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Monsters
Icewind Dale: Rime of the Frostmaiden
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
, an unfurnished stone chamber 30 feet in every dimension. A creature too big to fit in this space succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air
Species
Eberron: Rising from the Last War
Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a favor they can call in.
Ghallanda has
a number of “bound businesses”—franchises run directly by the house. The Gold Dragon Inn is such a business, with Gold Dragon Inns being found in every major city, each serving a
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
sun and have no desire to get wet, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect
Backgrounds
Ghosts of Saltmarsh
You have sailed into war on the decks of great ships, patching their hulls with soup bowls and prayers. You once helped build a fishing vessel that single-handedly saved a town from starvation. You
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
treasure. Creating a Rogue As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from
. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Backgrounds
Guildmasters’ Guide to Ravnica
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it.
4
I have the schematics for an invention that I hope to build one day
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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Species
Eberron: Rising from the Last War
bear or boar: stoic, stubborn, and thick-skinned.
Longtooth shifters typically have lupine traits and prefer to run with a pack.
Swiftstride are often predatory and feline, but a swiftstride could
different in personality. With any shifter, identifying the beast within is a crucial part of understanding the character.
Similar and Diverse
Shifters are similar to humans in height and build but are
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
, beyond enjoying a bit of sea spray in the air. But they love being able to see the water, so they build their lairs on the heights of seaside cliffs or near perfect sunbathing beaches where they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Hall of Heroes Statues. Life-size granite statues of human warriors, facing inward, stand atop two rows of pedestals that run through the hall.
Web-Covered Ceiling. The ceiling of this long
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
information; they prefer to build friendship and deal in favors. But should a Ghallanda baron every truly need something, they likely have a favor they can call in. Ghallanda has a number of “bound
businesses” — franchises run directly by the house. The Gold Dragon Inn is such a business, and these inns can be found in every major city, each serving a familiar menu and providing similar services. But
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
15. Boiling Lake This boiling lake is several hundred feet deep, extending down to the red-hot rock below, and reaching nearly to the ceiling of the cavern it occupies, 50 feet above the level of the
sunken ledge described in area 17. It is fed by an underground stream that enters from the northwest at a depth 100 feet below that of the ledge. Its run-off flows through a channel to the east
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Fungus Forest Fungi. Mossy paths run between patches of stout trillimac and a forest of towering zurkhwood whose caps scrape the 40-foot-high ceiling.
Clearings. Throughout the cavern are small
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Five-Tavern Center Five unaffiliated taverns Five taverns stand in a semicircle around a central yard in the heart of Bremen. As the story goes, five brothers originally intended to build a tavern
together, but each had assumed he would be the one to run the business. Since none of the brothers would work for the others, each built his own tavern, and they all compete for customers. The five
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The moaning is only the wind. Characters who examine the ceiling can, with a successful DC 20 Wisdom (Perception) check, spot pulleys and a rope that run the full length of the corridor along the
K27. King’s Hall This twenty-foot-high hall has a dark, vaulted ceiling draped with cobwebs. A low moan seems to travel the length of the corridor as it rises and falls, intoning sadness and despair
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
halfling bartender. The leaders of House Ghallanda don’t sell information; they prefer to build friendship and deal in favors. But should a Ghallanda baron ever truly need something, they likely have a
favor they can call in. Ghallanda has a number of “bound businesses”—franchises run directly by the house. The Gold Dragon Inn is such a business, with Gold Dragon Inns being found in every major
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Alarm System Sloped Roof. The ceiling is 30 feet high at the northwest end of the cave and gradually slopes down to 20 feet high as the cavern narrows into a passage that leads to area 10
.
Tripwires. The uneven rock floor is dotted with small stalagmites, between which run nearly invisible trip wires made of webbing. These web strands set off hidden rockfall traps.
