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Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
for aspects of campus life: exams, relationships, extracurriculars, and jobs. Chapter 7 is a collection of stat blocks for students, faculty, and various creatures on and around the Strixhaven campus
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
for aspects of campus life: exams, relationships, extracurriculars, and jobs. Chapter 7 is a collection of stat blocks for students, faculty, and various creatures on and around the Strixhaven campus
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Whether student adventurers get caught up in a duel with their rivals or face a dreaded mage hunter, the stat blocks in this chapter give you the information you need to resolve the situation.
for aspects of campus life: exams, relationships, extracurriculars, and jobs. Chapter 7 is a collection of stat blocks for students, faculty, and various creatures on and around the Strixhaven campus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Urban Chase Complications d20 Complication 1 A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Urban Chase Complications d20 Complication 1 A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Urban Chase Complications d20 Complication 1 A large obstacle such as a horse or cart blocks your way. Make a DC 15 Dexterity (Acrobatics) check to get past the obstacle. On a failed check, the
obstacle counts as 10 feet of difficult terrain. 2 A crowd blocks your way. Make a DC 10 Strength (Athletics) or Dexterity (Acrobatics) check (your choice) to make your way through the crowd unimpeded. On
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear below
1/day each: banishment, contact other plane, Drawmij’s instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear below
1/day each: banishment, contact other plane, Drawmij’s instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Sages and Master Sages Candlekeep’s resident lore experts are master sages and sages who dedicate themselves to scholarship above all. Stat blocks for the master sage and the sage appear below
1/day each: banishment, contact other plane, Drawmij’s instant summons, legend lore, locate creature, planar binding, polymorph, protection from evil and good, scrying, sending, true seeing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
blocks. If the characters don’t speak up, Xedalli tries to mount her own defense, accusing her brother of trying to get rid of her and then fabricating the story of her sedition. It is obvious her words
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
blocks. If the characters don’t speak up, Xedalli tries to mount her own defense, accusing her brother of trying to get rid of her and then fabricating the story of her sedition. It is obvious her words
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
blocks. If the characters don’t speak up, Xedalli tries to mount her own defense, accusing her brother of trying to get rid of her and then fabricating the story of her sedition. It is obvious her words
their grievances against the Xaryxian Empire, while Xeleth attempts to twist every point against them. Resolve this debate by having one of the characters—whichever one is leading the argument in favor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
late! They will be so angry! Stupid, stupid, stupid! Delays, blocks, procrastination, obstructions, pfah! No time, no rhyme, not mine! No! Time!”
Droki (see appendix C) has errands to perform. The
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
late! They will be so angry! Stupid, stupid, stupid! Delays, blocks, procrastination, obstructions, pfah! No time, no rhyme, not mine! No! Time!”
Droki (see appendix C) has errands to perform. The
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
late! They will be so angry! Stupid, stupid, stupid! Delays, blocks, procrastination, obstructions, pfah! No time, no rhyme, not mine! No! Time!”
Droki (see appendix C) has errands to perform. The
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, revealing several piles of stone blocks on the floor.
A contact stone is located in the eastern corner of the room.
Glowing Archways. Any creature that steps through one of the four archways that open
stone blocks are difficult terrain. Copper Panels. If a creature touches a copper panel, the creature takes 2 (1d4) lightning damage, and the archway stones flash. Until the end of the creature’s next
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, revealing several piles of stone blocks on the floor.
A contact stone is located in the eastern corner of the room.
Glowing Archways. Any creature that steps through one of the four archways that open
stone blocks are difficult terrain. Copper Panels. If a creature touches a copper panel, the creature takes 2 (1d4) lightning damage, and the archway stones flash. Until the end of the creature’s next
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, revealing several piles of stone blocks on the floor.
A contact stone is located in the eastern corner of the room.
Glowing Archways. Any creature that steps through one of the four archways that open
stone blocks are difficult terrain. Copper Panels. If a creature touches a copper panel, the creature takes 2 (1d4) lightning damage, and the archway stones flash. Until the end of the creature’s next
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
-foot-square, 2-foot-thick, half-submerged slab of blue marble that blocks access to area C23. This slab is far enough away that characters won’t see it with torches or darkvision unless they move
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
-foot-square, 2-foot-thick, half-submerged slab of blue marble that blocks access to area C23. This slab is far enough away that characters won’t see it with torches or darkvision unless they move
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
-foot-square, 2-foot-thick, half-submerged slab of blue marble that blocks access to area C23. This slab is far enough away that characters won’t see it with torches or darkvision unless they move
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
transmuter and three Thayan apprentices sleep here (see appendix B for both stat blocks). When roused, they tip the cots over and cast their spells from behind cover. They try to force or draw the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
transmuter and three Thayan apprentices sleep here (see appendix B for both stat blocks). When roused, they tip the cots over and cast their spells from behind cover. They try to force or draw the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
and 1 foot deep, connect the fountain to the vats. The whole system contains necrotic essence that prepares oozes for binding to undead. A creature that enters the necrotic essence for the first time on
transmuter and three Thayan apprentices sleep here (see appendix B for both stat blocks). When roused, they tip the cots over and cast their spells from behind cover. They try to force or draw the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
through this door, the portcullis blocks their way. Southern Door. The door leading to area 4 is locked, but it can be unlocked from this side. Alternatively, the characters might unlock it from area 4
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the ceiling over each channel.
A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
through this door, the portcullis blocks their way. Southern Door. The door leading to area 4 is locked, but it can be unlocked from this side. Alternatively, the characters might unlock it from area 4






