moldy old wooden chest sitting on a natural shelf 10 feet off the floor in the room’s southwest corner. The chest is unlocked and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
committed to causing trouble. Kettlesteam uses disguise self to assume whatever form best enables her to mingle in crowds. Characters can encounter Kettlesteam in more than one location; if they corner her
thieves as you please to add an undercurrent of dread or mystery to the carnival’s frivolities. The three thieves are fiercely loyal to their hag mistresses and won’t willingly reveal anything if
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars. The other C cell is empty. Cell D. This cell contains bunks but is empty. Black Gate. The space beyond the secret door in the southeast corner contains a black gate. White Gates. The corridors
Wizard evoker (see appendix B), directs the brutal combat training here. Six Thayan warriors engage a dread warrior (see appendix B for both stat blocks) and seven skeletons. Lahnis orders the whole
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
decor in the east end of the room, which contains a great seat of white marble. Some of the magic lights are shrouded, so that side of the room is dimly lit.
In the northeast corner is a black gate
. Abattoir Empty wall niches might once have held works of art, but this broad gallery has now been converted to an abattoir, its floor slick with filth and gore.
In the southeast corner is a black
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
third pressure plate lights up a sign reading “Loosest Slots In Faerûn!” When the characters round a last corner beyond the third sign, read: The darkness of the tunnel suddenly gives way to light
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
signs of frescoes that once covered the walls here. A half-dozen ruined chandeliers hang from the cracked ceiling. In the northeast corner is a black gate.
Creatures. A vampire spawn keeps watch here
pillars.
In the southwest corner is a black gate.
A character who succeeds on a DC 10 Intelligence (Arcana) check can tell that the rift is channeling elemental forces. If the check succeeds by 5
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
: Squatting in the far corner of the room is a pale man wearing a nightgown. He has an unkempt beard and seems hard at work filling a chamber pot. “Perfect timing,” he says, his voice dripping with sarcasm
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone.
Creatures. A dread warrior (see appendix B), two wights, and four zombies guard this area. They attack anyone who isn’t escorted by kuo-toa or the sea hag, pursuing such interlopers to any
area of the zone. Glyph Key. The dread warrior has a glyph key attuned to this zone. 82. Sea Hag Lair Two large pools fill a chamber whose walls are carved with reliefs of humanoids frolicking with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
a party of adventurers, and he knows it. If the characters corner and threaten him, he surrenders without a fight. He admits under interrogation that he’s a member of the Kraken Society and reveals
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
it. Activating this sundial returns the characters to the center of the maze. P3: Corner Bowers Sweet, gentle music without a source fills this bower, which consists of a small, circular alcove with a
belonged to Caerwyn and Porphura, but the denizens of the garden insisted that Juliana and Orlando inherit it. A secret doorway in the northwest corner opens onto a spiral staircase leading to area P10
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the room’s double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate
filled with clay. Near the northern and southern corners are circles of sigils that glow with red light.
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the ruinstone and the Swords of Leilon are lost. To resolve the quest, go to Event 15: “Divine Contention.” Event 14. Old Gnawbone The characters corner the dragon where it crashed in the ruined
. Use your judgement to resolve any plans that the players devise and award them appropriately (see “Narrative Combat”). If the gate is demolished, the players must hold the line alongside the defenders
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
around one ankle; the shackle is attached to a long metal chain wrapped around the anvil’s base. Looming in the chamber’s corner is a partially constructed war machine of stone and steel shaped like a
possibility that some other giant might find and complete their work fills him with dread. The half-built colossus is a Huge object that has AC 20, 150 hp, and immunity to poison and psychic damage. To
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. A cage in the southeast corner bears inward-pointing spikes.
Four feral ashenwights (see appendix A) are bound to the workshop in which they worked while alive. They attack trespassers and fight
mithral into their folding cages. Treasure. The fully assembled cage in the corner is a finished example. It can be folded flat with 1 minute of work. It weighs 50 pounds. Although much of the cage is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the chapel’s north wall. An eye-shaped gong stands in the southeast corner.
Six cultists sit in the pews. Before them is a priest in a horned mask adorned with eight chin tentacles.
Cultists
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
corner has collapsed, and the nearby walls have crumbled. Three doors in the north wall are shut, and the middle door bears a new padlock. To the west, stairs lead to a small balcony that overlooks
with clocks in an improvised workshop Rubble chokes the southeast corner of the room, leaving only a small gap near the uneven ceiling. Some of the rubble has been reassembled into a low table, which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
carries a floral scent. A bar takes up one corner of the room, alongside shelves of expensive wines and spirits and baskets of fresh fruit. Two tables stand along one wall, each set up as a manicure
asked of them. Both are disguised scarecrows (see “Coven Minions” earlier in the adventure). The music is a permanent auditory illusion. During the day, the hag Dread Morgan is often here in the guise of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. 61. Bone Room Cracked and decaying bones are piled throughout this chamber. In the northwest corner is a black gate.
Creatures. Three sentient ochre jellies and a wight guard this area. The wight
B) and two dread warriors (see appendix B) watch from near the eastern wall as four Thayan warriors (see appendix B) battle a gelatinous cube. Two of the four warriors have been engulfed, and all are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
existential dread with optimism and compassion, enriching the lives of those in and around the Hive through small acts of service. The faction maintains a network of safe havens throughout the ward where those
. Their saccharine concoctions are sweet enough to rot a lich’s teeth. The Vine. Purveyors of plant-based cuisines cluster in the Vine, a vegetarian oasis nestled in the corner of the grimy spittoon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, the room is cluttered with dozens of toys. In the morning, the toys are returned to their toy boxes by a housemaid. A life-sized stuffed unicorn stands in one corner. If Terenzio and Elzerina are
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the vale’s dread overlord, the red wyrm Klauth. Scattered here and there are the
there’s really no corner safe from the Uthgardt tribes that hunt here (primarily Black Raven and Thunderbeast barbarians). Goblinoids, wolves, and dire wolves also prowl these woods. Luskan The City
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
table piled with food. The grease-stained tablecloth is tucked under the giant’s chin, and she washes down each slobbering mouthful of food with a gulp from a barrel of beer.
A tea cart in one corner
characters parley with Kelek, he sneers that the palace is now his to rule, though any mention of the Hourglass Coven or the jabberwock causes a flush of dread to pass over Kelek’s face. Throughout any






