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Returning 35 results for 'chivalry way rising'.
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chivalry way reining
chivalry way roiling
chivalry way roving
chivalry way risking
chivalry way raging
Monsters
Quests from the Infinite Staircase
this way and then buried rises the following night as a vampire spawn under Drelnza’s control.
Heretic. Melee Weapon Attack: +12;{"diceNotation":"1d20+12", "rollType":"to hit", "rollAction
Humanoid she can see within 30 feet of herself. The target must succeed on a DC 17 Wisdom saving throw or have the charmed condition. While charmed in this way, the target regards Drelnza as a trusted
Monsters
Vecna: Eve of Ruin
control, but it takes Strahd’s requests and actions in the most favorable way.
Each time Strahd or his companions deal damage to the target, it can repeat the saving throw, ending the effect on
rage he murdered his brother, Sergei. Sergei’s betrothed, Tatyana, leapt from a tower to escape Strahd and vanished into the Mists rising around Barovia as Strahd slew everyone else in the castle
Monsters
Fizban's Treasury of Dragons
shame not to share our lives with others. (Neutral)
4
Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)
5
Fun and Games. Play is learning, but
make their way through it.
6
Remorhaz;Remorhazes infest the glacier beneath an adult crystal dragon;adult crystal dragon's lair, posing an imminent threat to the dragon’s home and hoard
Monsters
Fizban's Treasury of Dragons
would be a shame not to share our lives with others. (Neutral)
4
Determinism. Our destinies may already be written, but the way we achieve them still matters. (Any)
5
Fun and Games. Play
certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes.
Crystal Dragon Lair Features
The crystal dragon lair shown in map 5.7 is the home of a dragon who
Monsters
Mythic Odysseys of Theros
medusa rising up anew, the last of her shed skin dropping away, revealing glistening, unscarred scales.
Fighting Hythonia as a mythic encounter is equivalent to taking on two challenge rating 17
);{"diceNotation":"2d4","rollType":"damage","rollAction":"Spectral Snakes","rollDamageType":"piercing"} piercing damage and become poisoned until the end of its next turn. While poisoned in this way, the
Magic Items
Tasha’s Cauldron of Everything
existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the
repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who
Monsters
Fizban's Treasury of Dragons
.
As an example, map 5.14 depicts a topaz dragon’s lair in a seaside cavern, but it could be reimagined as a grotto in the side of a coral reef rising from a shelf on the ocean floor, with the
mile of the dragon turtle’s lair form two-way portals to the Elemental Plane of Water, allowing creatures of elemental water into the world to dwell nearby.
Hot Water. Geothermal vents heat the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
scene as follows: As you make your way across uneven ground rising to a ridge, several hulking orcs ascend a similar ridge across from you, separated from you by a sixty-foot-wide, ten-foot-deep gully
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Revel’s End Revel’s End is a panopticon, a prison configured in such a way that the activities of the prisoners can be closely monitored from a central location. Situated on the frigid, misty coast
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
paved the way for the living warforged. If you’re an artificer or have ties to House Cannith, you might have roots in Eston. Metrol Once the capital of Galifar, Metrol was known as the Rising City
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
end of the story, they succeed or fail, and the world is shaken again by the way the characters changed it for good or ill. At the beginning of a D&D campaign, world-shaking events create instant
adventure hooks and affect the characters’ lives directly. In the middle, they make great turning points as the characters’ fortunes reverse — rising after a defeat or falling after a victory. Near the end
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, with clouds of ash rising toward the black, spherical void that looms above Castle Cinis. The characters have no encounters on their way to the castle. When they arrive at the castle, read or paraphrase
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, but of the rising madness gripping the Underdark from the intrusion of the demon lords. If the characters demonstrate sympathy with Basidia or if the sovereign is with them, Rasharoo discloses it has a
adventurers’ best hope of finding a way back to the surface. Rasharoo knows many promising paths, but since myconids have no interest in the sunlit world, it has never followed them all the way there
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
from the hermitage. A one-way trip costs 5 sp. The ferry is mastered by Ulder Raserhill (LN male half-orc commoner), a short-tempered individual who begrudges his fate as a backwater sailor. If the
characters request him to wait for them (or if he thinks the characters are rich), he asks for an extra payment of as much as 50 gp. To give the characters a way to explore on their own or to leave the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
where portions have collapsed.
A fog-shrouded swamp spreads out below you in all directions, and up from its murk wafts the smell of rotting plants. Also rising from the swamp is the music of nature
—a discordant symphony of croaking frogs and singing birds.
The characters are on an isolated section of the Queen’s Way (shown on the accompanying map of Hither), which once was an elevated highway
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Revel’s End Revel’s End is a panopticon, a prison configured in such a way that the activities of the prisoners can be closely monitored from a central location. Situated on the frigid, misty coast
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The Mror are proud of the wealth of their nation and the talents of their smiths, of the skills of their warriors and the strength of their impregnable fortresses. The Mror star is rising. When
were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
time enjoying the leisure and company of their kin and friends back home. The rising madness of the demon lords affects these brave pioneers more than those who live within the relative security of
the settlement. If left outside, Glabbagool might eventually find its way in through the wererat warrens, giving the characters insight into how the other oozes are getting in, or appearing in the nick of time to help the characters if they find themselves in peril.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Time Chamber Two massive hourglasses occupy this irregularly shaped chamber. Their glass globes are nearly fifteen feet across, with each hourglass rising almost to the ceiling thirty feet
overhead. Each is suspended by chains, pulleys, and gears in such a way that it can be turned over to set its sand running.
