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Aasimar
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races
Volo's Guide to Monsters
the chance.
When traveling, aasimar prefer hoods, closed helms, and other gear that allows them to conceal their identities. They nevertheless have no compunction about striking openly at evil. The
;provides guidance to the aasimar, though this connection functions only in dreams. As such, the guidance is not a direct command or a simple spoken word. Instead, the aasimar receives visions, prophecies
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout The Ashen Heir hideout is a crumbling, one-story temple located in the Old City. Captured Ashen Heir agents or Laleh Ghorbani might direct the characters to the location. Read the
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout The Ashen Heir hideout is a crumbling, one-story temple located in the Old City. Captured Ashen Heir agents or Laleh Ghorbani might direct the characters to the location. Read the
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ashen Heir Hideout The Ashen Heir hideout is a crumbling, one-story temple located in the Old City. Captured Ashen Heir agents or Laleh Ghorbani might direct the characters to the location. Read the
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
) is busy and not eager to be interrupted. If the characters explain themselves, she listens. Use the following points to guide the conversation: The portal to Acheron is closed after a series of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
) is busy and not eager to be interrupted. If the characters explain themselves, she listens. Use the following points to guide the conversation: The portal to Acheron is closed after a series of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
) is busy and not eager to be interrupted. If the characters explain themselves, she listens. Use the following points to guide the conversation: The portal to Acheron is closed after a series of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
infested area ends their direct threat, but the terrain remains twisted and accursed, the portal dormant but still in place. To repel the incursion at this stage, the defenders must not only slay the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
infested area ends their direct threat, but the terrain remains twisted and accursed, the portal dormant but still in place. To repel the incursion at this stage, the defenders must not only slay the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
infested area ends their direct threat, but the terrain remains twisted and accursed, the portal dormant but still in place. To repel the incursion at this stage, the defenders must not only slay the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
those are thankfully all closed in sleep.
The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
cooked up with cheese are delicious.
— Jim Darkmagic
The Hard Way The characters are free to engage Raah in battle. It has a lot of pent-up rage these days, and is happy to have someone to direct
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
those are thankfully all closed in sleep.
The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
cooked up with cheese are delicious.
— Jim Darkmagic
The Hard Way The characters are free to engage Raah in battle. It has a lot of pent-up rage these days, and is happy to have someone to direct
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
those are thankfully all closed in sleep.
The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
cooked up with cheese are delicious.
— Jim Darkmagic
The Hard Way The characters are free to engage Raah in battle. It has a lot of pent-up rage these days, and is happy to have someone to direct
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
and drink for Alessia and any visitors to the tomb. It currently contains empty glass flasks, half a loaf of bread, and three peaches. If the cabinet door is closed, a bell rings. When the door is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
and drink for Alessia and any visitors to the tomb. It currently contains empty glass flasks, half a loaf of bread, and three peaches. If the cabinet door is closed, a bell rings. When the door is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
(thugs) approach the characters to ask their business, and to direct them to Birsk Chumwell in area D2 if they ask odd questions or seem suspicious. If they see anyone trying to enter the loft (area D3
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
and drink for Alessia and any visitors to the tomb. It currently contains empty glass flasks, half a loaf of bread, and three peaches. If the cabinet door is closed, a bell rings. When the door is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
(thugs) approach the characters to ask their business, and to direct them to Birsk Chumwell in area D2 if they ask odd questions or seem suspicious. If they see anyone trying to enter the loft (area D3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
(thugs) approach the characters to ask their business, and to direct them to Birsk Chumwell in area D2 if they ask odd questions or seem suspicious. If they see anyone trying to enter the loft (area D3
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know how many pieces of the obelisk exist. The mind flayers direct characters who express interest in worship to the adjacent feeding room (area X11). The mind flayers don’t prolong the discussion, and
practicing arcane magic. It’s obvious that this rejection still stings Oshundo, who refers to Illithinoch’s long-dead leaders as “ignorant fools” who are “closed to the flexibility and power of arcane magic
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know how many pieces of the obelisk exist. The mind flayers direct characters who express interest in worship to the adjacent feeding room (area X11). The mind flayers don’t prolong the discussion, and
practicing arcane magic. It’s obvious that this rejection still stings Oshundo, who refers to Illithinoch’s long-dead leaders as “ignorant fools” who are “closed to the flexibility and power of arcane magic
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know how many pieces of the obelisk exist. The mind flayers direct characters who express interest in worship to the adjacent feeding room (area X11). The mind flayers don’t prolong the discussion, and
practicing arcane magic. It’s obvious that this rejection still stings Oshundo, who refers to Illithinoch’s long-dead leaders as “ignorant fools” who are “closed to the flexibility and power of arcane magic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
on a DC 13 Wisdom (Insight) check understands that the deva is crazed from captivity. The characters can try to influence her to direct her attacks against the gargoyles, but doing so takes a
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
master’s final judgment. The lich attacks immediately. His guards emerge from various positions to screen him from direct attack. Tarul Var can cast any of his spells from one of the dread warriors
carries. The largest drawer of the desk is held closed with an arcane lock spell (requiring a successful DC 25 Strength check to break). Inside is a flat box of black wood (see the next subsection) and a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
!” The doors remain open until a fire giant standing within 50 feet of them speaks, in Giant, the phrase “By Surtur’s flame, I command these doors to close!” in Giant. The doors can also be closed
manually with a DC 25 Strength (Athletics) check. Knock spells and similar magic have no effect on these doors, though a legend lore spell or similar magic reveals how the doors can be opened and closed. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
on a DC 13 Wisdom (Insight) check understands that the deva is crazed from captivity. The characters can try to influence her to direct her attacks against the gargoyles, but doing so takes a
are audible from either doorway even with the doors closed. A deep pit surrounded by loose rock and rubble scars the smooth marble floor of this chamber. A heavy rope descending into the pit is