Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'coming well renewal'.
Other Suggestions:
combine well renewal
caring well renewal
combine well reveal
Minotaur
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Guildmastersâ Guide to Ravnica
tactics that make them excellent commanders as well as valuable shock troops.
Horns and Hooves
Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size
tails, but minotaurs of the Ordruun clan (and some others) have their tails docked as part of a coming-of-age ceremony; they find the heavy armor of the Boros legion much more comfortable without a long
Backgrounds
Sword Coast Adventurer's Guide
from observing nature.
5
I place no stock in wealthy or well-mannered folk. Money and manners wonât save you from a hungry owlbear.
6
Iâm always picking things up, absently
homeland.
4
I am the last of my tribe, and it is up to me to ensure their names enter legend.
5
I suffer awful visions of a coming disaster and will do anything to prevent it.
6
It is my
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gate of Illumination The Gate of Illumination is a centuries-old shrine consecrated to the gods of nature, fire, and renewal. Itâs cut into the slope of the Jademount volcano and tunnels to the lake
of Illumination, read the following text: A well-traveled trail climbs into the mountains, the haze of volcanic smoke hanging overhead. The path ends at the entrance to a cavern carved with images of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 2: Like Clockwork! This encounter begins when the characters investigate strange sounds coming from the tyrant shipâs Hollow Deck. The sounds begin after the ship is well underway and millions
of miles from home. Any character on the Command Deck who has a passive Wisdom (Perception) score of 13 or higher hears the clank of metal on stone coming from the hatch in the middle of the floor of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X1a. Narrow Fissure A natural fissure has opened in the mountainside west of the templeâs facade, creating a gap two feet wide, ten feet tall, and fifteen feet deep. You see light coming from a room
beyond, and you hear human voices there as well. The fissure leads to area X15. If the characters make a lot of noise outside, one of the creatures in that area investigates the disturbance.
Compendium
- Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
troubled Baldurâs Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
spyglass. The fog sometimes creeps into the Upper City as well, but here itâs much too thin to veil crimes.
Green Lights. In Baldurâs Gate, lit lanterns fitted with panes of green glass are hung
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
troubled Baldurâs Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
spyglass. The fog sometimes creeps into the Upper City as well, but here itâs much too thin to veil crimes.
Green Lights. In Baldurâs Gate, lit lanterns fitted with panes of green glass are hung
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
low, gurgling growl coming from the well. A character who succeeds on a DC 17 Intelligence (Nature) check concludes that this growl is most likely coming from an irritated creature. Talking to Ander
Barthenâs Well The well the goblins vandalized is located behind Barthenâs Provisions. Years ago, the well was built using material scavenged from the nearby areaâincluding an obelisk shard, which
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The âCâ Team The Acquisitions Incorporated âCâ Team is an up-and-coming adventuring franchise whose members have proven themselves able to handle the most dire threats â and equally able to fully
capitalize on the resultant marketing opportunities. Tales of the groupâs adventures are well known across the North and the Sword Coast. But less well known to many is that the âCâ team did not come
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
once every four years immediately after Midsummer. It is a day for plain speaking and open council between rulers and their subjects, for the renewal of pacts and contracts, and for treaty making between
, offer prayers for the fallen, and prepare for the coming cold. The Calendar of Harptos Month Name Common Name 1 Hammer Deepwinter Annual Holiday: Midwinter 2 Alturiak The Claw of Winter 3 Ches The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-ring â stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
donât want to attract attention while coming or going from the entrance tunnel. The stone door to the east has no lock. It slides open smoothly. Beyond it, a passage of dressed stone slopes downward
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If Grumink knows the characters are coming, refer to the âDwarves Alertedâ section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
damage on a hit). Without shields, these guards have AC 14. Dwarves Alerted If the characters are coming from a big fight in the courtyard (area D3), Grumink the Renegade (see chapter 7) is here with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tall, well-dressed human woman emerges from the barn as you exit the coach. âThank you for coming,â she says with a smile. âIâm Adrisa Carimorte. My organization would like to hire you to retrieve a
has magical wards that thwart all attempts to magically scry on its interior, as well as other wards Adrisa temporarily deactivated. Adrisa leads the characters up a ladder to the barnâs loft. Once
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
also lag behind, serving as a rearguard watching for threats coming up behind the characters as they travel. NPCs can serve as scouts or members of a rearguard as the players wish. Some of the
adventurers might choose to do so as well. A smaller scouting group can make use of stealth to travel unnoticed. If a random encounter occurs during the journey, characters in the scouting party discover it
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: Within the waist-high village wall, a dozen or so wood-and-adobe houses surround a well. A worn-out sign hangs crookedly from the arch, proclaiming in fading blue paint, âWelcome to Milpazul,â but that
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
use their powers of mimicry to frighten strangers. They can also throw their voices to make it seem like the sounds are coming from other parts of the chalet. If youâre not sure how to handle this
, you can roll a d6 and consult the Wereraven Mimicry table to determine what sound the characters hear and where it seems to be coming from. Use this table as often as you like. Chalet Brantifax
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Arrival in Red Larch Red Larch is a town on the Long Road, a few daysâ travel north of Waterdeep and a few daysâ travel south of Triboar. Itâs a way stop for caravans coming to or from the cities of
armor, and Helvar Tarnlar (area 7) sells well-made clothing for travelers. Red Larch doesnât have a mayor, but Constable Harburk (area 11) keeps the peace. Characters affiliated with factions might know
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Bandits and mercenaries have been coming to the region to join the Dragon Army. Itâs said the Dragon Army pays well. Draconians. Dragon Army forces include bipedal creatures with dragon-like features
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that live in the sewers are accustomed to the smell and arenât poisoned in this way. Search for the Urchins The characters approach the cellar complex from the east, eventually coming upon an iron
child, Nat, attuned to the stone, but contact with the aboleth so terrified her that she dropped it, screamed, and ran away. The boys were panicked by her reaction and fled as well, leaving the stone in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
glowing in the shadows of the cave before coming into the light. âYou didnât say I was having surfacers for dinner today.â
The dragon chuckles at his own wit. His massive body gives the distinct
impression that he is overweight, indicating eating habits that donât bode well.
