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Returning 35 results for 'beyond both descent continue rites'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Orcus who plundered corpses from necropolises to create the first spawn of Kyuss. Even centuries after Kyuss’s death, his malign disciples continue performing the horrific rites he perfected
Monsters
Quests from the Infinite Staircase
can continue to feed on a corpse’s memories for days after its death.
If a memory web is slain, any memories it consumed over the last day are discharged from its body in a telepathic deluge
;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Drained Memories"} each time it makes an ability check or attack roll, subtracting the d4 roll from it. Each time the target is memory drained beyond
Demilich (Variant)
Legacy
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Monsters
Monster Manual (2014)
souls of the insolent intruders to his tomb, magically transferring them to his phylactery.
Liches who follow Acererak’s path believe that by becoming free of their bodies, they can continue
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
Elf
Legacy
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Species
Basic Rules (2014)
“I have never imagined such beauty existed,” Goldmoon said softly. The day’s march had been difficult, but the reward at the end was beyond their dreams. The companions stood on a
might continue to use the child name. Each elf’s adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists
Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
other creatures.
Star Spawn
The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms alien to mortal life. Some are so hostile that
Monsters
Eberron: Rising from the Last War
. Illmarrow is a fiefdom on the isle of Farlnen — home to a community of elves exiled from Aerenal, who have practiced necromancy for centuries. But Lady Illmarrow’s roots extend far beyond her
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
Human
Legacy
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Species
Basic Rules (2014)
traditions with origins far beyond the reach of any single human’s memory. They live fully in the present—making them well suited to the adventuring life—but also plan for the future
tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Chondathan Names: (Male) Darvin
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Extending the Adventure “The Lost City” primarily explores the first five tiers of the ziggurat, but further adventures await those who continue their descent. This section provides the following two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
descending 20 feet to a landing. Set into the back wall of the landing is a Netherese calendar stone. Beyond this landing, the staircase resumes its descent, stopping at three more landings of bare stone and descending a total of 100 feet before arriving at area 2.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
drinks. Beyond these celebrations, tales are also told of bakkeia, revels that occur in deep caves and that involve ancient sacrificial rites. Most satyrs say these traditions were abandoned ages ago
consequences is short and the tradition persists. As for former stubs, most never share details about their experiences, their secrecy contributing to tales of dark rites and sinister enchantments in the vale.
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
Continuing the Story If the players are interested in more adventures, you can continue the story in the D&D Starter Set: Heroes of the Borderlands available in September 2025. That set provides more
information on this area, and plenty of opportunity for more adventures! The players can also create more customized versions of their characters, or completely new characters, using D&D Beyond.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
River of the Depths, which they first encounter on level 4. Characters who follow the river must navigate rapids and small waterfalls to reach Wyllowwood. Beyond this level, the River of the Depths
begins its lengthy, tumultuous descent into the Underdark — a voyage no ordinary boat or raft can survive.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 5: Escape from Avernus All adventures must end, but the best ones end with a bang. The climax of Baldur’s Gate: Descent into Avernus comes when the characters try to redeem Zariel, save
story evolve beyond the suggested endings outlined in this chapter. If the characters don’t want to save Elturel, they don’t need to. However, if they intend to save Elturel, the players should be
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Revenants Vengeance from beyond the Grave Habitat: Forest, Swamp, Urban; Treasure: Any Wrathful spirits bent on revenge, revenants possess corpses and other materials, using them to seek justice or
vent their rage on those who wronged them. Revenants refuse to rest until those they seek to punish are no more. If their bodies are destroyed, revenants claim new forms and continue their ruthless quests. Cristi Balanescu Revenant Followed by a Graveyard Revenant
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Orcs of the Shadow Marches The orc Gatekeepers played a crucial role in defeating the daelkyr and binding their evil in Khyber, and their descendants continue to maintain the ancient seals and fight
continue to live in the Shadow Marches, and centuries of battles between them have diminished both sides. Humans settled in the Shadow Marches long ago, and the first half-orcs helped to cement the bond
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, eager to build a place where they could openly practice their vile rites. Others were brutal thugs, power-hungry dabblers in forbidden magic, or fanatics lured by the call of evil. At first the
many malefactors has caused a spate of banditry, kidnappings, murders, and raids. The cultists have also upset the weather in the region. All of these occurrences continue to worsen over the course of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dusty tomb beyond (area K88). Characters who try to reach the windows from the overlook must descend 110 feet and move 20 feet back under the platform. This descent can’t be accomplished without the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
dragon disappears behind a cloud, taking its strange caravan with it, and is seen no more. But sometimes the dragon makes a gentle, spiraling descent into a forest or another secluded area. Those who seek
nearby woods. 2 A pixie beckons you to follow her, promising you a sight beyond your wildest dreams. 3 A man stumbles from the forest. He doesn’t speak, but his arms are full of delicious-looking fruit. 4
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mournland A wall of dead-grey mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In
continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells — war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
above, the characters could be as high as 12th level by the adventure’s conclusion—an important consideration if you intend to continue the campaign beyond this adventure.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
manufacture bizarre war machines. When Kas deems the time right, he sends his forces into the Mists, believing that Vecna’s realm lies just beyond. Invariably, those troops never return, leaving the
vampire to rage, rebuild his forces, and continue his search for the Sword of Kas (detailed in the Dungeon Master’s Guide), which he considers his key to victory.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
an eye patch. It clutches a whip in one bony hand.
