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Returning 35 results for 'being both dark confined resort'.
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Classes
Xanathar's Guide to Everything
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any
. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or
Classes
Xanathar's Guide to Everything
The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath believe that any
. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace.
Innocence. All people begin life in an innocent state, and it is their environment or
Monsters
Eberron: Rising from the Last War
strength as their servants — the fiends known as the Lords of Dust — scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
divided among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can't bring his full power
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
; Elminster
The serpent creatures known as yuan-ti are all that remains of an ancient, decadent human empire. Ages ago their dark gods taught them profane, cannibalistic rituals to mix their flesh
primordial world heeded the prayers of these people and hissed dark demands into their ears. The people tainted their souls by performing human sacrifices in the name of the gods, debased their flesh by
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
stone (the remains of petrified victims) litter the floor in the alcoves. The triceratops confined to the metal pen in the northwest corner is docile until threatened. The yuan-ti use it to pull
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
mongrels cower in the shadowy northwest corner. One of them cradles something shiny. Three mongrelfolk are confined here. One of them cradles a polished brass candlestick as if it was a doll. Any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
tower.
Light. The cavern outside the tower is dark, for the inhabitants of Araj require no light. Inside the tower, occasional driftglobes shed dim light, with the rest of the place in darkness
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Oath of Redemption The Oath of Redemption sets a paladin on a difficult path, one that requires a holy warrior to use violence only as a last resort. Paladins who dedicate themselves to this oath
justice. Peace. Violence is a weapon of last resort. Diplomacy and understanding are the paths to long-lasting peace. Innocence. All people begin life in an innocent state, and it is their environment or
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
travelers remain confined in the foreign quarter. Merchants from across Khorvaire trade for exotic Riedran goods, while envoys from many nations negotiate with the emissaries of the Inspired. To enter
region, haunted and cursed. Dark secrets and great treasures remain in the vast war labyrinths of Ohr Kaluun, but fiends, wards, and far deadlier threats linger in this fallen kingdom.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Black Lake The darkest and most remote corner of the Glitterhame’s cavern system, the Black Lake is a large, winding cavern filled with water that drains from the Dark Mere through a submerged
her head and part of her neck above the water (granting her three-quarters cover) and breathing acid. Then she submerges and waits for her breath weapon to recharge. Nightscale doesn’t resort to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals
dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
multiverse, mysterious entities known as the Dark Powers collect the most wicked beings from across ages and worlds within inescapable, mist-shrouded demiplanes. In these shadowy prisons, the
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
used the last vestiges of her personal power to pull dead memories from the Shadowfell about her, creating a cloak of identities that sustained her. Over centuries, those dark memories accumulated and
are astral travelers who are caught and trapped within the Shadowfell by her magic — but a rare few come of their own volition, seeking knowledge or freedom from a dark past. Many of these daring
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tempted to have characters seek cover and observe during the day and not attempt to enter the camp until nightfall. This can work, too, but sneaking around in the dark is more likely to attract
to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
right in. Players may be tempted to have characters seek cover and observe during the day and not attempt to enter the camp until nightfall. This can work, too, but sneaking around in the dark is more
need to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Version M1. Main Tunnel The mine is dark and damp, and you hear the sound of dripping water echoing from deep within. The light fades faster than it should as you move deeper, until you’re wrapped in
dampness of the tunnels is pronounced in here. Moisture leaches through the moss ceiling above, forming fat droplets that fall into pools of dark water around the chamber. A sharp scent of minerals fills
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
(commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
scent of dirty fur fills this dark, ten-foot-high cave. The stone floor has deep ridges where hundreds of clawed feet have scratched it.
If the gnolls in this cave have not been drawn out, add
to climb after it, he was pushed from behind by another gnoll and locked in the cage. The gnolls are keeping him confined until he grows weak enough that they dare to open the cage to kill and eat
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Regardless of the characters’ decision, Belle also reveals that she knows something is wrong at the Silent Sound lighthouse. For at least two tendays, the normally reliable light has been dark. She fears that
some sort of magic is in play, because it isn’t just the case that the light is out. Rather, it appears to radiate some kind of dark energy. Moreover, she’s heard that sightings of spectral figures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Heads. Mounted to the walls are the stuffed heads of several bugbears, hobgoblins, and goblins.
