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Returning 35 results for 'both before dangerous complex resolve'.
Spells
Player’s Handbook
exchange for payment, but it isn’t obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during
typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the creature completes the
Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
ways. Cultists who receive orders from their patron god directly are often the most ambitious and most dangerous.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
Planar Ally
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
service in exchange for payment, but it isn't obliged to do so. The requested task could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or
waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal.
After the
Magic Items
Acquisitions Incorporated
This delicate and exquisitely crafted clockwork orrery features multiple geared components whose sweeping hands and dials represent the complex interplay of planar and magical realms. Standing two
planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
To prevent the orrery from ever being so used, Lottie
Monsters
The Book of Many Things
him dangerous. He can smile and shake someone’s hand while simultaneously plotting to ruin that person.
Expanding the guild’s activities beyond thievery was Delour’s idea. He
more complex challenges the guild can take on as it grows in power. His only real fear is exposure; the bigger and more active the Moonstalkers become, the more likely they are to attract the attention
Species
Mordenkainen Presents: Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction.
Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed
Tabaxi
Legacy
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Species
Volo's Guide to Monsters
wanderers keep to civilized realms, preferring to bargain instead of pursuing more dangerous methods of sating their curiosity. However, they aren’t above a little discreet theft to get their claws
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Complex Traps A complex trap poses multiple dangers to adventurers. After a complex trap activates, it remains dangerous round after round until the characters avoid it or disable it. Some complex
traps become more dangerous over time, as they accumulate power or gain speed. Complex traps are also more difficult to disable than simple ones. A single check is not enough. Instead, a series of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
Mountain Door. The Mountain Door comprises the uppermost level of the cavern complex. It is currently inhabited by a tribe of fierce orcs, led by a brutal ogre known as Great Ulfe. The Glitterhame. The
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dangerous those dragons can be and help others defend against draconic destruction. Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold sports
a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with draconic power.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
foliage, and the distant roars of unidentifiable beasts.
The Cloakwood is home to many fierce fey and beasts. Due to its dangerous inhabitants and flora, only the desperate dare enter these woods, making it a suitable location for Bak Mei’s secret temple complex.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of
the indicated levels. A deadly trap is likely to kill characters of the indicated levels. Trap Save DCs and Attack Bonuses Trap Danger Save DC Attack Bonus Setback 10-11 +3 to +5 Dangerous 12-15 +6
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, they return as one of these spirits. It’s up to the spirit’s family to resolve the injustice and bring peace to the gwishin, allowing it to move onward. If a gwishin is allowed to endure, it grows
ever more dangerous. In recent years, some in Yeonido have begun to challenge the cultural reverence for ancient traditions, creating unease and discord. It may be no coincidence that gwishin are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
severity. A trap intended to be a setback is unlikely to kill or seriously harm characters of the indicated levels, whereas a dangerous trap is likely to seriously injure (and potentially kill) characters of
the indicated levels. A deadly trap is likely to kill characters of the indicated levels. Trap Save DCs and Attack Bonuses Trap Danger Save DC Attack Bonus Setback 10–11 +3 to +5 Dangerous 12–15
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
complex has been built around an iron golem, or an array of dangerous clockwork devices discovered within a city defy any attempts to turn them off. All research into the problem suggests that the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Immersive Storytelling Waterdeep is threatened by political turmoil. The adventurers must convince the Masked Lords, the city’s secret rulers, to resolve their differences, but can do so only after
both the characters and the lords have come to terms with their differing outlooks and agendas. This style of gaming is deep, complex, and challenging. The focus isn’t on combat but on negotiations
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and in Acererak’s entry in appendix B. Marian doesn’t realize exactly how dangerous the complex here is. Magic Items. Marian has a Lantern of Revealing sitting near her and a Gem of Seeing strapped to
hanging from their necks, and their hands glow with divine magic. On the opposite side of camp, a human woman pores over a spellbook.
The archaeologists are investigating the ancient complex in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Moral Quandaries If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of
NPC that one or more of the characters cares about makes an impossible demand on the characters. A love interest might demand that a character turn away from a dangerous quest. A dear friend might
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ghohlbrorn’s Lair This inn is the only establishment in Gracklstugh that accepts non-duergar guests. “Ghohlbrorn” means “bulette” in Dwarvish, and the inn is built inside a small cavern complex
interactions with random patrons. The general gist of the information is that trade routes out of Gracklstugh have become more dangerous recently. The fauna and more primitive denizens of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
engage in trade with visitors. As befits a major settlement in a dangerous realm, Gracklstugh places no restrictions on the weapons or gear characters can carry or trade. Twelve stone bridges lead to
. The Wyrmsmith’s lair and the cavern complex the stone giants of Cairngorm Clan call home both connect to these districts.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
than dumb brutes, employers must use caution when instructing these fiends. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, they either
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
complex. Ilda knows nothing about the cultists, who have not entered this area. If the characters gain her confidence, Ilda can also offer the following information: Diderius’s passion was powerful
divination magic, which is how he discovered the mysterious pool in this cavern complex. He excavated these chambers around the pool, and kings and wizards came bearing tribute. When he died after many
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
dhergoloths are little more than brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Infiltrating Web’s Edge Irina Nordsol Heroes who stumble into Web’s Edge unaware of its dangers usually meet a gruesome end Web’s Edge is a dangerous place. If the characters burst into the complex
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
into a sinkhole long ago, the settlement is as dangerous to navigate as it is to trade in. A maze of homes and businesses that belong to kithkin, flamekin, and rimekin hangs precariously above the
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
dwell in the innermost parts of the complex. Ilda knows nothing about the cultists, who have not entered this area. If the characters gain her confidence, Ilda can also offer the following information
: Diderius’s passion was powerful divination magic, which is how he discovered the mysterious pool in this cavern complex. He excavated these chambers around the pool, and kings and wizards came
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the creature to
task is aligned with the creature’s ethos, the payment might be halved or even waived. Nonhazardous tasks typically require only half the suggested payment, while especially dangerous tasks might require
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the
especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
surfaces around them. What sounds to others like random clacking noise is actually a complex language that only hook horrors understand, and which carries for miles through the echoing Underdark.
Pack
climbing skills to ambush prey from above. They hunt in packs, working together against the largest and most dangerous opponents. If a battle goes poorly, a hook horror quickly climbs a cavern wall
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
could range from simple (fly us across the chasm, or help us fight a battle) to complex (spy on our enemies, or protect us during our foray into the dungeon). You must be able to communicate with the
especially dangerous tasks might require a greater gift. Creatures rarely accept tasks that seem suicidal. After the creature completes the task, or when the agreed-upon duration of service expires, the
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






