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Returning 35 results for 'being before defeat complex relatively'.
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Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
never leave a friend behind.
3
My honor is my life.
4
I’ll never forget the crushing defeat my company suffered or the enemies who dealt it.
5
Those who fight beside me are those
Monsters
Fizban's Treasury of Dragons
caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and command over stone.
Sapphire dragons eventually create dizzying
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Monsters
Fizban's Treasury of Dragons
of psychic forces has begun to affect the local fauna in strange ways.
Sapphire Dragon Lairs
Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
General Features Recurring features of the guildhouse are described in the following sections. Doors Doors in the guildhouse complex are locked unless otherwise noted. Some individuals have keys to
specific areas, as noted in their descriptions. Others possess a master key that opens all locked doors in the complex. As an action, a character can use thieves’ tools to try to open a locked door
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
depending on the complexity of the item: DC 10 for a relatively simple item like a calculator or a lighter, or DC 20 for a complex item such as a computer, a chainsaw, or a hovercraft. You may require
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Level 6: Lost Level The Lost Level is designed for four 9th-level characters, and characters who defeat the monsters on this level should gain enough XP to advance halfway to 10th level. This level
was a temple complex dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain. Hidden inside is the tomb of Melair, king of the Melairkyn dwarves. Before running this level
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
they can profit from it. The golem appears inactive, but the party can figure out how to activate the golem from the book. By talking with the Bedine, the adventurers learn about a ruined cave complex
known as the Hall of Rainbows that could contain clues to the golem’s origin. But the Bedine also warn that the cave complex is in the territory of a deadly purple worm. The adventurers travel to the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The dragon is using trickery to prevent the cult from doing anything too terrible and to draw possible allies to the temple to help him defeat the cult leader. Even as he sends the cult leader on
relatively harmless missions to steal goods, he whispers to the non-Undead members of the cult to undermine their loyalty to Xia. The gullible cultists are in disarray, and the characters’ arrival sets the stage for the final phase of Nezzarum’s plan.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
down a few feet. The ceilings in the fodder chamber (area W9) and Sacred Web Hall (area W12) are 50 feet tall and relatively smooth. Doors The doors in Web’s Edge are made of iron. The doors to areas W3
unlocked. Lighting There are no natural or magical light sources in the complex. Area descriptions assume the characters have a light source or some other means of seeing in the dark. Light sources bring
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
complex, creating spiral patterns on the walls and ceilings. These spirals are what give the complex its name. Because of these weird spiraling patterns, saving throws to resist faerzress-induced
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Cellar Complex: Spring The characters have learned that a halfling necromancer named Losser Mirklav took the Stone of Golorr. He lives in a cellar complex under a powdered wig shop in the Trades Ward
the wig shop and the characters’ point of entry into the cellar complex. Misty Sewers The dense fog from outside settles in the sewers, and areas B2, B3, and B4 are lightly obscured. Necromancer
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
take it by force (encounter 2, “Mistshore”). After the characters defeat these attackers, they learn that Grinda told her rat familiar to hide the stone in her family’s crypt in the City of the Dead
Windmill”). Fearing arrest, the grave robbers point them to a cellar complex under the Trades Ward (encounter 9, “Cellar Complex”). When the characters arrive, they find Losser surrounded by foes and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
was irrevocably insane. She fled, but Halaster dragged her back to Undermountain and trapped her in the Citadel of the Bloody Hand, a dungeon complex under Mount Waterdeep connected to Undermountain
, inhabiting the very dungeon itself. Halaster is unaware of Jhesiyra’s presence but also wonders over her disappearance following the Spellplague. Jhesiyra’s plan is to use adventurers to defeat Halaster so
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
poorly to changing circumstances. They can’t read, speak, emote, or communicate in any way except to nod, shake their heads, or point. Still, skeletons are able to accomplish a variety of relatively
complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
local government or temple.
6 Defeat a champion of another god (most likely Heliod, Erebos, or Iroas).
A Phenax Campaign Phenax fits easily into the role of primary campaign villain. He also
one of the necropoleis in expanding or dealing with various threats. Plots and schemes are Phenax’s lifeblood, suggesting a complex, shifting campaign full of surprises and twists. For example, a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Find a long-lost artifact that bestows oracular visions upon the user.
5 Defeat the champion of another god in a battle of wits (perhaps Phenax, Mogis, or Klothys).
6 Find and restore a
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
two complex ones Three or four scenes involving significant exploration or social interaction Within these constraints, it can be difficult to create open-ended adventures. A time limit assumes a
dungeon presents a natural limit on character options, while still giving the players choices. The adventure could be a quest to defeat a creature or recover an item, but the path to achieving that goal
Kobold
Legacy
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Species
Volo's Guide to Monsters
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Running the Siege You have a few options on how to run the battle. Consider the following: You can treat each defender and orc as an individual, and run the combat as a long, complex encounter. If
easily defeat twice their number of commoners, but with the defenses available to the ranchers, the odds improve considerably. The ranchers don’t have to defeat the orcs outright. They just have to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
temple and contend with a complex trap that, over time, has developed consciousness.
