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Returning 35 results for 'both before dangerous carve record'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Hit Points and Hit Dice Your character’s hit points define how tough your character is in combat and other dangerous situations. Your hit points are determined by your Hit Dice (short for Hit Point
. (You also add your Constitution modifier, which you’ll determine in step 3.) This is also your hit point maximum. Record your character’s hit points on your character sheet. Also record the type of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
or she might have been a soldier or a pirate and done dangerous things before. Starting off at 1st level marks your character’s entry into the adventuring life. If you’re already familiar with the
. Record your level on your character sheet. If you’re starting at a higher level, record the additional elements your class gives you for your levels past 1st. Also record your experience points. A 1st
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
.
On your character sheet, record all the features that your class gives you at 1st level.
Level Typically, a character starts at 1st level and advances in level by adventuring and gaining
experience points (XP). A 1st-level character is inexperienced in the adventuring world, although he or she might have been a soldier or a pirate and done dangerous things before.
Starting off at 1st level
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
that is their charge. They dutifully maintain the stores here while they work to carve a passage through the coral, which is turning out to be more difficult than originally thought. The intent is to
triggers that allow them to fire both ballistae once from their side. BALLISTAE TRAP
Simple trap (level 5–10, dangerous threat)
Trigger. A creature that walks or swims through the tripwires triggers the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, or would-be rescuers of captives, or to cleanse the place of its evil. The characters might also brave such a gorge to hunt one of the many dangerous creatures that haunt the area, such as a
that is holy to Mogis. Caves long used by bandits, minotaur raiders, and predatory beasts carve their ways through the craggy walls. Many of the caves are connected, but some are isolated. Ledges
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and permanently laying them to rest. 2 Devout Scholars. This federation prizes knowledge and texts pertaining to their god. They collect rare holy books and record the life stories of miracle-working
Recovery. You seek a lost symbol of the order discovered in a dangerous place or in the hands of an enemy. 3 Cult Hunt. You hunt a cell of zealots dangerous to your order or mortals at large. 4 Desperate
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
an extremely dangerous creature will hatch from the egg unless it can be safely contained. Stealing the Murkmire Stone The Murkmire Stone is going on public display tomorrow at the Varkenbluff Museum
—likely has a record of the areas the guards patrol at night. Dr. Dannell suspects this information is in Arkin’s office, located somewhere in the eastern wing on the first floor. Arkin herself will attend
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Elemental Evil. The cultists are planning the widespread death of innocents across this region, and I won’t stand for it.
“My spies infiltrated Nulb, a village near the temple, and stole a record book from
Falling Ash is known to us. This cult has long plotted to sow chaos in Celene; an undercover cult member recently failed to poison me. I have no doubt the other cults are equally dangerous.
“My spies
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
forward to the interrogation and torture that follows combat. Drow Magic. Just as the drow have adapted to underground life, so too has their magic. In addition to using that magic to carve their cities
from stone, they empower their weapons, create dangerous new magic items, and summon demons from the Abyss. Drow spellcasters are supremely arrogant and never hesitate to use their magic in the most
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to serve their insatiable greed. Takers record financial agreements in the Hall of Records and revel in seizing properties at bargain-basement prices when owners default on payments. The Fated
where creatures can record and relive one another’s sensory experiences through sensory stones (see chapter 1 of this book). For a price of 10 gp, a client can feel the thrill of a researcher’s epiphany
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, record repositories, and training facilities, and you can use them to further your work. You can call in a favor from faculty members to access resources not available to the public—dangerous relics or
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
3/day: phantasmal force
1/day each: fly, hypnotic pattern
Oread Aggressive oreads number among the most dangerous nymphs, as they embody the wild might of flames, volcanism, and the hidden forces
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
(400 + 400 + 400 + 200)
Record the totals, because you can use them for every encounter in your adventure.
Total the Monsters’ XP. Add up the XP for all of the monsters in the encounter. Every
are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laird, who rules over his or her own holdings and directs the clan in dedicating its efforts toward a particular trade or craft. A caste of priests called thuldar officiate all rituals and record the
who sit at this council make sure that trade and commerce flow smoothly. They employ slave labor to maintain trade routes in the dangerous Underdark, and are always open to hiring explorers to check out
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventurer passing into a world of giants. In Norse myth, giants inhabit the realm of Jotunheim, where brave gods and heroes occasionally venture on dangerous quests. Manuel Castanon Three brave
in the lowlands, where lava fissures carve paths through wide fields of snow, and the fire giants gather in bands to attack the frost giants. At times, the worlds of Kaldheim overlap as they move
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
treasures, and the secrets of the earth. It is said he gave Surtur the secret of smelting, showed Thrym how to carve magic runes on weapons, and crafted spears for Hiatea so she could complete her tasks of
childhood accomplishments to bloody battles that ended only when their father or one of their siblings intervened. Other myths describe cunning Surtur leading his brother on dangerous adventures
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep stands for longer than human histories record. But as is the way across the dangerous North, civilization at the foot of Mount Waterdeep has crested and ebbed in great waves. Elf scholars assure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, Avernus, is the arrival point for visitors, a rocky wasteland with rivers of blood and clouds of biting flies. Fiery comets occasionally fall from the darkened sky and carve out fuming impact craters
embodies the cruelty and corruption of law turned to evil ends. The devils of the Nine Hells are more cunning, more insidious, and far more dangerous than other Fiends. Their intelligence, their delight in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
