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Returning 35 results for 'building before dark contested reflecting'.
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Monsters
Eberron: Rising from the Last War
after the possession ends.Quori
Dal Quor is the plane of dreams and is currently dominated by a dark power known as il-Lashtavar, or the Dreaming Dark. Il-Lashtavar is served by a host of aberrations
eyebinders — entities formed of pure shadow that is outlined by a nimbus of energy. A host of disembodied eyes whirl around a kalaraq, each reflecting a consciousness the creature has consumed.
Kalaraq quori
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich, but as Kas’s
Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword
Spells
Xanathar's Guide to Everything
Uttering a dark incantation, you summon a devil from the Nine Hells. You choose the devil’s type, which must be one of challenge rating 6 or lower, such as a barbed devil or a bearded devil
, you must make a Charisma (Deception, Intimidation, or Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Mapping a Settlement When you draw a map for a settlement in your game, don’t worry about the placement of every building, and concentrate instead on the major features. For a village, sketch out
be important: the lord’s keep, significant temples, and the like. For cities, add internal walls and think about the personality of each ward. Give the wards names reflecting their personalities
Backgrounds
Guildmasters’ Guide to Ravnica
, rot, and rebirth. You have spent your life in the slow churn of that ecosystem, in the dark places of the city where the messy parts of existence are on display. There is little squeamishness among the
the moss-covered building where I took part in my first reclamation mission.
5
I found something in the sewer that must never come to light.
6
I am forever grateful to the reclaimer who
Backgrounds
Baldur’s Gate: Descent into Avernus
type of gaming set, thieves’ tools
Equipment: A crowbar, a set of dark common clothes including a hood, and a pouch containing 15 gp
Criminal Origins
Criminals are pervasive in Baldur
Guild took over your family business, ran it into the ground, and burned the building for insurance money. You were driven into crime yourself, but you’ll never work for the Guild. You take
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
armor 6 shields 6 hand crossbows 20 cases of hand crossbow bolts, each case containing 20 bolts 6 shortswords and 10 daggers 6 bags of caltrops (20 caltrops per bag) 4 100-foot-long coils of silk rope 2 building hammers (not usable as weapons) 2 bags of iron spikes (10 spikes per bag)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
two stone walkways raised atop 20-foot-high marble columns.
Bridge. A stone bridge on the platform spans the river to the east. (See area 10 for more information on the bridge.)
Building. A mossy
staircase climbs the south wall to the top of the platform. There stands a 15-foot-high stone building with a commanding view of the river and stone doors set into its north, west, and south walls. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Dark Fantasy Vampires brood on the battlements of their accursed castles. Necromancers toil in dark dungeons to create horrid servants made of dead flesh. Devils corrupt the innocent, and werewolves
full of creatures that perfectly suit a storyline of supernatural horror. The most important element of such a campaign, though, isn’t covered by the rules. A dark-fantasy setting requires an
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
trail, which skirts north of a sprawling vineyard before bending south toward a stately building. The fog takes on ghostly forms as it swirls between the neatly tended rows of grapevines. Here and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
exterior of this two-story circular theater. People pass along the street, but all is dark behind the boards that cover the structure’s windows. A tattered awning shades the theater’s stout wooden
theater’s front entrance or investigates the windows can make a DC 15 Wisdom (Perception) check. On a successful check, the character hears a muffled voice within. Characters who spend time surveilling the building see figures furtively open the front door and slip inside once every 10 minutes or so.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vortex.
A water weird bound to the pool years has been corrupted by the demonic influence infecting these tunnels, turning it evil and giving it a dark hunger. The western path slopes upward to a
follow Droki into this chamber, they see him sneaking carefully along the eastern path. They can attempt to follow him with a group Dexterity (Stealth) check contested by the water weird’s passive
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The Talenta Plains have been described as an ocean of grasslands. The nomadic halflings have little interest in building towns; most shelter in the Talenta Plains is temporary
fortunate enough to cross its path. When times are dark and travelers are weary, one can always hope that the Wandering Inn is just beyond the horizon.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards are posted on the balcony and one guard patrols around the outside of the building at ground level. A character can avoid the notice of the exterior guards with a successful DC 12 Dexterity
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
dark arts. Through seduction and indoctrination, they expanded their cult to include a small yet nefarious circle of friends. When word got out, the rest of the village turned a blind eye to the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
, they learn the general exterior layout, including the locations of the main door, balcony door, and windows. They also get a good look at the guard uniforms—dark blue with gold stitching—which can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
carrying tomes or mysterious-looking magic devices, bustle about the immense compound. The largest building is patterned with inscribed eyes. A larger, more detailed eye is carved above the building’s
main doorway.
