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Returning 35 results for 'before build diffusing connect revealing'.
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Species
Eberron: Rising from the Last War
allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
House Ghallanda
Leader: Yoren d’Ghallanda
Headquarters: Gatherhold
Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Waterdeep Dangers A number of hooks can connect to the exploits of characters engaged in a Waterdeep: Dragon Heist campaign. The famed walking statues of Waterdeep are showing signs of getting ready
destruction across the city. After stopping the threat, the characters learn that it was built based on a Kwalish design, and that other such designs might be used to build great engines of destruction. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventure around that villain’s crimes. Similarly, if the adventurers’ goals include determining the villain’s identity, that might be part of a mystery. To build a mystery adventure, follow the steps for
, such as an unfinished message written in the victim’s blood, a piece of jewelry left behind by the villain, or a weapon found hidden in a suspect’s room. A clue should connect a suspect to the crime
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure, designed to collapse under the weight of any creature
have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages beneath the streets, connecting them to a nearby
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
grass or build burrows in the sides of the hills, the fields represent an opportunity for shepherds and free folk to claim a plot that no one else has yet occupied. Small, stout farmhouses and even a
. Occasionally, one of the barrows bulges and vomits forth undead, wakened by some instinct known only to them, or a patch of terrain buckles and collapses in on itself, revealing a sinkhole to warrens beneath.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
you haven’t met.” Tletepecs build villages near the land’s many volcanoes, but travel between villages can be challenging, as the dirt paths that connect them often shift or are blocked. Therefore
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Copper Dragon Lairs Copper dragons prefer dry uplands, hilltops, or mountainous foothills, where they build their lairs in caves, crags, or tunnels. Although sometimes natural, the passages and
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
signal the beginning of the end. Other signs also appear among the stars, the clouds, the seas, and world events, revealing the future to those who know how to interpret them. Divinatory Deck
initiation, which includes a solemn oath of secrecy, learn deeper truths that build upon the basic tenets of the group: Preexistent Souls. The souls of mortal beings have always existed and aren’t part of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city of
they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
tower has three floors and a door on the ground floor. Stairs connect the levels, and only the topmost level is furnished. A continual flame spell in the wizard’s study on the top floor still burns
journal’s author didn’t build the bridge or the tower. The bridge bears a magical ward, but the writer is far too clever to be taken in by a mere magical trap and hasn’t studied it in detail. Godlet’s
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
north. The rumor is true, of course, but it can’t be confirmed 100 percent. By asking around, characters learn that the road to the north, called the High Road, used to connect Waterdeep to the city
, you bet they are. The Mere of Dead Men is wild and dangerous. Lord Neverember’s agents in this endeavor are perpetually looking for laborers to build the road and fighters to protect the laborers. Turnover in those jobs is pretty high.
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
), feats, and roleplaying suggestions that can connect characters of any class to a draconic theme. Chapter 2 discusses magic related to dragons, including new spells, magic items, and draconic gifts
(supernatural gifts explicitly connected to a dragon’s power). Chapter 3 presents tips, advice, and tables to help Dungeon Masters build encounters, adventures, and whole campaigns around dragons
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
insight to build a detector that can sense portals or planar disturbances. A portalometer, if you will. The research or scrutineering activities can help the characters uncover the necessary information or
even say that any orrery components the characters still possess become attuned to the ritual as Splugoth prepares it, allowing the characters to triangulate the ritual site’s location. For more build
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
druids have tracked heavenly patterns since time immemorial, discovering secrets hidden amid the constellations. By revealing and understanding these secrets, the Circle of the Stars seeks to harness
starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
sealed with iron doors connect the cellar to all of the graveyard’s tombs. One of the graveyard’s individual plots is marked with a nameless marker. This grave plot doesn’t contain a body. The most
removes limbs from corpses to build an congregation of flesh golems he can’t control.
