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Returning 25 results for 'before briefly destination continue revive'.
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Monsters
Journeys through the Radiant Citadel
Whirlpool Step. Immediately after it teleports, each creature within 5 feet of the riverine’s destination space takes 5 (1d10);{"diceNotation":"1d10","rollType":"damage","rollAction":"Whirlpool
. The riverine conjures swampy ground that briefly covers the ground in a 20-foot square the riverine can see within 120 feet of itself. That area becomes difficult terrain until initiative count
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Going to Blingdenstone Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
succeeds automatically, allowing the training exercise (and the journey) to continue. Challenge 1: Plotting a Course The characters must use their Wildspace map to plot a course to their destination
speed, racing through Wildspace toward its destination. After a minute or so in this simulated state, the ship returns to its normal flying speed. A school of giant space eels swims past the ship, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
might have had something to do with it, then dismisses the thought. “Doesn’t matter,” he says. “I have all my notes memorized!”
Gargosh’s Route. “Gargosh” tells the characters that their destination is
Westbridge (80 miles) Travel southeast along the Stone Trail from Westbridge to the Stone Bridge, then continue east to Beliard (80 miles) Follow the Dessarin Road south from Beliard for about forty
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 10: Descent into the Depths Having survived Mantol-Derith and obtained Ghazrim DuLoc’s ring, the adventurers and their allies continue on into the Underdark. This time, rather than escaped
, dictated largely by the characters’ decisions and tactics. The adventurers’ immediate destination is the legendary library of Gravenhollow (see chapter 11), where they gain information that likely takes them
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into the top of it. Each disk radiates an aura of conjuration magic under the scrutiny of a detect magic spell. If Ras Nsi steps onto one of these disks, he can continue his movement from any other
but the character has no destination disk in mind, he or she appears atop a randomly determined one. Map 4.1: Fane of the Night Serpent View Player Version
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the graymatter engine assumes the role of a gracious host. It is far more interested in learning about its visitors than in talking about itself. If pushed, Landro briefly explains how it was created by
idea, Landro doesn’t push the matter. If the characters consent to the entity’s request, Landro extends a ribbonlike tentacle of graymatter fluid. Landro uses this tentacle to briefly touch the head of
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
corners of the pot), gradually add the milk. Bring the mixture to a strong simmer, whisking the liquid and scraping the bottom of the pan often. Adjust the heat to medium and continue simmering and
directions until about 2 minutes short of al dente (there should be some resistance to the tooth). Drain the pasta, add it to the sauce, and stir to coat thoroughly. Let the mixture cool briefly, add the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
magical ability to know the shortest, most direct physical route to the lair of the chosen giant lord. This ability lasts until they reach their destination. If the characters have a conch of
. The conch you seek is close to her.”
“The great river” refers to the Dessarin River. The hill giant den lies along one of its eastern tributaries. When the characters are ready to head there, continue
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
and deafened conditions scrabbles along the ground, looking for its head. The zombie attacks any creature it detects. 2 1d4 will-o’-wisps offer to guide the characters to their destination but might
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Curst Gate Destination: Tarterian Depths of Carceri Primary Citizens: Exiled Humanoids Ruler: Burgomaster Villigus Bazengar Curst is a menagerie of exiles and outcasts. Fugitives, traitors, and
the characters to free Tovus Gilaf from the burgomaster’s estate. 3 A Mercykiller bloodhound (see Morte’s Planar Parade) arrives in town, searching for a fugitive who looks exactly like one of the characters. 4 The gate to Carceri briefly ruptures, releasing a host of destructive fomorians on Curst.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sylvania Gate Destination: Olympian Glades of Arborea Primary Citizens: Fey and Humanoids Ruler: The Seven Spiritors Sylvania is a nonstop party, a boisterous glade that thrums with revelry at all
, causing the entire forest to shudder. For a moment, the party stopped, its music briefly replaced by an ominous whisper heard by all. Locals quickly shrugged off the event and resumed the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to short-circuit and rapidly overheat, frying the electronics within—and Aphelion along with them. As Aphelion fades from existence, the computer briefly sings the following coda in an artificial tone
: “What have you done?
What have you done!
Back to the darkness,
Into the void.”
