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Returning 35 results for 'before both dangerous carved relate'.
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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
Yondalla relate to tortles most of all.
Tortles believe that night and day watch over them and other creatures. The moon is the eye of night that watches over them in darkness, and the sun is the
. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Adventurers at Heart
Tortles have a saying: “We wear
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lowland valleys, feasting on cattle and those who tend herds. They often lair in dangerous mountain caves or volcanoes. Akroans revere red dragons and employ their images in the design of their armor
the rotation of constellations. For worthy sacrifices of food, wealth, or flattery, a dragon might share its interpretations of omens—either those it has witnessed or sights mortals relate to them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, Pholtus, and St. Cuthbert. Tortles are often drawn to the Gods of Good in Dragonlance and the Sovereign Host in Eberron. Among the nonhuman deities, Moradin and Yondalla relate to tortles most of all
, where neither the sun nor the moon is visible to them. Blessed are the days when both the sun and moon are visible in the sky at the same time. Tortles often choose such days to leave their homes and begin a wilderness expedition, or perform some other task they know to be dangerous.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Helm In a city as dangerous as Baldur’s Gate, prayers to the Vigilant One are many. Members of the Watch and the Flaming Fist, mercenaries, bodyguards, and the fearful pray for Helm’s protection at
faction devoted to Helm, quietly sponsors vigilantes throughout Baldur’s Gate. These self-styled “protectors of the innocent” leave Helm’s holy symbol on the bodies of dead criminals, or carved into the flesh of live ones left at the Flaming Fist’s doorstep.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
depth varies from a few feet to as much as 30 feet in spots. Characters who trawl the depths for treasure might find the odd bauble here and there, or possibly something more dangerous like a sleeping
hydra. At various points along the river are crude wooden signs, each one carved with the word “Underdark” in Goblin and an arrow pointing downriver.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Helm In a city as dangerous as Baldur’s Gate, prayers to the Vigilant One are many. Members of the Watch and the Flaming Fist, mercenaries, bodyguards, and the fearful pray for Helm’s protection at
faction devoted to Helm, quietly sponsors vigilantes throughout Baldur’s Gate. These self-styled “protectors of the innocent” leave Helm’s holy symbol on the bodies of dead criminals, or carved into the flesh of live ones left at the Flaming Fist’s doorstep.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khyber’s Gate Beyond the Cogs lies Khyber’s Gate, a maze of tunnels and tenements carved into the stone. The Sharn Watch has no presence here, and the closest thing to an authority is the criminal
inhabitants of the district have no love for treasure hunters or adventurers, and it’s a dangerous place to explore. Shamukaar is the most successful tavern in Khyber’s Gate. The place is a safe haven for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for the city’s derro slaves and remains a dark and dangerous ghetto. The East Cleft District was more recently settled after the derro earned their freedom, though it is only slightly less rough than
West Cleft. The homes of the derro are mostly burrows carved into the walls and simple structures piled atop one another. The dirty and cluttered streets of both districts formed as dwellings spread and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditions have ways of excising blasphemers. Consider the following genre tropes when creating your folk horror domain: Strange and potentially dangerous traditions flourish in isolated or otherwise private
relate to some sort of ancient lore. Art, symbols, tools, celebrations, and other trappings of belief help make a community’s traditions more specific and eerie. Community members typically hide their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
an underground river, which runs through a corner of the caverns forgotten by the denizens above. The Foundry. Beyond the Glitterhame lies a complex of chambers and passageways carved by Durgeddin’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Dungeons Some dungeons are old strongholds abandoned by the folk who built them. Others are natural caves or lairs carved out by monsters. Dungeons attract cults, groups of monsters, and reclusive
a tree 41–43 Built to house a planar portal but abandoned when creatures or energy from the other side of the portal seeped into the dungeon 44–46 Carved into a meteorite (before or after it fell to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
2. Hall of War Four pillars carved with serpent reliefs support the 20-foot-high ceiling of this large room, in the middle of which is an 18-foot-high statue of a coiled cobra, facing north. Torches
threatened with fire or injured by an attack, it smashes through the walls of its pen and heads toward area 1. Giant Cobra Statue The statue is not dangerous. A character can climb it with a successful DC 15 Strength (Athletics) check. Wagons The supply wagons in the northeast corner are empty.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Chief among those causes is the defeat of the servants of the archdevil Bel. An eccentric dilettante, Lynx has had her thick horns intricately carved and inlaid with sigils and figures in silver
Mad Maggie’s creations while the hag was in Zariel’s employ.) Beneath this golem costume, Lynx’s bones are carved and silver-scribed in the same manner as her horns. She uses her skull, which is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, or would-be rescuers of captives, or to cleanse the place of its evil. The characters might also brave such a gorge to hunt one of the many dangerous creatures that haunt the area, such as a
cling to the canyon’s sides. Reaching some of these natural platforms requires a dangerous climb over jagged rocks. The top of the canyon has a few scrubby plants, but is otherwise barren. Flying monsters
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, landslides, and venomous animals make travel dangerous for anyone who doesn’t know the terrain, and visitors wishing to avoid suspicion from patrolling stratians would be wise to stick to the roads. (STEVEN
the area, but the stratians also use the cyclopes to their advantage. Any time dangerous creatures come down from the mountains and pose a potential threat to Akroan holdings, the Alamon harry the enemy
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
element and give details on how to flesh out your world with gods, factions, and so forth. The assumptions sketched out above aren’t carved in stone. They inspire exciting D&D worlds full of adventure
. Ask yourself, “What if the standard assumptions weren’t true in my world?” The World Is a Mundane Place. What if magic is rare and dangerous, and even adventurers have limited or no access to it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barracks. Both the prison and the tower are carved out of a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Above and Below The five main quarters of Sharn make up the bulk of the city. But a few additional districts lie above and below the metropolis proper, including wondrous sites and dangerous places
hottest ticket in town, and it’s held at the family estate in Skyway. Skyway Mud Caves This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
oculorb. With Golcuus less dangerous, the fanatics secured access to the maze’s farthest chamber and inscribed their bolstering rune. The characters can access the Labyrinth of Eyes from area X10 in
into the eyepiece sees the entirety of the miles-deep Briny Pool (see chapter 8). The mind-shatteringly expansive view of the pool that birthed Ilvaash is dangerous. The viewer is targeted by a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Portal Nexus When the characters step through into the cabin on Dangerous Business, read: The small square cabin’s interior is far larger than its exterior, opening up as an oval room thirty feet
deck of Dangerous Business for any reason, they immediately attract the attention of nearby guards. Dead Guard The dead guard is a male half-orc. Lying on his chest is a black business card bearing
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
columns carved in the likeness of two women, a human and an elf. Black letters across the arch read, “Enter in Peace.”