Slumped against the wall at the far side of the chamber is the cultist who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Revel’s End is a panopticon, a prison configured in such a way that the activities of the prisoners can be closely monitored from a central location. Situated on the frigid, misty coast
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
23. Time Chamber Two massive hourglasses occupy this irregularly shaped chamber. Their glass globes are nearly fifteen feet across, with each hourglass rising almost to the ceiling thirty feet
overhead. Each is suspended by chains, pulleys, and gears in such a way that it can be turned over to set its sand running.
Slumped against the wall at the far side of the chamber is the cultist who
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
winds north a long way before rising gradually. After two hundred feet or so, it ends at a wooden door that forms a sloping roof. A small wooden coffer sits on the floor by the door, and beside the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
this 20-foot-high, 15-foot-wide cave. Rising up from the middle of the floor is a particularly large (10-foot-tall) stalagmite riddled with 4-inch-wide, 12-inch-deep naturally formed holes that bore
make their way toward area 3b, whereupon it quietly emerges and follows them. Once the characters are trapped in area 3b, the pudding attacks. East Tunnel. This 5-foot-wide, 7-foot-high tunnel slopes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
minerals feature prominently in certain areas. In this way, crystal dragons’ hoards literally become the fabric of their homes. Map 5.7: crystal dragon lair View Player Version Crystal Dragon Lair
crowning glory of this infrastructural marvel is a wide bridge of ice that spans a chasm between a lesser peak and the lair. Anterior Spires. Rising from the far side of the bridge are the lair’s anterior
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Elemental Plane of Earth The Plane of Earth is a chain of mountains rising higher than any mountain range on the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
highest mountains. Most visitors to the plane arrive by way of vast caverns that honeycomb the mountains. Important features of the Plane of Earth include the following: City of Jewels The plane’s largest
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
archmage’s mysterious departure. The identity of Drelnza’s father is unknown even to her. Drelnza slumbers deep in the Lost Caverns of Tsojcanth, rising to dispatch those few who make it to Iggwilv’s hoard
Drelnza regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A Humanoid slain in this way
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos as Campaign Villain Athreos sees his responsibilities as necessary, but doesn’t cherish them. Were there a more efficient way to maintain the cycle of life and death, or to create some sort
greed, but as it is payment for something beyond the gods.
3 The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Oozing Temple A tremor causes a cave-in and traps the adventurers in a maze of tunnels with no obvious way out. With a dwindling air supply and water rising in the tunnels, the characters are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Its stacked levels resemble steps in a staircase, but a ramp running from top to bottom provides an easy way up.
Climbing the mesa reveals that its steps aren’t concentric circles but the bands of a
spiral, rising from the cavern floor to the mesa’s top. The west wall has a noticeable crack leading to a narrow tunnel, which can be used as a shortcut to area 7 if the characters are small enough
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
point where his expedition was lost, despite its members’ formidable knowledge and skill. Working their own way into the Barrier Peaks, the characters eventually arrive at Kwalish’s first laboratory
buried beneath a flood of gelatinous ooze, with only its tallest stone structures left rising above the surface. The characters must find a safe means of descent into the ooze as they seek the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
manifests as a shimmering curtain of light—a beautiful aurora that illuminates the night sky and fades before dawn. This powerful magic prevents the next day’s sun from rising above the horizon
Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in the north gave way to a string of defeats in which its neighbors pushed the kingdom back to its original boundaries. With the world closing in, King Kimbertos Skotti looked to the south and saw
unchecked banditry and a rising pirate nation. The crown struck peace treaties with its former foes to the north, raised a navy, and dealt a sharp check to the ambitions of the Sea Princes — but the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Fargas escaped, got lost in the Silken Paths, and was attacked by the spiders. If rescued, he promises to show the characters the way to the tomb in exchange for a share of its treasures (see “Lost
and attack the party. Drow and Quaggoth Slaves These hateful drow and their murderous quaggoth slaves are navigating the Silken Paths on their way through the Underdark. If Derendil is with the party
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
potions work, but with their numerical effects and durations halved. A potion has no effect if it can’t be halved in this way. 36–90 Both potions work normally. 91–99 The numerical effects and duration
of one potion are doubled. If neither potion has anything to double in this way, they work normally. 00 Only one potion works, but its effect is permanent. Choose the simplest effect to make
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have not encountered the vampire by the time they reach area H36, it attacks them there. Tekeli-li’s Location d6 Location
1 Area H6. As the characters make their way through area H5 or H7
-li is in mist form, hiding inside the steam rising from the pool. If the remorhazes in the pool attack the party, Tekeli-li joins the fight on the second round of combat after assuming its gnoll form