4 A gate to the Underworld releases a bloodthirsty Underworld cerberus (see chapter 6) into the graveyard.
5
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
backgrounds (the giant foundling and the rune carver), and a wide selection of feats. The chapter also includes roleplaying suggestions to help you connect a character of any class to the grandeur of
ideas about giants’ organizations and societies. Chapter 3 presents tools to help Dungeon Masters build encounters, adventures, and whole campaigns around giants. The chapter includes tables you can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
discovers a segment of the stone wall behind the altar easily shifts aside, revealing a passage leading to area C4. Characters who have the Stonecunning trait have advantage on this check. This door is
Cavern Ledges within this cavern overlook a pool of black liquid twenty feet below. At the center of the cave, an island supports an ancient, bare tree. Rope bridges connect this island to the ledge at the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
,” both in chapter 2). The Against the Giants table offers suggestions for adventure hooks you can use to build an adventure following this theme. On the world I call home, three linked mountain ranges
of bystanders while the giant deals with (or holds back) the greater threat. The Clash of Titans table provides a sampling of adventure hooks you can use to build an adventure along these lines
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate
workplaces and abodes used by Haskasori’s people. The tunnels in the western wall, which used to connect to many more chambers, caved in long ago. H7a: High Priests’ Quarters. Two amulets of Yaarnak (see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the Dragon has been seen with flying ships of its own. Still, among the small number of factions and organizations known to possess or build airships, Acquisitions Incorporated might be the best known
. The standard design of an Acquisitions Incorporated-grade airship features an enormous balloon covered in a rope net. Trailing lines connect the balloon to the vessel of metal and wood suspended
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warped Test Market until its identity is discovered. Once caught, the Keymaster can be forced to open the inn’s basement door — revealing the dimensional caverns leading to the ritual site. Advancing to
until the Keymaster opens the door, revealing the dimensional caverns leading to the ritual site. 7. Upstairs Rooms The upstairs landing features four doors along each wall, leading into eight bedrooms
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creates its lair in an area of natural caves, shaping the chambers with its disintegration ray. Most of the entryways and passages that it fashions to connect one chamber with another are too narrow to
that doesn’t reach the ceiling and build a trapped door into it. The beholder can fly over the trap, while intruders are forced to deal with the door or waste time trying to climb over the wall. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
and four hand-turned wheels connect to the pipes.
Coupleofkooks Many of Vecna’s cultists in
Neverdeath Graveyard bear tattoos
of the lich-god’s unholy symbol The wheels control the water pressure
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, the door automatically opens into this area, revealing area 3 and activating the mechanical creatures in that area. 3. Recharging Station A buzzing sound and a deep hum rises suddenly as the door
station, or if the characters sabotage the station, a shower of sparks erupts from the edges of the secret door and its slots, revealing the door. Otherwise, a character who searches the area and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
build, fix, and drive infernal machines. At some point during their visit, the characters see the kenku angrily hammering on a nonfunctional Demon Grinder. It isn’t working, and they can’t figure out
characters notice that Pins and Needles lurk about at a distance, whispering to each other and staring at the characters. If confronted, the imps make a big deal of revealing a secret. Of course they
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, Nargis took great pride in the city’s success, but the attack on Zenia threatens to expose their lies. Nargis is a stylishly dressed, middle-aged orc with a stout build. They switch between a posh
happily do it again.” Nargis’s Story Myx Nargis Ruba plays the part of the friendly tavern keeper perfectly. If the characters strike up a conversation without initially revealing that Samira sent them
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
who examines the secret door immediately realizes they can trace the runes to cause that circular section of wall to disappear, revealing the remainder of the tunnel on the other side. The wall re
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
of the glyphs is connected to the evocation magic of the pillars, thereby revealing the function of the glyphs without a check. A character who understands how the glyphs work can take an action to
gate that connects with the Stone Golem Quarries. 91. Hall of Skulls Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, he says he can’t help them, saying, “My orders prevent me from revealing the city’s secrets to outsiders.” Energy Crystals. The crystals embedded in the niches are used to project Everlast’s illusory
causes it to swing open, revealing a 5-foot-diameter vertical shaft that ascends 50 feet to area Y19k. A character can use an action to pull open the hatch by force, doing so with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
them is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
amulet’s wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick icicles—some long enough to connect the icy floor and ceiling—hang in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
battle that unfolds in the cavern, eager for its fair share of meat. Black Road Long ago, the Zhentarim built this trade route to connect its established footholds in the east with its lucrative
summon them to their throne hall for an audience. King Morinn and Queen Tithmel tell the characters about their suspicions concerning Ironslag and ask them to investigate. In return, they offer to build
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
behind a bookshelf, and any character who searches the wall for secret doors finds it automatically. The secret door can be pulled open to reveal part of a stone bridge that used to connect to the
characters enter through the secret door in the west wall: This chamber holds the king in his new, terrible form: a hulking, ashen brute with his ribcage torn open, revealing an empty cavity where his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
heart of the shrine. The overconfident visitors neglected to build defenses around the camp, believing that their own strong arms were sufficient protection. A couple months ago, they were proved
them as they emerge. If they don’t, they might at least weaken the shrine’s defenses. Yokka’s band bedevils the party without revealing its presence until the final moment. For example, if no guard is