The doors are ten feet wide, thirty feet high, and made of silver. They have no
in area P7. The latter two arm themselves and come quickly to investigate. Argus and Hamish ignore any ruckus that doesn’t sound dangerous, attributing it to Juliana and Orlando and leaving the young
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
1. The Vault of Chicomoztoc (Chee-koh-MOZ-tok, the place of seven caves) The poisonous gas is present here, affecting fire and breathing. Relate the following information to the characters gradually
characters investigate the door that offers an exit from the chamber, read: The door is carved with a sun symbol and appears to open into the room; there are hinges on this side and scratches on the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the activities of the living alert the house’s spirits. Once this occurs, the House of Lament closes the domain’s borders, surrounds itself with the Mists, and conjures a powerful storm. Dangerous
during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the “Story Overview.” Relate these specifics to the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the “Heart’s Hollow Quests” section. Not-Quite-Abandoned Lair The cave was carved by a blue dragon that abandoned it long ago. It now houses a family of dwarves who were captured in the south by the
the importance of improvisation.” Ideal. “The best ideas are effective but also a little flashy.” Bond. “I’ll protect my family—their today and their tomorrow.” Flaw. “Dangerous? My plans aren’t
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
have developed some bellows-powered versions. Songhorn: A recorder, a simple type of flute, usually carved from wood. Tantan: A tambourine, a popular instrument with halflings and humans south of the
— to the parents’ delight or regret. Tocken: A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
(†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Often, the most dangerous thing about a community of giants is the scattering of outcasts lingering on
Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Storm Giant Encounters The Storm Giant Encounters table includes storm giants as well as creatures that relate to or resonate with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
latticework, and beautifully carved rosewood chairs surround a matching table. One wall bears a sumptuous silk hanging that depicts a gold dragon soaring through the clouds.
Grand Secretary
Wei Feng Ying
skills they bring to an underground expedition into a potentially dangerous area. She’s eager to hear about their most spectacular deeds and is quick to flatter those who indulge her with such tales
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passengers or cargo, and has AC 11, hp 20, and damage threshold 0. Swimming Swimming in the Darklake is a poor choice given the number of dangerous creatures inhabiting it. Check for a creature
on one’s familiarity with its intricate network of caverns, passages, and currents. Experienced navigators know how to find and read ancient duergar runes carved along the Darklake’s tunnels, though
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
living in such a dangerous city. As a result, few desperate elders seek the blessing of the Lord of Bones. Those who do, though, tend to be both cagey and wealthy, which means that although Myrkul’s
in an ancient chamber beneath the sewers or carved into Dusthawk Hill. Rumor holds that eleven red crystals on the wall of the temple grow brighter with every murder committed, gathering power for
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
living in such a dangerous city. As a result, few desperate elders seek the blessing of the Lord of Bones. Those who do, though, tend to be both cagey and wealthy, which means that although Myrkul’s
in an ancient chamber beneath the sewers or carved into Dusthawk Hill. Rumor holds that eleven red crystals on the wall of the temple grow brighter with every murder committed, gathering power for
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
mysterious sights. These scenes aren’t dangerous, but you can elaborate on them as you please. Roll on or choose a result from the Sights within the Spire table to break up the characters’ climb. Sights
. Dozens of crudely carved, amphibian figurines surround the hulk, staring expectantly with bulbous eyes.
This cavern is roughly circular and hundreds of feet across, and it has a 30-foot-high ceiling
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
create a bright red magical fluid that is equivalent to three potions of resistance (fire). I4: Raided Memorial Shelves are carved into this room’s walls, their contents swept onto the floor, reduced
Izel’s plan to collect offerings and cast them into volcanoes across the region, waking dozens of other tlexolotls. It can also relate any other detail of the Izel’s plot from the adventure’s background