Along the east wall are three rusty gates with mold-covered cells beyond them.
Cultists used to perform ghastly rites here. Human prisoners were
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
8. Library The master of the house used to spend many hours here before his descent into madness. Red velvet drapes cover the windows of this room. An exquisite mahogany desk and a matching high-back
look like a red-covered book with a blank spine. A character inspecting the bookshelf spots the fake book with a successful DC 13 Wisdom (Perception) check. Unless the secret door is propped open, springs in the hinges cause it to close on its own. Beyond the secret door lies area 9.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
.
4 A group of cult fanatics charges exorbitant prices for funeral rites, threatening to lead the dead astray unless they’re shown proper respect.
5 A priest of Athreos speaks out against healers
shouldn’t exist.
Athreos’s Monsters Most creatures that serve Athreos aid the god in destroying the undead. Beyond that, the Athreos’s Monsters table presents a few creatures likely to serve the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
3. False Entrance After 20 feet, a puzzle door sealing off a small chamber beyond blocks this false entrance into the tomb. A short tunnel ends at a slab of worked stone, whose edges are marked by
the tunnel for traps spots the raised stone block with a successful DC 16 Wisdom (Perception) check. The weight of the block makes it impossible to hinder its descent. Any character who examines the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
deceased archmages, dignitaries, and other important figures who die in Sigil and the planes beyond. Morticians. The bulk of Dusters fall into this role. Morticians prepare the way for the dead. They bury
departed and chronicle the dead’s deeds in obituaries. Necrologists also research burial rites appropriate to the deceased creature’s beliefs, religion, or cultural background. Recruiters. Recruiters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Beyond the gate is a well-kept gravel path that passes through a small forest of vertical stone slabs and ancient trees.
As the characters make their way through the Stele Forest, they encounter
the attack is reduced by 1d10 + 10. If the damage is reduced to 0, Steel Crane catches the missile if it’s small enough to hold in one hand and Steel Crane has a hand free.
Slow Descent (3/Day). When Steel Crane falls, he can slow his descent, taking no damage from the fall.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Living Descent Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to
. These paths lie beyond lands controlled by the poleis and other civilized beings. Dark caves with tunnels leading down into darkness and rivers quietly lapping at fog-shrouded gravel shores give way
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
around in the peaks. Beyond the snowy foothills, low-lying clouds obscure the icy peaks of the gargantuan mountains that form the Spine of the World. Eventually, you get above the clouds and behold a sheer
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-embrace as you make your presence known. At the back of the stage, musicians stare in shock but continue playing.
The audience area beyond is a profusion of colorful parasols held by people wearing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
23A. Triangular Stone If the characters approach from the south, read: You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that
the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Noteworthy Features Those familiar with Har’Akir know the following facts: Har’Akir is a land of vast deserts and deadly storms. Water is scarce beyond the land’s few oases and the city of Muhar. The
value music, and many locals are accomplished singers or proficient in playing the reed pipe, goblet drum, or arched harp. AKIRRAN CHARACTERS
Characters from Har’Akir claim descent from an ancient
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determining the fate of millions in the Material Plane and even places beyond. Characters traverse otherworldly realms and explore demiplanes and other extraplanar locales, where they fight savage balor
characters might be called on to undertake grand adventures on the cosmic stage. And as a result of these adventures, their capabilities can continue to evolve. Characters gain no more levels at this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (area 1). GENERAL FEATURES
The following facts about the
environment are true unless otherwise noted in a specific area description.
Doors. The doors are wooden or stone.
Light. Beyond area 2, many rooms in the underground dungeon are lightless. Descriptions






