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Returning 35 results for 'before border driving contingency rises'.
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Monsters
Curse of Strahd
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.A phantom warrior is the spectral remnant of a willful
wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Faded Memories
Monsters
Bigby Presents: Glory of the Giants
and livestock to thrive in the surrounding region. An ancient tree towers from the crest of the hill.
When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two
wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens.PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Bigby Presents: Glory of the Giants
tree towers from the crest of the hill.
When roused, a cradle of the hill scion rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to
enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
enclosed in stasis inside a powerful Elemental called a cradle. The cradle protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the
Monsters
Bigby Presents: Glory of the Giants
all in Surtur’s name—the volcano rumbles and spews molten rage.
If intruders disturb its resting place, the Cradle of the Fire Scion;fire scion's cradle rises as a bipedal juggernaut of
its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens.FireCold, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksEarth
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Preparing for the Mission Darrett brings the characters word that the Dragon Army has taken one of Kalaman’s border forts. He has the following information: Wheelwatch Outpost stands near the border
with the land of Estwilde. The fort supplies Kalaman’s forces that patrol the border. The fort, which lies twenty-four miles southeast of the city, has been taken by the Dragon Army. Raven has been
Monsters
Fizban's Treasury of Dragons
sword must be found, and only a dragon turtle remembers where it is.
7
A dragon turtle has taken up residence in a subterranean lake, and the steam has been driving other creatures up out of
rises 80 feet above the shelf. The exterior face of the reef is covered with stinging corals.
Reef Hollow. The dragon turtle’s lair lies in a hollow in the reef’s interior that was bored
Compendium
- Sources->Dungeons & Dragons->Divine Contention
mysterious of all, a spiral staircase rises from an archway in the wall that wasn’t present before.
Anyone who rings the bell enters the Border Ethereal as though affected by an etherealness spell. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the Frostfell, forms the border between the Plane of Air and the Plane of Water. This plane is a seemingly endless glacier swept by constant, raging blizzards. Frozen caverns twist through the Plane of
Frostfell’s monsters and bitter cold make it a dangerous place to travel. Most planar voyagers keep to the air, braving the powerful winds and driving snow to avoid setting foot on the great glacier. Plane
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, a tremor in the planar firmament sends a rogue wave sweeping across the plane, swamping entire islands and driving ships down to the reefs. Life flourishes in the upper reaches of the Sea of Worlds
to the surface or the Sea of Light. Krakens and other mighty leviathans claim this realm. Any land that rises above the surface of the sea is hotly contested by the few air-breathers that live on the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
of strange zombies swept over the area, killing or driving off those who survived the eruption. Though most of the zombies have long since crumbled to dust, strange magic permeating the area has
middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, killing or driving off those who survived the eruption. Though most of the zombies have long since crumbled to dust, strange magic permeating the area has mutated the local vegetation into new and
ruined settlement, read the following: Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked with vines and brush. In the middle of the settlement rises a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
corpses. When Pietra sought to speak with them, her voice emerged from their mouths. The Relentless sails a domain that can overlap any body of water in any other domain. Some domains border the Sea of
. Pietra van Riese Dominia. The asylum of the vampire Dr. Daclaud Heinfroth rises upon this stormy island. The asylum’s patients are all dramatically different versions of Heinfroth inspired by who he
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the time it rises as a phantom warrior is usually 24 hours. Faded Memories. A phantom warrior retains the alignment and personality it had before it died, and it remembers how it died. Memories of its
visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can’t affect or be affected by anything on the other plane.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
begs for clemency, claiming to have been under the control of a green dragon while on a killing spree.
5 The misty forest at the border of a coastal realm is beginning to grow alarmingly, and
several green dragon wyrmlings, hoping to use them as the vanguards of their war parties.
4 A green dragon wyrmling exacerbates the chaotic tendencies of a group of satyrs, driving them to greater
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, rerolling duplicates. Mountain Encounters d8 Encounter 1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost Border Patrol A group of human
routes of several border patrols, as well as the locations of a gnome vale, a hermit’s hut, and a troll cave (detailed in the encounters that follow). Berythrach also knows the approximate location of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
islands and driving ships down to the reefs. Any land that rises above the surface of the sea is hotly contested by the few air breathers that live on the plane. Fleets of rafts and ships lashed together
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
clumps of reeds, nothing rises above the still, black water.
Each canoe has three paddles and is large enough to hold five humans without much gear, or two or three with packs and other gear. Inside
unhappy about the situation in the mere, and he develops the notion that these strangers could be the key to driving out the cultists and to slaughtering their cruel bullywug allies. Snapjaw tries to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, proceed with event 2. Event 2. Yeenoghu’s Champion This event overlaps with the end of the previous event. When it begins, read the following to the players: A chorus of screams rises up as people, sheep
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, nothing rises above the still, black water.
