Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before both defending coast rolling'.
Other Suggestions:
before boat depending cast rolling
before body depending cast rolling
before both depending cast rolling
before boat defeating cast rolling
before both depending cast rotting
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Travel to the Barrow The barrow is roughly 40 miles northwest of Phandalin, amid the rolling hills and grasslands between the High Road and Neverwinter Wood. Since the characters can travel roughly
24 miles in a day, they should expect to take one long rest in the wilderness before arriving at the barrow on the second day of their trek. A cold wind blowing in from the coast assails them for most of the trip, bringing occasional rain.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Background Ironspine Keep has stood abandoned for many years. Representatives of the Lord’s Alliance, an organization of the strongest cities on the Sword Coast, recently funded an expedition to
sequester his forces, and Szass Tam can’t allow the powerful Sword Coast cities to control the stronghold. He quickly dispatched a legion commanded by a spectral warlord to discourage the recovery effort
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Running This Chapter This chapter takes place in the wilds surrounding Phandalin, a region known as the Triboar Trail. The area is composed of foothills and rolling, sparsely wooded plains that
one hundred miles through the abandoned village of Conyberry, then running north of Phandalin on its way to the High Road along the coast.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Triboar Trail Phandalin lies in a part of the North known as “the Triboar Trail,” “the Triboar Cutoff,” or “the Cony Gap.” This stretch of foothills and rolling, sparsely wooded plains extends
hundred miles through the abandoned village of Conyberry, then running north of Phandalin on its way to the High Road along the coast. Describe the party’s overland travels as vividly as you like, but keep
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Factional Assets Order of the Gauntlet. Troops of the Order of the Gauntlet are among the toughest, most steadfast soldiers on the Sword Coast. Besides serving in their own units, their leadership
bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
in the service of gods wield mace and spell, defending against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too
called the Sword Coast. This region is a place of adventure, where daring souls delve into ancient strongholds and explore the ruins of long-lost kingdoms. Amid a lawless wilderness of jagged, snow
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Starting the Adventure The adventure’s default starting location is the city of Baldur’s Gate on the Sword Coast, in the Forgotten Realms setting. However, any large settlement will do. Possibilities
from other D&D worlds include the Free City of Greyhawk on Oerth, the city of Specularum on Mystara, and the city of Sharn on Eberron. To get things rolling, read or paraphrase the following
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Emerald Enclave Members of the Emerald Enclave are spread far and wide across the Sword Coast and the North. They usually operate in isolation, relying on their own abilities and instincts to
. Some are charged with defending sacred glades and preserving the natural balance. At times, however, all members of the order are called together to combat foes great enough to disrupt or destroy
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
collections of unusual and rare gems, to use seals made of gems carved into signet rings, and to be investors in ventures (rather than property) up and down the Sword Coast. They are sophisticated and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Gauntlet are among the toughest, most steadfast soldiers on the Sword Coast. Besides serving in their own units, their leadership bolsters other troops. Emerald Enclave. Druids and rangers of the Emerald
Enclave answer the call to arms by bringing their treant and griffon allies from the forests and mountains of the Sword Coast. Zhentarim Assassins. These silent killers stalk and kill enemy leaders and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
forces on the Sword Coast that some of those who assaulted the Bloodgate are alive but captive in the Doomvault. Maybe Syranna snatches heroes from somewhere in the world near another magic gateway
divided into sectors dedicated to the creation and control of specific types of monsters. Each sector is subdivided into protected zones for security, defending against attack from outside and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Finding Torg’s You can randomly determine the location of the merchant company by rolling a d10 and consulting the Starting Town table (see "Starting Town"). Roll again if the result is the
Coast, but wears no armor or cold weather clothing and doesn’t appear to be armed. His most striking feature is his eyes, which are as blue as a frozen lake. The best way to deal with Sephek is to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feel as if they’re being watched even when they aren’t. While defending its cavernous lair, the tyrant avails itself of its lair actions. Treasure. If the characters defeat the death tyrant, they can
plunder its hoard: 4d6 × 1,000 gp, 5d6 × 100 pp, 3d6 500 gp gems, and 1d6 magic items (determine each one by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide). Demons One or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Mapping the place has always been nigh impossible, and nothing is known about the region’s current geography beyond a few miles from the coast.” “Working from dozens of sea charts, log books, and
interest of time, Syndra is prepared to use a teleport spell to transport herself and the heroes to Port Nyanzaru. If the characters agree, don’t bother rolling to determine the spell’s accuracy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of Splendors is a bustling, walled city on the Sword Coast. Some merchants have dubbed Waterdeep the best supply center in the world, with the largest collection of superb craft workers, experts
, crowded streets are full of spies. Waterdhavian noble families and guilds hold tremendous political and economic sway up and down the Sword Coast, but within the city itself, true power lies with the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lays a hand on it. The ship sits approximately 100 feet below the waves. Random Encounters The Coast Random Encounters table and the Azure Sea Random Encounters table provide ideas for the sort of
encounters that can take place along the seashore or on the surface of the water. Check for an encounter once per day by rolling a d20. On an 18 or higher, the characters have an encounter at some point
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
dragon unless it harms them first. Treasure. Each frost giant carries a sealskin sack containing 3d6 × 100 sp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag
wooden pipe with a strip of parchment stuffed inside it that reads (in Common), “Here lies the treasure of Captain Silbarr Snake-Eyes, legendary pirate of the Sword Coast. A hex upon any who plunder this
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
legacy and serving the needs of Baldur’s Gate with the riches earned during his adventuring career, he continued his mercenary explorations, seeking glory and plunder across the Sword Coast. Machil found
pockets a random trinket (determined by rolling on the Trinkets table in the Player’s Handbook). On a failed check, the character sends a pile of dusty items spilling to the floor and earns a stern look
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
hunting for food. They have no treasure to speak of, though each carries a sack containing 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Reghed Nomads
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
her aunt, Inirva Coldwater, asking her to provide passage and accommodations to the characters if they need to travel up or down the Sword Coast. If the characters seek out information about the
the chest on a string around his neck. The chest contains 1,100 cp, 800 sp, 120 gp, nine 50 gp gemstones, and 1d4 magic items. Determine one magic item by rolling on Magic Item Table B in chapter 7 of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those to the south and those to the east, becoming more foreign to the folk of the Sword Coast and the North the farther away they are. Lands to the South To the south of the Sword Coast lie ancient
connections, as well as to learn what has changed of the world in their century of absence. The Lake of Steam. Far to the south and east of the Sword Coast, the Lake of Steam is more accurately an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
carrying 1d3 magic items, each determined by rolling on Magic Item Table C in chapter 7 of the Dungeon Master’s Guide. Development. Characters who cast a speak with dead spell on the frozen shield
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statue.” It stood at the foot of Mount Waterdeep near the head of Julthoon Street. Then, after its critical role in defending the city against an invasion of sahuagin in 1370 DR, Khelben Blackstaff
fragments of old Sword Coast ballads and love songs as it drifts through the night.