The driders in area 10
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
perception that dragonmarks run only in family lines. This book instead allows a character of any species to manifest any dragonmark. If you choose a dragonmark for your character, consider these four
determine to what extent you become drawn into house politics. Taking the background associated with your house (such as House Jorasco Heir) is the best way to build your character as a dragonmarked heir
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
help you use the monsters in this book in interesting ways, as well as advice for modifying monsters and creating your own. If you’ve never run a D&D adventure before, we recommend that you pick up
the Dungeons & Dragons Starter Set, which demonstrates how to take a bunch of monsters and build an exciting adventure around them.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
before the great magical statues can run amok. Alternatively, the grand parade of the Day of Wonders turns to deadly chaos when one of its inventive mechanical floats goes berserk and unleashes
destruction across the city. After stopping the threat, the characters learn that it was built based on a Kwalish design, and that other such designs might be used to build great engines of destruction. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating a Campaign The world you create is the stage for the adventures you set in it. You don’t have to give more thought to it than that. You can run adventures in an episodic format, with the
characters as the only common element, and also weave themes throughout those adventures to build a greater saga of the characters’ achievements in the world. Planning an entire campaign might seem like
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
patronage of a powerful clan leader or other prominent figure—perhaps working to make that person a viable head of state in the long run. The Heads of State table offers suggestions for the kind of work
trade pacts with the nations of Khorvaire. 2–3 As agents of Queen Aurala, help her build Aundair’s strength in preparation for the next war, without alerting other nations to her ambitions. 4–5 Assist the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Examples This section contains example adventures that demonstrate the principles described throughout the chapter. Each provides enough information for you to run a one-session adventure
to life, and build on the ideas the players bring to each encounter. Alter these outlines freely to suit your tastes—and those of your players—and your ideas for your campaign. A Starting Campaign
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
run the encounter and what information it should convey. Timing. They occur at points noted throughout the adventure or when you feel is appropriate to the tension of the story. The spirits of the
spirits’ house, and before the dead accept the trespassers, these spirits try to build a rapport through at least three interactions. The séances described in the following sections outline the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Fountain of Evil Foul water from the Darklake spills into this cave, forming a pool. See the “Whorlstone Tunnels: General Features” sidebar for the effects of drinking foul water. The ceiling in
this cave is 80 feet high. The chamber splits into two paths surrounding a large pool, filled by water trickling from stalactites along the ceiling. The western path forms a ramp above the pool’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is
51. Wind Tunnel This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Library The githyanki keep a modest library of books and maps on shelves carved into the asteroid’s rock walls. These shelves run from the floor to the 15-foot-high ceiling of each chamber. Most
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wind through the town at street level. Above this labyrinth run mazes of catwalks made from the wood of old shipwrecks. Old rigging is used to suspend the creaky catwalks. The 90-foot-high cavern
ceiling is covered with a forest of stalactites. Most of the lanterns that once illuminated Skullport are gone, turned to rust or stolen by thieves long ago. Denizens carry their own light sources or rely
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Creature Roles Each creature has a role listed next to their challenge rating. Roles are descriptive and most don’t follow special rules—they simply help you build encounters and use the creature
more information, see the “Retainers” section. Skirmisher Skirmishers are mobile warriors who use hit-and-run tactics in combat. Their traits allow them to make the most of their position. Soldier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake Terrain Encounters Special terrain rules are explained after the table. d10 Terrain 1 Collision 2 Falls or locks 3 Island 4 Low ceiling 5 Rockfall 6 Rough current 7 Run aground 8 Stone
chance that the island has one or more types of fungi growing atop it (see “Fungi of the Underdark” in chapter 2). Otherwise, the island is barren rock. Low Ceiling The clearance of the cave or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
character’s bond is, “I’m trying to pay off an old debt I owe to a generous benefactor.” If that’s the character’s bond, you should work with the player to decide who that generous benefactor is and build
relevant story lines into the larger campaign. Party Formation During session zero, your role is to let the players build the characters they want and to help them come up with explanations for how their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect intruders, one tries to run to area 5 to sound the alarm while the remaining two attack. On the second round of combat, the clamor attracts the spiders in area 4b. 4b. Phase Spider Lair Four phase
webs. Several 3-foot-long bundles wrapped in spider silk are suspended in the webs.
Strange Face. Spiders have woven a giant, webbed face of Halaster that looks down from the 20-foot-high ceiling
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A wide variety of talents can be useful in the work of an inquisitive, leading the Finders’ Guild to employ specialists with diverse skill sets. Many inquisitives come from
sideways, sometimes innocents get unwillingly caught in the action. The common artisan who hired the party to find her missing partner might find herself and her hired inquisitives on the run when






