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Returning 35 results for 'building before deeds continual red'.
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Monsters
Storm King's Thunder
damage and be knocked prone. Klauth can then fly up to half his flying speed.The odor of sulfur and pumice surrounds a red dragon, whose swept-back horns and spinal frill define its silhouette. Its
;s dread overlord, the red wyrm Klauth. Scattered here and there are the crushed or charred bones of powerful adventurers and entire orc hordes that dared to enter the valley.
“Old Snarl,&rdquo
Monsters
Infernal Machine Rebuild
living, commanding individuals to perform evil deeds of the undead's choosing or be destroyed. If its commands are not obeyed, an eye of fear and flame throws back its hood to reveal its skull—set
with gems of red and black in each eye socket—then attacks.
Spectral Visage. An eye of fear and flame resembles a hooded, skeletal humanoid figure. The interior of its hood cannot be seen except as an
Monsters
Vecna: Eve of Ruin
are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of
Alustriel and her deeds better known than in the Silver Marches and its capital, Silverymoon. Alustriel ruled Silverymoon for centuries, once disguised as a wizard named Elué Dualen and then later
Dragonborn
Legacy
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Species
Basic Rules (2014)
ancestor—bright red, green, blue, or white, lustrous black, or gleaming metallic gold, silver, brass, copper, or bronze.
Self-Sufficient Clans
To any dragonborn, the clan is more important
to the clan can result in expulsion and exile. Each dragonborn knows his or her station and duties within the clan, and honor demands maintaining the bounds of that position.
A continual drive for
Species
One Grung Above
, and blue grungs work as artisans and in other domestic roles. Supervising and guiding both groups are the purple grungs, which serve as administrators and commanders.
Red grungs are the tribe&rsquo
caste for life. On rare occasions, an individual that distinguishes itself with great deeds can earn an invitation to join a higher caste. Through a combination of herbal tonics and ritual magic, an
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
has taken on a young red shadow dragon as a protégé.
2
Two ancient dragon lovers—one ancient deep dragon;deep and one ancient white dragon;white—see each other only
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
General Features Hundreds of years old, Rat’s Run is built from weathered wooden timbers reinforced with red brick. Its floors are made of grimy wood. The building’s other features are described
) and Good quality (DC 15). Lighting. On the first two floors, most areas are lit with Continual Flame spells placed on sconces shaped like ship figureheads. Areas R12 and R13 on the third floor are unlit.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Lecture Hall This sloped lecture hall has a 15-foot-high ceiling and the following features: Light. Stone sconces protruding from the walls have continual flame spells cast on them.
Benches
bipeds with wide, toothy smiles. They are arranged in a triangular formation; the top one is drawn in red chalk, the bottom left in blue, and the bottom right in green.
Gurneys. Two stone gurneys
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
success, they notice one farmhouse doesn’t have a red X painted on it. This building is the farmhouse where Kianna resided, and it also serves as the pact’s communal meeting house.
fences, but there are no signs of people. Nearly all the houses have been sloppily painted with a large and muddy red X. The interiors of these farmhouses are utilitarian, featuring only a few rooms for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardwood, and the earthy scent of old books permeates the air. The library fills two floors of this three-story building, and it somehow seems to contain more shelves than the building should be able
languages, detect magic, feather fall, find familiar, mage armor, magic missile, shield, unseen servant 25 gp Arcane lock, continual flame, darkvision, invisibility, magic weapon, misty step, rope trick
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Red Widow Theater The Red Widow is a cabaret known for lively music, provocative dancing, and shady dealings. A gigantic statue of a spider, painted in garish crimson with a black hourglass shape on
its abdomen, adorns the front roof of the building, inviting customers into its decadent web. At this shrine to decadent pleasures, attendees celebrate beauty and life in defiance of the crushing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Random Encounters Use the Fourth-Year Encounters table for random encounters on campus during the adventure. Fourth-Year Encounters d10 Encounter 1–4 2 bulettes 5–6 1 red slaad and 1 vrock that
escaped from their classroom bonds 7–8 1 cloaker that has been hiding in the rafters of an abandoned classroom building 9–10 1 treant that is angry the campus abuts a natural forest and is initially hostile
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
Dragons in Play This chapter is intended for the Dungeon Master. The ideas and tables herein can help inspire you as you prepare to use dragons in your D&D game, whether you’re building a single
divided into five main sections: “Roleplaying Dragons” presents tips and tricks for building a dragon character as complex and distinctive as any other villain, ally, or mysterious figure in your
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Dragon Armies or to stop the threat of the Dragon Queen herself. Rather, their deeds will oppose the Red Dragon Army’s forces seeking to conquer the Kalaman region.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Strength (Athletics) check. Either check’s DC is 15 unless the text states otherwise. Light Unless otherwise noted, all areas are brightly lit by lamps imbued with continual flame spells. Walls and Floors
guards unless the characters take extraordinary measures. Wards The building is warded against teleportation and planar travel. Effects like the dimension door spell can’t be used to enter, exit, or
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Githyanki Dracomancer One of Gith’s last deeds was to forge an alliance between the githyanki and the dragon god Tiamat. Ever since, the Dragon Queen’s red dragon consort, Ephelomon, and his kind
have been allies of the githyanki. Githyanki dracomancers uphold this pact and cultivate magic talents that complement the might of red dragons. Githyanki Dracomancer Medium Aberration (Gith), Lawful
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
personal trophy. Like a proud hunter, a red dragon relishes telling the tale of acquiring each individual relic or coin, glorifying the dragon’s own deeds. Red Dragon Art Objects d12 Object
