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Returning 35 results for 'chapter while respectively'.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Puzzle Features Show the players puzzle handout 2 (see the end of this chapter) when their characters examine the keys. Each key has a different number of teeth: six, five, four, and three
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Puzzle Features Show the players puzzle handout 2 (see the end of this chapter) when their characters examine the keys. Each key has a different number of teeth: six, five, four, and three
, respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks can’t be picked. If anything other than the correct key is placed inside a lock
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Additionally, numerous factions are active within the town, including the Keepers of the Feather and the priests of Osybus (see “Travelers in the Mists” and “Other Groups,” respectively, later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Additionally, numerous factions are active within the town, including the Keepers of the Feather and the priests of Osybus (see “Travelers in the Mists” and “Other Groups,” respectively, later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Gracklstugh, and Menzoberranzan, respectively (see chapter 10, “Descent into the Depths”). BEHOLDER EYESTALKS
If Lorthuun is killed, 1d4 of its eyestalks survive intact. Should Peebles the svirfneblin
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, Gracklstugh, and Menzoberranzan, respectively (see chapter 10, “Descent into the Depths”). BEHOLDER EYESTALKS
If Lorthuun is killed, 1d4 of its eyestalks survive intact. Should Peebles the svirfneblin
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
can move when traveling (chapter 8, “Adventuring”) and fighting (chapter 9, “Combat”). Languages Your character can speak, read, and write certain languages. Chapter 4, “Personality and Background
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
of the game affect them differently. The most important of these rules is that Small characters have trouble wielding heavy weapons, as explained in chapter 5. Speed Your speed determines how far you
can move when traveling (chapter 8, “Adventuring”) and fighting (chapter 9, “Combat”). Languages Your character can speak, read, and write certain languages. Chapter 4, “Personality and Background
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
which reprisal to use. If a character has the Dangerous Information adventure hook (see chapter 1), run “Reaver Ambush” when the character resolves to travel to the attack site and stop it. Choose one
lower-level Haunted Keeps (Feathergale Spire and Rivergard Keep, respectively). Choose a second reprisal to run after the characters visit the first of the Haunted Keeps. This is a good opportunity to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
which reprisal to use. If a character has the Dangerous Information adventure hook (see chapter 1), run “Reaver Ambush” when the character resolves to travel to the attack site and stop it. Choose one
lower-level Haunted Keeps (Feathergale Spire and Rivergard Keep, respectively). Choose a second reprisal to run after the characters visit the first of the Haunted Keeps. This is a good opportunity to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
12, and chapter 17, respectively.
Library The library on the second floor of this observatory holds books of extraterrestrial esoterica, plus astronomical references like star charts, almanacs, and
apocalyptic Heralds of the Comet, can use such telescopes to locate obscure wonders, like the Donjon Sphere. The Solar Bastion, Heralds of the Comet, and Donjon Sphere are detailed in chapters 10, chapter
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
12, and chapter 17, respectively.
Library The library on the second floor of this observatory holds books of extraterrestrial esoterica, plus astronomical references like star charts, almanacs, and
apocalyptic Heralds of the Comet, can use such telescopes to locate obscure wonders, like the Donjon Sphere. The Solar Bastion, Heralds of the Comet, and Donjon Sphere are detailed in chapters 10, chapter
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, immunity to poison and psychic damage, and resistance to all other damage. The stones set into the brazier’s rim are colored red, orange, yellow, green, blue, indigo, and violet, respectively. Tossing
shop (chapter 5, area N6f) Blue Amber Temple (chapter 13, area X42) Indigo Abbey of Saint Markovia (chapter 8, area S17) Violet Tsolenka Pass (chapter 9, area T4) After 5 rounds, the sand runs out
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
arranges storm giants, cloud giants, fire giants, frost giants, stone giants, and hill giants by connecting them to Stronmaus, Memnor, Surtur, Thrym, Skoraeus, and Grolantor, respectively. That neat
inciting the fomorians to assault the Feywild, the All-Father also excluded the fomorians from the ordning. Death Giants. Once cloud giants, death giants (introduced in chapter 6 of this book) technically
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, immunity to poison and psychic damage, and resistance to all other damage. The stones set into the brazier’s rim are colored red, orange, yellow, green, blue, indigo, and violet, respectively. Tossing
shop (chapter 5, area N6f) Blue Amber Temple (chapter 13, area X42) Indigo Abbey of Saint Markovia (chapter 8, area S17) Violet Tsolenka Pass (chapter 9, area T4) After 5 rounds, the sand runs out
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
arranges storm giants, cloud giants, fire giants, frost giants, stone giants, and hill giants by connecting them to Stronmaus, Memnor, Surtur, Thrym, Skoraeus, and Grolantor, respectively. That neat
inciting the fomorians to assault the Feywild, the All-Father also excluded the fomorians from the ordning. Death Giants. Once cloud giants, death giants (introduced in chapter 6 of this book) technically
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(see chapter 12, “Doom of the Desert”). Maelstrom Roster Area Creature(s) Notes 5 2 hulking crabs The crabs scuttle out to investigate disturbances in area 1 unless the portcullis to their cave is
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this chapter for examples of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