8 Lead dangerous individuals into the temple and ensure they never leave.
9 Question the priest to find
the location of another temple of mystery.
10 Lead dangerous creatures into the temple to trap them there.
11 Defeat a cabal of mages that has claimed the temple.
12 Defeat a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Xanthoria’s Defeat Once Xanthoria is defeated, the characters find the last few pages of her notes among her possessions. They detail her growing obsession with undead and her success at turning
brought back to life by any means. If the adventurers fail to convince Thunderwing to give up her life, she turns invisible and leaves the cave complex, taking refuge in the surrounding forest. Xanthoria re
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Sapphire Dragon Lairs Sapphire dragons make their lairs in enormous caverns and complex tunnel systems. As they grow older, they continually renovate their lairs, using their tunneling abilities and
relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair. Cobweb-Choked Tunnels. Adventurers who manage to access the other side of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The follower of a god serves as an agent of that god in the world. The agent seeks to further the ideals of that god and defeat its rivals. While some folk might refuse to honor the gods, none can
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and end the adventure once the characters defeat Nezznar. (The “What’s Next?” section at the end of chapter 4 provides more information if you’re using this option.) There’s no need for the heroes to
brings the characters to Wave Echo Cave. That lost underground complex is overrun with undead and strange monsters. The Spider and his loyal followers are exploring the mines and searching for the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
characters might need to decode a map or navigate a maze to find the cards. You can also make this puzzle more complex by separating the clues. For instance, have each clue come from a different statue
the characters to defeat monsters or overcome a test of skill. Starting with a Full Hand. To make this puzzle easier and quicker, place all five cards on the table in front of the statue so the characters can begin interpreting the clues right away.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
goal of the adventure is to defeat that monster. A dreaming character is incapable of waking communication — they might be comatose or possessed. The goal of the adventure is to communicate with the
capability. The goal of the adventure is to remove the psychic lock, which might take the form of a complex trap or maze in the dream. The actual objective of the adventure lies in Dal Quor. The
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
behest of their leader, a psionic goblin who calls himself Ruxithid the Chosen. To keep the town safe, the characters must travel to Zorzula’s Rest, defeat Ruxithid, and rescue the kidnap victims. Once
kidnap victims, however, are still unaccounted for. Hex Sharpe The Mysterious Netherese Obelisk
at the Heart of this Story Chapter 7 Summary Once the heroes defeat Qunbraxel, they learn that its
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, the duergar have a culture as rich and complex as any other, and nowhere is this so evident as in Gracklstugh. Work never stops in the City of Blades, and the gray dwarves take pride in efficiency
Gracklstugh. Law and Order Minor crime is relatively rare in Gracklstugh. The duergar live by a strict code of honor, and their laws are few, simple, and practical. Both guards and regular citizens can be
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
them. To conquer the village, the adventurers must defeat all adult yakfolk that live here. If the adventurers approach the village in a nonthreatening manner, Chief Kartha-Kaya welcomes them with
, strip them of their possessions, and force them to perform menial labor. Fire Giants’ Forge The fire giants’ forge is a sprawling, two-level dungeon complex located beneath the yakfolk village and the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
attacks won’t end until the adventurers delve deep into the Cogs and defeat Cavallah herself. The
Sharn Inquisitive
Monstrous Deception
Monsters are infiltrating our city! Though the Sharn Watch
powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others’ hands. Dreamlily is relatively safe; dragon’s blood is not. Its effects are intentionally unpredictable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
L5. Jagged Sanctum This stone structure rises ominously above the rest of the temple complex. It resembles a giant stone flower growing in the heart of the forest. Stone steps draped with a long red
positions around the chamber.
“Do you really think that you can defeat my Immortal Lotus style? You are mere worms slithering through the mud on a rainy day. I am the bird, here to feast!”
Bak Mei
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
receive relatively cordial treatment from those other hags instead. Every hag has a particular status relative to others of her kind and to hags of all sorts, based on age, abilities, influence
purpose, such as to defeat a champion of good, to serve as oracles for the delivery of baleful prophecies, or to corrupt a pristine wilderness. In such a case, because the coven strives to bend its magic
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works. The Academy of Devastation believes that an academic approach to
ready to wield a deadly combination of unarmed fighting techniques and shadow magic to deceive and defeat her foes. She continues to spy on other hobgoblins, but is now also empowered to conduct
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
criminal territory as possible. The Xanathar’s bond is its lair, an elaborate cavern complex created by its predecessors, carved out between the twisting sewers of Waterdeep. It almost never leaves its home
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear






