Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before boat during chapter reflection'.
Other Suggestions:
before beast during chapter reflection
before best during chapter reflective
before best during chapter reflection
before beast during chapter reflective
before born during chapter reflective
Backgrounds
Ghosts of Saltmarsh
Reflection. Muddied water always clears in time. (Any)
6
Hope. The horizon at sea holds the greatest promise. (Any)
D6
BOND
1
I must visit all the oceans
.
4
I repair broken things to redeem what’s broken in myself.
5
I will craft a boat capable of sailing through the most dangerous of storms.
6
A kraken destroyed my masterpiece; its
Backgrounds
Ghosts of Saltmarsh
the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
to the sanctum, they find their way to the cave without trouble from their position in Pandesmos. The majority of this chapter takes place in Vecna’s Grasp, a small cave network where the characters
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Power of Secrets The characters can use the unspent secrets they’ve collected throughout this adventure in their final confrontation with Vecna. See the “Cave of Shattered Reflection” section later in this chapter for more information.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter In this chapter, the characters discover a cult of Vecna preparing four kidnap victims for a ritual in the catacombs beneath Hallix Mausoleum. Disrupting this ritual hurls the
characters and an elf scholar named Eldon Keyward into Evernight, Neverwinter’s sinister reflection in the Shadowfell. To return home, the characters must confront the lonely legacy of the Dolindar family and find a rift that leads back to Neverwinter.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 11 Summary In chapter 11, the characters must descend into the Cave of Shattered Reflection, where Vecna weaves his Ritual of Remaking. The ritual is nearing its end, and the lich-god has
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Creating a Domain The guidelines in this section help you create your own unique Domain of Dread. This setting’s details should reflect the Darklord of the domain, being a reflection of that
villain’s evil and torment. Use the “Genres of Horror” section later in this chapter or your own grim imaginings to inspire the details of your nightmare domain.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
easily row a small boat from the Secret Landing (area K22) to the Lakeshore Landing in the Temple of the Crushing Wave (see chapter 4).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Citadel (area Y4). Kas’s Secret. Vecna is weaving his Ritual of Remaking deep underground in the Cave of Shattered Reflection. The characters learn this secret when they confront Kas later in this chapter.
Power of Secrets The characters can learn two secrets in this chapter applicable to the Power of Secrets rules found in this book’s introduction: Naxa’s Secret. The drow mage Naxa and her sister came
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 11: Eve of Ruin Kieran Yanner Vecna is nearly done weaving his Ritual of Remaking.
The heroes are the multiverse’s only hope To defeat Vecna and save the multiverse, the characters must
reach the Cave of Shattered Reflection in Pandesmos and disrupt Vecna’s ritual. Before that, the characters must navigate the demiplanes Vecna has already created and find a way to access the lich-god’s ritual chamber.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter This chapter begins where the previous chapter ended, after the characters followed Kas’s trail to Carapace Ridge, a low dip in a cliff that provides access to a beach below. The
characters useful information. The characters’ choices affect where they ultimately face Kas, but regardless, the characters must weaken the vampire enough to banish him with their Chime of Exile. While doing so, they discover Vecna’s location in the Cave of Shattered Reflection.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Reunion in Sigil At the end of chapter 10, the characters learned that Vecna is performing his ritual at a site in Pandesmos called the Cave of Shattered Reflection. At some point after this
Shattered Reflection, the characters must first destroy these demiplanes, which are the lich-god’s early attempts to remake reality. The demiplanes are harbingers of what’s to come if Vecna isn’t stopped
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
teeth 9 Tight passage 10 Whirlpool Collision This terrain encounter occurs only if one or more party members are traveling by raft or boat, and there’s a strong current. Have everyone aboard the vessel
chance that the island has one or more types of fungi growing atop it (see “Fungi of the Underdark” in chapter 2). Otherwise, the island is barren rock. Low Ceiling The clearance of the cave or
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Final Boat Most of the draconians remaining in Vogler focus on looting the village, giving the villagers enough time to evacuate. At the end of the pier, only Mayor Raven, Darrett, and a few
others have yet to board a boat. The remaining boats have enough space for them and the characters. Before the characters head to their boats, read the following text: “Hold the boat!” a voice rasps from
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters confront Vecna in the Cave of Shattered Reflection in chapter 11, they can use any number of secrets they’ve kept to help thwart the lich-god’s Ritual of Remaking. See chapter 11 for more details about how secrets the characters kept can affect their confrontation with Vecna.