Chest. A locked chest of dark wood, carved in the likeness of a spider with eyes of red crystal, rests
. Troglodyte Mob A horrible stench fills this chamber, the floor of which is covered with loose rocks. Twelve captured troglodytes are confined to these quarters, but the guard stationed outside their door
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
wind, choking smoke, and pyroclastic ash. Within the fire-filled caldera of Phlegethos’s largest volcano rises Abriymoch, a fortress city cast of obsidian and dark glass. With rivers of molten lava
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
returns with the guards posted in area 12 (five sahuagin, two sahuagin coral smashers [see appendix C], and two sahuagin priestesses) in 10 rounds. 3. Unfinished Champion’s Quarters Dark blue tiles
). It will not be ready for occupation until this level has been flooded. The miner’s pick is one of the construction workers’ tools. The open coffer is empty. 4. Champion’s Quarters Dark green tiles
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
instead: The passage opens into a large, dark cavern filled by a subterranean lake. At the east end of the lake, a torch illuminates a stone quay with a ten-foot skiff tied up alongside it. The west end
darkness. The landing at the east end of the cavern is guarded by four Crushing Wave reavers and one fathomer commanded by a Dark Tide knight named Eyon (see chapter 7 for the cultists’ statistics
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Mournland and sought to slake their thirst with a drink from the lake. At the lake bottom is the ruined town of Eastwood Springs, which once served as a resort for the leisure classes of Cyre. As yet, no one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Each capsule is tilted at a 45-degree angle, connected to metal floor panels with thick copper wires, and coated in a thin, slimy residue.
Illithids. Four mind flayers carrying dark sheets of metal
which case they’re taken out of their psipods and confined to area 10 until they can be fed to the neothelid in area 8. The characters can also try to form an alliance with the ulitharid. Extremiton
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. He knows that a group of these savage predators has taken refuge in the Cackling Chasm and offers the characters 10 gp for each gnoll head they bring back to him. Zero Rum Dark Duchess quest (see
"Dark Duchess") The tavernkeepers of Five-Tavern Center in Bremen are bemoaning their dwindling supplies of ale and spirits, but they’ve heard rumors of a pirate ship stuck in the ice off the coast—and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to trap the Knights of the Black Sword in their self-made prison (not unlike the fate of their dark master, Levistus). Casualties. If he’s still alive and confined to his castle, Speaker Siever
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
grows in strength as their servants—the fiends known as the Lords of Dust—scheme to unleash their ancient masters. The overlords gain strength when mortals embrace the dark paths laid down for them. And
among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
wind, choking smoke, and volcanic ash. Within the fire-filled caldera of Phlegethos’s largest volcano rises Abriymoch, a fortress city made of obsidian and dark glass. With rivers of molten lava
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
large, six-wheeled freight wagons. Dory rents space in the warehouse to merchants and alchemists, many of whom use it as a staging area for shipments. After dark, the warehouse is locked tight and
. Amidships The air here is hot and damp. Two pools of dark, swirling water fill most of this area. A narrow wooden walkway crosses between them to connect doors toward the stern and the bow. Condensation
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
No monsters dwell here, but the goblin sentries in area 3 are supposed to
north door because of the trap in area 2. Awarding Experience Points Divide 400 XP equally among the characters if the party defeats the goblins in this room. 8. Dark Hall Even by day, this area has no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
coming from the top of a wide staircase in the northwest corner (see area G13). Two iron chandeliers hang from the dark mahogany ceiling above a long dining table carved from red larchwood. Chairs
carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
punchline. Baron Vallakovich has convinced himself that if he can make everyone in Vallaki happy, the town will slip free of Strahd’s dark grasp. The baron has a brittle ego, and he lashes out at
a descendant of Tasha Petrovna, a priest entombed in Castle Ravenloft (chapter 4, area K84, crypt 11). The Baronet. The baron’s miserable son, Victor Vallakovich (NE male human mage), has confined