Each canoe has three paddles and is large enough to hold five humans without much gear, or two or three with packs and other gear. Inside the lean-tos are a
situation in the mere, and he develops the notion that these strangers could be the key to driving out the cultists and to slaughtering their cruel bullywug allies. Snapjaw tries to communicate with the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peaceful realm. Cultists worship and protect this weapon, which must be seized and destroyed to end the threat. Forgotten Dynasty. The long-lost seat of a forgotten dynasty rises from the sea or the
. A monstrous horror slumbering in the depths of the ocean stirs, driving minions such as sahuagin, merrows, or dragon turtles to attack seafaring vessels. War A campaign focused on warfare centers on
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
destroys it. When the globe is destroyed or leaves this cave, another one rises up out of the water to take its place. P2. Plunging Passage The current moves swiftly toward a small, rocky island that
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, green expanse of grass rises from the east shore of the lake to the color-flecked forest and steep cliff at the domain’s eastern border.
Two mated unicorns named Stargleam and Silverlily live here
simple flatware for five. It’s stocked with nutritious food, water, and wine. A spiral staircase carved into the interior wall of the trunk rises to a bedroom with five crisply made beds arranged
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
this effect reduces its hit point maximum to 0. A Humanoid that dies in the reservoir rises from its corpse as a hostile specter 1d4 hours later unless the Humanoid is restored to life or its body is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
it was; the entire land is a scar left by the catastrophe of the Mourning. Mist Wall. The borders of the Mournland are defined by a wall of thick, gray mist that rises thousands of feet into the air
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
apartments and storefronts rises up on either side of a channel of sluggish, tainted water. The structures down near the waterline are empty and desolate, while the ramshackle additions built over
the aboleth’s defenses around the Styes, and are just as much a threat to the district and its people as to it. If the characters are so inclined, Sgothgah says, it could use their help in driving them
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
above.
Natural light fills this vast entry hall. The atrium’s ceiling rises to 80 feet, while the fountain’s water jet peaks at 60 feet. The opaque shape above the atrium is the sarcophagus in the
or destroyed. P9: Roof Gardens Crenelated parapets border the palace’s open, flat roof. Four beds of subtly colored flowers are divided by gravel paths. In the center of the beds where the paths cross
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
each minute or take 3d6 necrotic damage. A creature that dies in a necrotic tempest rises as a skeleton or zombie (your choice) 1d10 minutes later. A necrotic tempest lasts for 1d4 hours and leaves
springs, driving off strangers or demanding a worthy price for access to the mystical waters. While many enchanted springs bear the blessings of wild gods or fey beings, some are tainted. These might be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the Armory, a foreboding stronghold at the ward’s border with the Lower Ward. Deliberately grown razorvine creeps along the structure’s bladed balconies and lower walls, deterring thieves who seek to
and prove unflinchingly positive as they evangelize in public. Prison Jared Blando Map 2.3: Spire of the Grixitt in the Prison A single grim blemish of gray stone and metal rises above Sigil’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
somber hall (see “Crypt Hauntings” in the “Crypt Features” section). Returning the hall to silence by defeating or driving off the creatures in the watery room at the end of the hall (area P5) puts the
sarcophagus and rises to slay intruders, while the shield guardian protects it. The mummy has complete knowledge of the crypt, and might, for example, move through the rotating sanctum (area P14) to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the lower slopes, guarded by crossbow-toting shepherds, as they nibble at the coarse grass that grows between rocky outcroppings. Beyond the grazing fields, the land rises to crags covered sparsely
Road hugs the west border of the valley, which is hemmed in on the east by the High Forest and the Forlorn Hills. The valley is dotted with settlements, farms, and isolated homesteads, yet most of it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
driving a wedge or iron spike into its seam to prevent the plate from moving), doing so with a successful DC 15 Dexterity check. Treasure The first crate holds six folded, giant-sized rugs made from
room. The storm giants prepare their own food here. The cave contains two mussel-shell tables and four anemone chests where food waste is discarded and slowly digested. Steam rises from a pool of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Shining White, which gets its name from a 280-foot-tall spire of white chalk that rises atop the hill. This landmark is visible for miles. The menhirs and altar that once stood atop the spirit mound were
world from the Border Ethereal and attacks any trespassers that it sees, first using its Horrifying Visage action, and then its Possession and Withering Touch. If it succeeds in possessing a creature
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
protects the slumbering scion and follows its subconscious wishes, including driving off intruders. But if the cradle dies, the scion within fully awakens. Hill Scion Warren Mahy A slumbering scion of
rises as a mass of dirt, stone, and roots with two massive arms. The cradle uses tree roots and waves of dirt to entangle and entomb foes. If the cradle is destroyed, the scion of Grolantor inside it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
as a Harper stronghold in the North. It rises from one of the higher knolls in the city and consists of four narrow, cylindrical towers joined together, surrounded by a dry moat that can be quickly
to form the west border of the Silver Marches. Mithral Hall, one of the strongest dwarfholds of the North, lies deep within the Frost Hills, as do various Uthgardt encampments. Gauntlgrym Once a great