learn from Kas in chapter 10 about Vecna’s location, they still know where the lich-god weaves his ritual. When a character spends a secret, every character in the party gains advantage on d20 rolls
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Running This Chapter Once the characters decide to visit Seagrow Caves, they have two options for reaching the site: By Boat. Dragon’s Rest has a rowboat the characters can take around the western
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters arrive along the shore north of Vallaki in the daytime, add: Pulled up along the south shore are three small rowboats. A fourth boat can be seen in the middle of the lake, with a lone figure
doesn’t respond to anything or anyone unless attacked. His boat is 400 feet from the nearest shore. Tied up in the boat is a seven-year-old Vistana named Arabelle (LN female human commoner with 2 hit
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inspiration, consider how the Darklord is a reflection of the players’ characters. You might also look ahead to the “Genres of Horror” section to see if any of these types of horror seem right for your
tarokka fortune-telling deck—detailed in chapter 4 and featured in the adventure Curse of Strahd—consider using the power of fate to shape the Darklord you’re creating. As you proceed through the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
south of Firewatch Island and can be rowed or sailed to in about half an hour. The bay is 300 feet deep above the Pit of Hatred, and characters won’t be able to anchor a boat there unless they brought
they do so. See “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide for information on underwater environments, and see “Underwater Combat” in chapter 9 of the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
without horses. They can also take a boat up the Loagrann River. Use the Random Wilderness Encounters table in chapter 3 to generate encounters, as desired. The characters can also reach Deadstone
. Airship If the characters have an airship (see the “Airship of a Cult” section in chapter 4), they can use it to reach Deadstone Cleft and avoid both the rugged terrain and any land-based random
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
(see chapter 7). At any given time, four of the bandits stand watch as sentries on the outer wall, and two of the Crushing Wave reavers are on duty in area K16. The remaining eight bandits and two
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the jungle. Rowboats When the characters arrive, a pair of rowboats are pulled up on the shore near the tunnel to area 23 (see chapter 5 of the Dungeon Master’s Guide for more information on rowboats
). A cowbell dangles from a hook at the prow of each boat. Ringing either bell summons the hydra in area 21, which arrives in 1d6 rounds. Yuan-ti Broodguards Guarding the rowboats and watching the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Slouching Toward Sloobludop The characters can choose to go to Sloobludop for several reasons: They need a boat (and possibly a guide) to navigate the Darklake. Travel along the waterways of the
Darklake is an excellent way to throw off their drow pursuers (see chapter 2 for details). Staying a short while in Sloobludop can provide a respite from pursuit, since the drow are reluctant to provoke
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Travel It can take a full tenday for a slow-moving group — say, a merchant caravan — to trudge from Red Larch to Triboar. The Dessarin River is an obstacle to any group without a boat, since no
in Beliard. Characters from the area or drawn here by a particular hook might know these locations. All other sites are unknown, so the characters need to find such locations. For more on wilderness travel, see chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
crewing a boat for longer than that is considered a forced march (see chapter 8 of the Player’s Handbook). Boat Most craft navigating the waters of the Darklake are zurkhwood vessels piloted by the kuo-tua
or the duergar. These boats are equivalent to keelboats (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). Makeshift Raft Characters can also construct
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Running This Chapter Once the characters decide to visit the Clifftop Observatory, they have three options for reaching the site: By Boat. Dragon’s Rest has a rowboat the characters can take around
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
tries to pitch her passengers into the water. Each occupant must succeed on a DC 10 Dexterity saving throw to stay inside the boat. Characters who impress Feathereen with their answers earn her respect
since. Palasha was very upset.” Feathereen enjoys late-night debates with the bugbear Burly (see “Staff Area” later in the chapter). “He has a profound mind and is simply wasted guarding the staff
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Running This Chapter Dragon’s Rest has a rowboat the characters can take to visit the wreck of Compass Rose. The trip of 2½ miles takes about 1 hour and 40 minutes to row. When the characters arrive
hole in the hull beneath the water line.
If the characters pull the rowboat up to the south (starboard) side of the ship, they can easily tie up the little boat to the derelict’s rigging and climb onto
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of many Material Plane worlds, as a reflection of that primordial story. It begins to explore the connections linking dragons on different worlds, which is elaborated throughout the rest of this book
. Chapter 1 introduces draconic-themed options for adventurers, including three variant dragonborn races, two dragon-oriented subclasses (the Drakewarden ranger and the Way of the Ascendant Dragon monk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide). As an action, a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-mile wide at this point. A gatehouse and keep stand atop a low bluff, but the walls are built to the water’s edge. On the river bank, another low tower guards a boat basin where keelboats are moored
characters entered through the water gate (area K11), three Crushing Wave reavers (chapter 7) provide escort instead. The escort takes the party to the great hall (area K16), where Grimjaw interviews
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
being forced to graft warforged components onto the Lord of Blades’ warriors. 2 Locate a docent (see chapter 5) carried by a warforged wizard who has joined up with the Lord of Blades. 3 Capture a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
links’ magic tears Kas’s last great secret from his mind: Vecna is currently in the Cave of Shattered Reflection. If the characters are on the verge of killing Kas, the vampire tells the characters
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chapter 2 (see “Lost Spire of Netheril”). The captain of Easthaven’s militia, Imdra Arlaggath, takes notice of the characters during the burning and offers them a quest. Some fishers have gone missing on
Lac Dinneshere, and she wants the characters to take a boat and search for them. She knows where the fishers like to fish and urges the characters to search that part of the lake first. If they heed