Manycats Alley. This passage crosses two city blocks and winds through the interior of a third, running between and (for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, by Scriers Phink. This book follows the exploits of a band of adventurers searching for a storm giant king named Hekaton, whose sudden disappearance caused great upheaval up and down the Sword Coast
the cornices and gaze down protectively; these seemingly inert statues are stone golems charged with defending the temple. If called to service, they glide gently to the ground using a programmed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich
lid frozen shut. Dealing 5 damage or more to the lid forces it open. The chest contains 1,500 sp, 450 gp, and 1d3 magic items, determined by rolling on Magic Item Table C in chapter 7 of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of Moving Ice? Visit Angajuk’s Bell on the coast and catch the ride of a lifetime!” “If you see a cloaked elf with charcoal-colored skin, purple eyes, and a pair of gleaming scimitars, for the love of
characters encounter Reghed nomads, determine which tribe the nomads belong to and their initial attitude toward the characters by rolling on the Reghed Tribes table. You can make a hostile encounter with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
academic cities along the Sword Coast, in few other places could Gond’s faithful have access to more and rarer resources with less oversight. The city cares more about the clerics’ innovations than the
down the Sword Coast that could make life difficult for would-be rivals. The elderly widow Lutecia Hhune, a lawful evil female human noble, presides over this smallish manor. Lutecia has estranged
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
certainly more industrious and academic cities along the Sword Coast, in few other places could Gond’s faithful have access to more and rarer resources with less oversight. The city cares more about the
powerful connections up and down the Sword Coast that could make life difficult for would-be rivals. The elderly widow Lutecia Hhune, a lawful evil female human noble, presides over this smallish manor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their acolytes and squires. For a map of Neverwinter and more information about it, see the Sword Coast Adventurer’s Guide. Neverwinter Wood The forest east of Neverwinter seems to have a magical
DC 20 Dexterity check. The chest contains 600 gp in a gray sack made of stitched orc skin, a leather pouch that holds six 50 gp gems, and 1d3 magic items, determined by rolling on Magic Item Table B
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Red Rocks Off the coast lies a collection of tiny islets known collectively as the Red Rocks. Most of these landforms are sea stacks carved by the waves of the Sea of Swords, but some are little more
member of the Lords’ Alliance, however. For more information on Silverymoon, see the Sword Coast Adventurer’s Guide. Silverymoon Pass A road traverses the hills northeast of Silverymoon, providing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ventures along the Sword Coast. For some time it was lost to the Zhentarim when the Netherese reappeared and reclaimed Anauroch, but with the second fall of Netheril and the magical return of the desert
. Fortunately for Harnoth, the Iron Guard — Citadel Adbar’s defending army — remains strong. What’s not generally known is that Harnoth, too, was killed by orcs toward the end of the war. To prevent
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
by rolling initiative and then undermine turn order with a delay option. Moreover, we felt that toying with initiative wasn’t where the focus should be in battle. Instead, the dramatic actions of the
about unusual cases like the green-flame blade spell? The spell, which appears in the Sword Coast Adventurer’s Guide, tells you to make a melee attack with a weapon. Look at the table above, and you see
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
or the heavens she doesn’t know. She’s willing to pay to find out, though. Blushing Mermaid Infamous up and down the Sword Coast, the Blushing Mermaid is known as the best tavern and inn in Baldur’s
all along the Sword Coast. Those looking to do business with the Gate’s underworld find that a handful of silver in the Mermaid can open doors, but the wrong word can find you dumped unconscious in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
or the heavens she doesn’t know. She’s willing to pay to find out, though. Blushing Mermaid Infamous up and down the Sword Coast, the Blushing Mermaid is known as the best tavern and inn in Baldur’s
for operations all along the Sword Coast. Those looking to do business with the Gate’s underworld find that a handful of silver in the Mermaid can open doors, but the wrong word can find you dumped
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cruelty, such as by refusing to kill the elders, defending them, or doing nothing whatsoever. The Test Ends. After 1 hour, everyone with a symbol of Auril hovering above their head is teleported back
. Each of these party members must succeed on a DC 15 Wisdom saving throw or return to camp with a form of indefinite madness determined by rolling on the Indefinite Madness table in the Dungeon