Red Dragon Treasures Red dragons love gold above all other precious metals and are entranced by its gleam, its luster, and the sound of its chime. They amass gold coins and objects to form the bulk
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. They attack if harmed or provoked. The bodies are those of travelers who disappeared near Red Larch. Each has the symbol of the earth cult cut deeply enough in the forehead to mark the skull. To pass a
test commanded by the earth cultist Larrakh (see area T9), Believers waylaid and killed the travelers in separate incidents over the last month. The Believers are rarely murderers, but Larrakh is maneuvering them into darker and darker deeds.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
githyanki and their red dragon allies moved in. The asteroid’s features are as follows: The restrictions on magic in Undermountain don’t apply here, since Stardock is outside the dungeon. Interior areas are
brightly lit by continual flame spells cast on crumbling stone wall sconces. Tunnels have 20-foot-high arched ceilings, and rooms have flat 25-foot-high ceilings, unless otherwise noted. Staircases are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Mission to Red Larch At whatever point in the search process you deem appropriate, the characters narrow down the search for the ritual site to a final location: the settlement of Red Larch on the
from Red Larch in seven days, and the town of Phandalin is six days away on foot. Red Larch is also the hometown of Omin Dran and the location of the Dran family business — the Dran & Courtier inn and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
carved wooden scimitar emblazoned with the inn’s name in red paint on both sides. An inn yard with stables and outbuildings lies behind the building. The Swinging Sword is welcoming and luxurious by the
and legs, she looks like an adventurer. She has idle dreams of traveling the North and slaying dragons, but she is far more interested in building a mercantile empire and outgrowing Red Larch someday
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
, the lizardfolk and their allies remain suspicious of the characters. Building an alliance becomes much more difficult. Kill Queen Othokent. No amount of recompense can atone for their actions if the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X9. Lecture Hall This chamber is brightly lit by red copper lanthorns that hang from the ceiling. The walls are sheathed in amber that has been shaped into bas-reliefs of wizards with spellbooks
. Stairs to the north and south descend twenty feet to an obsidian lectern, behind which a slab of black slate hangs from chains. Between the stairs are descending rows of red marble benches. The hanging
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
given time. While on duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inhabitants of Svardborg aren’t placed on alert. The frost giants have tracked a lot of snow through the main doors. Torch sconces mounted to wooden pillars have continual flame spells cast on them
two rooms is lit by a continual flame spell cast on a sconce and contains four hammocks. Each hammock is suspended between a hook on a central pillar and another hook on one of the surrounding walls. 2C
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
attend the first gathering—both so the council can thank them for their great deeds and to advise the council about the Cult of the Dragon. Four meetings of the council occur at critical points
turn over one of the dragon masks, in chapter 15, and an attempt to undercut the power of the exile Red Wizards in chapter 16. At the fourth session of the Council of Waterdeep, the adventurers learn
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
attend the first gathering—both so the council can thank them for their great deeds and to advise the council about the Cult of the Dragon. Four meetings of the council occur at critical points
turn over one of the dragon masks, in chapter 15, and an attempt to undercut the power of the exile Red Wizards in chapter 16. At the fourth session of the Council of Waterdeep, the adventurers learn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
than the surrounding forest, and their stone doors are unlocked. 3a. North Guardhouse A rusty lantern hanging from a rafter has a continual flame spell cast on it, brightly illuminating a musty room
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Only a special escape route—a secret passage known only to a palace’s most trusted servants, for example—should come as a surprise to the cultists and Red Wizards. Frontal Assault Because clever ruses
. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they hide in, setting it
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in a panoply of architectural styles. Among the stone structures are a few towers made of stranger materials, such as infernal iron and the bones of a long-dead colossal red dragon. Non-Avowed rarely
highest shelves. Continual flame spells light the well-traveled areas, and the Avowed employ driftglobes when visiting remote sections. An intricate arrangement of mounted mirrors lights the upper reaches
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
before will be known. Only a special escape route — a secret passage known only to a palace’s most trusted servants, for example — should come as a surprise to the cultists and Red Wizards. Frontal
if they are indoors. When they finally face off against the adventurers, the attackers fight to kill. If the characters try to stay inside and under cover, the dragons attack whatever building they
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
before audiences unaware of her identity. Red Masks Guildhouse The Red Masks are a group of violent youngsters fighting for influence on the Rock. They frequently come into conflict with members of the
Juggler’s Folk. Fronted by a modest tavern, the Red Masks Guildhouse is located within a series of linked cellars beneath the streets. The tavern has no sign that bears its name, though a placard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
he’s building them. The answer lies with his strange companion. Until recently, this flumph surreptitiously fed on the mental energy of Arcturia’s mind flayer assistant. The illithid’s sudden death
flumph’s home — the Underdark — out of building blocks. The flumph knows that its longing to return home is affecting the hobgoblin’s behavior, but it relies on Doomcrown for protection. If the two
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a story as a group, so let the other players contribute through the words and deeds of their characters. Encourage players to engage by asking them what their characters are doing. It’s Not a
game and keep track of your campaign. These sheets are also available for download in appendix C.
Encounter-Building Assistance. The rules for estimating the difficulty of combat encounters have