associated skill: Acrobatics, Sleight of Hand, and Stealth, respectively. So a character who has proficiency in the Stealth skill is particularly good at Dexterity checks related to sneaking and
hiding. The skills related to each ability score are shown in the following list. (No skills are related to Constitution.) See an ability’s description in the later sections of this chapter for examples of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(see chapter 12, “Doom of the Desert”). Maelstrom Roster Area Creature(s) Notes 5 2 hulking crabs The crabs scuttle out to investigate disturbances in area 1 unless the portcullis to their cave is
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see “Skabatha’s Ring of Keys” earlier in the chapter). Three balconies overlooking the garden connect to areas area L8, area L9, and L12, respectively. The balcony outside area L9 is only 5 feet above
plants (see Where’s Skabatha? earlier in the chapter). Characters who won the game of hide-and-seek in the Witchlight Carnival’s Pixie Kingdom have advantage on any Dexterity (Stealth) checks made to hide
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
number represents a nightmare. Roll a d6 twice to determine which nightmares win first and second place, respectively. If both rolls are the same number, reroll one die to determine which nightmare
chapter), concealed with an illusory disguise. A character who succeeds on a DC 18 Intelligence (Investigation) check pierces the illusion and sees the rakshasa’s true appearance. Uvashar profits regardless
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see “Skabatha’s Ring of Keys” earlier in the chapter). Three balconies overlooking the garden connect to areas area L8, area L9, and L12, respectively. The balcony outside area L9 is only 5 feet above
plants (see Where’s Skabatha? earlier in the chapter). Characters who won the game of hide-and-seek in the Witchlight Carnival’s Pixie Kingdom have advantage on any Dexterity (Stealth) checks made to hide
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
number represents a nightmare. Roll a d6 twice to determine which nightmares win first and second place, respectively. If both rolls are the same number, reroll one die to determine which nightmare
chapter), concealed with an illusory disguise. A character who succeeds on a DC 18 Intelligence (Investigation) check pierces the illusion and sees the rakshasa’s true appearance. Uvashar profits regardless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
result of divine intervention.
7 Spontaneous Formation. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or
in chapter 2. Half-Dragon Origin d6 Origin
1 Regional Effects. The magical influence of a dragon’s lair causes half-dragons to spontaneously arise among the area’s other creatures.
2
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
result of divine intervention.
7 Spontaneous Formation. Dragon eggs arise naturally in certain regions, often in underground veins of metal ore or gems for metallic and gem dragons, respectively, or
in chapter 2. Half-Dragon Origin d6 Origin
1 Regional Effects. The magical influence of a dragon’s lair causes half-dragons to spontaneously arise among the area’s other creatures.
2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
open into areas 22e and 22f, respectively. Dwarves used to fill barrels of ale and roll them down this hall to be stored in the secret chambers. Pit Traps. The Melairkyn dwarves built three 20-foot-deep
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon from a stat block and a basic description into a full-fledged character in your campaign. In chapter 5 of this book, you’ll find additional tables of personality traits and ideals that are
K’rshinthintl and Claugiyliamatar are called Cyan Bloodbane and Old Gnawbones, respectively. When naming a dragon, take whatever approach appeals to you. But bear in mind that dragons need memorable names
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon from a stat block and a basic description into a full-fledged character in your campaign. In chapter 5 of this book, you’ll find additional tables of personality traits and ideals that are
K’rshinthintl and Claugiyliamatar are called Cyan Bloodbane and Old Gnawbones, respectively. When naming a dragon, take whatever approach appeals to you. But bear in mind that dragons need memorable names
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bargra Yefkos (human) Land of the Wolf Nomads—horse riders engaged in war against Iuz Baklunish Nomads The Chakyik and Wegwiur—called Tiger Nomads and Wolf Nomads, respectively, by their neighbors—are
an ideal location for a campaign featuring themes of sword-and-sorcery fantasy (see “Flavors of Fantasy” in this chapter). The peoples of the Northern Flanaess battle giants, dragons, and other
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Bargra Yefkos (human) Land of the Wolf Nomads—horse riders engaged in war against Iuz Baklunish Nomads The Chakyik and Wegwiur—called Tiger Nomads and Wolf Nomads, respectively, by their neighbors—are
an ideal location for a campaign featuring themes of sword-and-sorcery fantasy (see “Flavors of Fantasy” in this chapter). The peoples of the Northern Flanaess battle giants, dragons, and other
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
. For more information about this ship and its crew, see area 6 later in this chapter. Docks 3 and 7 are clear of ships. If the characters are traveling aboard the Second Wind and Krux is in command, he
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mourning looking for their best friend, the warforged Mercy (see the “Warforged Pilgrims” section earlier in this chapter). The stress of the situation caused Filch’s comatose state. Mercy and Filch would
“Antigravity Wells” section earlier in this chapter). The well connects to Landro’s right hip (see area L8). L6: Left Foot The stone door at the toe end of this hollow foot has broken in several parts and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mourning looking for their best friend, the warforged Mercy (see the “Warforged Pilgrims” section earlier in this chapter). The stress of the situation caused Filch’s comatose state. Mercy and Filch would
“Antigravity Wells” section earlier in this chapter). The well connects to Landro’s right hip (see area L8). L6: Left Foot The stone door at the toe end of this hollow foot has broken in several parts and