The large building is the compound’s main temple, home to the priests and oracles of Savras. Despite its elaborate exterior, the interior of the temple is simple, containing only an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
dark silken mats with a pale web-strand pattern woven through them in silvery thread. In the middle of the chamber (at the center of the web) stands a broad pedestal carved from zurkhwood, with a 10
(Perception) check contested by the spider’s Dexterity (Stealth) check to spot it before it moves. Treasure The altar is flanked by a pair of heavy silver candlesticks worth 25 gp each. They hold thick
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. Option 2: Attack on the
stop to rest for the night. A surprise attack in the dark or at dawn is particularly dangerous, granting the dragon complete freedom of movement and creating the possibility that some party members will be asleep or unarmored.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
powerful monster 12 Mysterious, anonymous cabal 13 Contested leadership, open fighting 14 Cabal seized power openly 15 Doltish lout 16 On deathbed, claimants compete for power 17–18 Iron-willed but
Tough warriors 9 Dark magic 10 Decadence 11 Piety 12 Gambling 13 Godlessness 14 Education 15 Wines 16 High fashion 17 Political intrigue 18 Powerful guilds 19 Strong drink 20 Patriotism Current
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
L. Lake Zarovich At the foot of a mountain, nestled in the misty forest, is a large lake. The water is perfectly still and dark, reflecting the black clouds overhead like a monstrous mirror. If the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
and surrounded. The dragon is unlikely to enter the inn building, opting to use its breath weapon through the windows or attacking any characters or bystanders who step outside. Option 2: Attack on the
stop to rest for the night. A surprise attack in the dark or at dawn is particularly dangerous, granting the dragon complete freedom of movement and creating the possibility that some party members will be asleep or unarmored.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, with a thick stalk and a wide cap that forms a dome, keeping the area underneath dry. The dark elves use the mushroom as a pavilion, and this is where Sirak Mazelor conducts business with visiting
, he attempts to steal something from one randomly determined party member. Far from being a skilled thief, Zilch must succeed at a Dexterity check contested by the passive Wisdom (Perception) scores of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
filters through the arrow slits around the castle. During the day, this provides dim light in most areas. At night, all areas are dark. Walls. Exterior walls and load-bearing interior walls are 5 feet
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Infernal Calling 5th-level conjuration Casting Time: 1 minute Range: 90 feet Components: V, S, M (a ruby worth at least 999 gp) Duration: Concentration, up to 1 hour Uttering a dark incantation, you
Persuasion) check contested by its Wisdom (Insight) check. You make the check with advantage if you say the devil’s true name. If your check fails, the devil becomes immune to your verbal commands for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
door is a long, dark hallway with three small examination rooms on one side of it and three small storage rooms on the opposite side (see “Treasure” below). At the far end of the hall, behind another
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. At the center of the ruins, a tall tower, mostly collapsed, rests atop a bluff. The only intact stone building sits at the bottom of the bluff, its white façade bearing the mark of Lathander
.
There is an intact wooden building closer to the water marsh at the southwest side of town, smoke rising from two chimneys.
In front of this building stands a tiefling dressed in blue robes. She raises
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
toothpicks. A frantic man whose brown hair whips in an unfelt wind tries in vain to free his leg from a collapsed beam. A dark-haired woman slumps over the bar, unmoving, while panicked cries and
Commoner), lies limp across the bar. A Corsair smashed an empty bottle over Nelida’s head. She is uninjured but has the Unconscious condition. A character can carry Nelida out of the building; once
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Smackback. Trigger: The raider takes damage from a creature within 5 feet. Response: The raider makes one Pummel attack, targeting the triggering creature.
Goals of the Dreaming Dark Building from
The Dreaming Dark The sinister and mysterious Dreaming Dark—a metaphysical force trying to prolong the current age of despair and violence—seeks to extend its reach toward Khorvaire. Over a century
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Arveiaturace”, for more information). The dragon is out hunting when the characters first arrive at the Dark Duchess, but she checks on the ship regularly to make sure her hoard is undisturbed. At the end of
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
battle, Kas transformed into a vampire. He became the ruler and prisoner of a Domain of Dread (a mist-bordered realm in the Shadowfell) called Tovag. Eventually, the Dark Powers whispered to Kas that Vecna
had risen again, becoming an evil god of secrets and magic on Oerth. Vecna’s defeat of Kas grates on the warlord’s ego. Kas aches to annihilate Vecna. Meanwhile, Vecna has been building his power, though the lich yearns to finally destroy his former lieutenant.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elves Skilled in both magic and warfare, the Tel’Quessir — “the People,” as they call themselves — came to Faerûn ages ago, building vast and powerful empires long before the rise of humans. The days
kingdoms lasting three thousand years. These battles devastated much of the world and resulted in the dark elves’ flight into the Underdark. Reeling from these calamities, the elven empires went into a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thinner on the far side of the river, where a light flashes amid a dark ring of standing stones.
The river ranges in depth but is never more than 10 feet deep. Muriel Vinshaw, a wereraven in human
marsh, even if they barricade themselves in a ruined building, they are accosted by 1d4 swarms of hungry flies (use the swarm of insects (wasps) stat block in the Monster Manual). The swarms don’t trouble characters in areas U3 or U5.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. Fyreen Fyreen is a volcanic world despoiled by dragons. The planet’s remaining resources are hotly contested, giving rise to tyrants. Temperatures on Fyreen plunged dramatically after the sun
multicolored gas. An intense, flickering light emanates from the moon’s core, creating a sort of celestial beacon. Lesk. The largest of the nine moons of En is a dark desert. Here, clans of ssurran (see