without any real information about it. The site has proven far more dangerous than they expected. Their entry from the Far Realm is now closed, and they don’t know why. The githyanki make short, careful
dangerous (it’s not). The githyanki view the characters as enemies, particularly if they’re obviously carrying Varakkta’s silver greatsword. The warriors attack as Varakkta commands. Although
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality. The tiefling has the secret support of the archdevil Levistus, having traded her soul years
. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself. As she was preparing to leave the Hosttower, Nass overheard her master
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
flatterer, and sought after as a lover. He is also dangerous in his aspects as a subtle assassin and a whisperer of rumors. For those attributes, he is worshiped by ambitious males who hope to emulate
heresy, when it is expressed openly, is liable to be savagely crushed by the priestesses of Lolth. So most of Vhaeraun’s male followers honor him simply by trying to carve out better lives for themselves
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
dangerous cult (they don’t know that Ontharyx leads the cult). Common Enemy. A psychic creature lairs in the common room (area T11). The drow suspect that the image there is some sort of dangerous lure and
and deliver it to the fanatics in Illithinoch (see later in this adventure). Record if this happens, as it alters how the characters confront the mind flayer fanatics in chapter 8.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag: Yakfolk Village 1. Thousand Steps Thousands of years after Ironslag was abandoned, a clan of yakfolk used Humanoid workers to carve a staircase into the mountain cliff. At the top of these
reach area 9 by climbing through the openings in the frame of the water wheel and crawling along its iron axle. This is a dangerous act, and getting from one side to the other requires a successful
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giant gods about magic, wards, banes, hidden treasures, and the secrets of the earth. Skoraeus gave the secret of smelting to Surtur. Skoraeus showed Thrym how to carve runes on his old weapons to
sometimes hire agents that they dispatch to investigate portents and to retrieve items the giants need for their oracles. It’s dangerous work, for two reasons. The obvious one is that the task involves
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations V - Z Valley of Khedrun The frozen vale on the southern fringe of the Spine of the World is named for a legendary dwarf hero who used his axe to carve out the homeland of the dwarves in the
the middle of nowhere, on the west side of a notoriously dangerous and rugged stretch of the Long Road. An outer wall with heavy crossbows mounted to its battlements encloses a keep sheltered by a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
word can be used to shrink it; the command word is “petrification” in Terran. Withdrawn. Zoklork isn’t willing to scout for the characters because dangerous creatures lurk nearby. If the characters
dangerous creature is beyond it. They don’t pass through the secret door unless they can chase foes that way. Secret Door. Drow priests often spied on the negotiations from behind this secret door. A
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
which are evil or dangerous. What Shemeshka Really Knows Once Shemeshka’s bodyguards are dispatched, she exasperatedly offers to tell the characters everything they want to know if they swear to leave
characters’ unique situation is a result of a planar imbalance caused by a group of modrons lost in the Outlands. She hopes that by manipulating the data these modrons record, she can profitably influence
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
toward an underground river far below.
The Glitterhame is now home to a band of troglodytes, dangerous reptilian creatures that haunt underground places. The troglodytes and Great Ulfe’s tribe
following details become apparent: The additional runes record the occupant’s date of death and the great deeds the dwarf performed in life. Also carved into these three coffins is a warning that doom awaits
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Plants Dangerous plants have overtaken these areas. S38a: East Growth. Four shriekers thrive in the shade of this fungal bush. The fomorians in the east cargo hold (area S33b) investigate any shrieking
music halts with an abrupt record-scratching sound, and the androids attack. Digital DJ. If the characters are working for Aphelion, the computer offers to change the music to a genre that better
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
otherwise occupied.
Shelf Path. Because dangerous fungi often lurk near the footpaths, denizens of the fane who pass through this chamber have found another way around. The shelf fungi adhering to the
the floor is thick, and the air is stale.
The dwarves of Tyar-Besil began to carve mining tunnels here, but they gave up when faced with too many threats pouring up from the Underdark. Four specters
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
sanctity of the crypt was broken long ago. Dangers. There is a hydra and some sort of elemental in the pool to the south, a dangerous golem to the northwest, and some dwarf skeletons and ghosts to the north
the specters, the mind flayer fanatics send minions into the crypt to recover the obelisk fragment. Record if the fanatics get the fragment, as it alters how the characters confront the mind flayer
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
magic are dangerous foes and can sometimes overcome pure strength, but never in a straightforward, fair manner; enemies that act that way are maug, and strength alone is maat. Doubt or disagreement
giant’s armor and weapons are as much a record of its battle honors as its trophy collection is, for those who know how to read the signs. Notches carved into the haft of a weapon show the number and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
system’s side passages have been blocked by rubble. The limited zone that is still traversable leads the characters from the fissure to the lost shrine of destruction — and through a number of dangerous
record them on your balance sheet at the original cost minus depreciation due to the minor dismemberment or occasional consumption of staff.
— Môrgæn
Ahghairon’s Dragonward. Waterdeep is protected by
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
these creatures, humanoids are animals, fit to serve as prey or beasts of burden, and wholly unworthy of respect. Dangerous Lairs. A dragon’s lair serves as the seat of its power and a vault for its
security for its hoard. Most chromatic dragon lairs are hidden in dangerous and remote locations to prevent all but the most audacious mortals from reaching them. A black dragon might lair in the heart of a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
creatures from dangerous magic. As such, powerful magic items and even evil artifacts are sometimes secreted away in a metallic dragon’s hoard. A metallic dragon can be persuaded to part with an item
pranksters, joke tellers, and riddlers that live in hills and rocky uplands. Despite their gregarious and even-tempered natures, they possess a covetous, miserly streak, and can become dangerous when their