After Aphelion dies, any robots still aboard the ship default to their core programming and continue their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them a feel for their surroundings, and they might discover a strange place, “Old Xoblob Shop,” that warrants further exploration. Once they arrive at their destination, “The Skewered Dragon” is an
spell out “Old Xoblob Shop.” If the characters check out the shop, continue with “Old Xoblob Shop.” If they don’t, they find the tavern without further incident; see “The Skewered Dragon” below. Old
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Tradegate Gate Destination: Twin Paradises of Bytopia Primary Citizens: Humanoids Ruler: The Five Star Guild A hub of ethical trade, the gate-town to Bytopia brings a slice of Sigil’s sprawling
-abundant wealth. However, the xorn’s greed proved insatiable, and the Elementals continue to sack the town for all it’s worth. Adventures in Tradegate The Tradegate Adventures table offers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
of him. The corresponding symbols on the tent’s canvas walls glow briefly. After Oddlewin speaks the card’s fortune, the character feels a chill run up their spine as their shadow gains a life of its
asks for nothing in return and, if treated fairly, might even continue to help the party.
Rogue. Someone from the character’s past appears, bent on revenge. This could be someone from the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
distances herself from the characters on seeing the Harmonium officers. She apologizes to the characters, briefly mentioning she “can’t go back to the Prison” before fleeing the scene. The Harmonium officers
it’s their funeral; the Harmonium will continue to return in greater numbers until the enforcers succeed, and next time, Farrow might not be there to bail out the characters.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
escape from the drow so he can continue his holy work. Buppido is happy to consider his fellow prisoners allies until such time as he no longer needs them, or becomes convinced that the omens point
reclaiming the ancient dwarven kingdom; she suggests Gauntlgrym as a destination to escape from the Underdark. Eldeth is stubborn and hates the drow and all other “corrupt dark dwellers” such as the derro and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
six willing creatures who are within 10 feet of you. Each creature teleports to an unoccupied space of your choice within 10 feet of your destination space. Path of the Zealot Rage in Ecstatic Union
is Necrotic or Radiant; you choose the type each time you deal the damage. Level 3: Warrior of the Gods A divine entity helps ensure you can continue the fight. You have a pool of four d12s that you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
continue north. The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on
— conditions become crowded and perfect for pickpockets. Hire-Coaches If you desire to travel in relative comfort and be the master of your destination, simply give a spirited wave and shout to any hire-coach
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. When a creature enters the grotto, a flare of magic teleports the entrant and creatures within 10 feet of it to one of the Outer Planes. Roll on the Grotto Destination table to determine where the
creatures are sent. For the next minute, any creature that enters the grotto is transported to the same destination. Due to their planar nature, these areas don’t appear on map 6.3. The following sections
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
teems with bunnyoids—cute little rabbits with nubby protuberances atop their heads. One of the creatures sits on a stump nestled amid a patch of leafy foliage. It briefly looks in your direction and
round until it reaches the chamber’s 10-foot-tall ceiling. Stairway. Characters who continue descending the stairway arrive at a card-locked door on the level below. This door, which requires a green
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
a random space next to another pillar (roll a d20). The creature also takes 5 (2d4) lightning damage. If the destination pillar is the same as the origin pillar, the creature takes double damage
successful DC 25 Strength (Athletics) check to force the doors open. A knock spell disrupts the magic briefly, lowering the check DC to 15 for 1 minute. Glyph Keys. The wight and the deathlock wight each have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
members of the Emerald Enclave, the adventurers can easily convince Dasharra to help them fly to Svardborg, Lyn Armaal, or some other destination within a few hundred miles of Fireshear. Otherwise
antagonize them, the giants hurl rocks at them. If the characters flee, the giants don’t pursue, opting instead to continue their work. The giants carry no treasure. Great Worm Cavern The spirit mound of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
nothing of value. S19a: Office. This private chamber contains a desk, simple furnishings, and documents in an unknown language related to the ship’s activities and destination. An unlocked drawer in
. On a failed check, the robots continue their assault. S26a: Detention Cells. This room contains six containment cells, each protected by a permanent Wall of Force spell. The spell can be disabled or