âForeigners,â the duergar priest says with great reverence, âmeet the Father of Flame, the Everburning, and the Foundryâs Heart â Themberchaud, the Wyrmsmith of Gracklstugh.â
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
well fitted with an iron winch, to which a rope and bucket are attached. Along the perimeter, tucked under the overhanging wall, are several stone sheds with padlocked wooden doors, as well as three
mandibles.
The quiet is shattered by horrible screams coming from the sheds.
If the characters are escorted here by Otto and Zygfrek Belview (area S6), they are asked to wait in the courtyard while the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Dungeon Level: General Features Map 6.2 shows the layout of the steadingâs lower level. The stonework is ancient but holding up well, patched in places with new mortar or shored up with newly hewn
hidden well. It requires a successful DC 20 Wisdom (Perception) check to find such a door. Random Encounters On the dungeon level, the chance of a random encounter occurs on an hourly basis. At the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Setting the Tone A Morgrave campaign is a coming of age story in a fantasy world. In between delving into ruins and uncovering demonic schemes, the player characters need to decide what to do with
who accomplishes a meaningful personal goal could receive one to five hero points, as described in chapter 9 of the Dungeon Masterâs Guide. Another twist that works well with a Morgrave campaign is to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, who has emerged as Elturelâs unlikeliest savior. This quest leads the characters to the chapel in Elturelâs grand cemetery, where Ulder Ravengard has fallen into a psychic coma after coming into
toward the High Hall cathedral with the help of Lulu the hollyphant, and possibly Reya Mantlemorn as well.
High Hall
For characters of level 5
The adventurers encounter fiendish invaders in
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Hit Points of monsters, as well as other useful notes. If you use this approach, you tell the players when itâs their charactersâ turn. When you call out the character whose turn is starting, consider
aware of the order of play. Players know when their charactersâ turns are coming up so they can plan their actions in advance. An open list also lets the players know when the monsters act in the fight, although you can hold off on adding monsters to the list until they take their first turns.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
studies regarding the nature of the Far Realm. The other notes are nonsensical ravings that hint at a fractured mind slowly coming undone. The bottom drawer is sealed with an arcane lock spell cast
anyone but Melissara opens the journal (a precaution to prevent her cousins from reading it and discovering her secrets). The journal details Melissaraâs unease with her family, as well as her growing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, âI canât get out.â To others, the
unlit.
This room served as living quarters for the baronâs cook and the chaletâs groundskeeper. The wardrobes are empty, and anything of value in the room was removed long ago. C3. Haunted Well The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse. To oppose these forces, new heroes must rise and resist
Pressâs veteran designers. Now, years after Hoard of the Dragon Queen and The Rise of Tiamatâs releases, these adventures remain fan-favorite tales in the wider Dungeons & Dragons libraryâstories well worth
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse. To oppose these forces, new heroes must rise and resist
Pressâs veteran designers. Now, years after Hoard of the Dragon Queen and The Rise of Tiamatâs releases, these adventures remain fan-favorite tales in the wider Dungeons & Dragons libraryâstories well worth
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
coming of Tiamat. As events unfold, dragons rampage across the Sword Coast, serving at the vanguard of a legion of cultists, fiends, and worse. To oppose these forces, new heroes must rise and resist them
veteran designers. Now, years after Hoard of the Dragon Queen and The Rise of Tiamatâs releases, these adventures remain fan-favorite tales in the wider Dungeons & Dragons libraryâstories well worth
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
connects to ancient, long-forgotten ocean waters. A zonot is a distinct Simic habitat with its own culture and ecosystem, as well as a leader called a Speaker. The Speakers of all nine zonots form the
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Q53. Beacon of Argynvostholt Wooden stairs climb to the towerâs peak, which has a stone floor and a thirty-foot-high pitched roof. Ravens roost on crisscrossing rafters, coming and going through
(chapter 10), as well as from Old Bonegrinder (chapter 6), Van Richtenâs Tower (chapter 11), and the werewolf den (chapter 15). The beaconâs light can be âfeltâ even by creatures that are blind. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
from your acquaintance Sergeant Germaine Vilroy of the Sharn Watch that reads, âIâm calling on you for a job. I canât write the details, but it pays well and requires your skills. Meet me at the
, âThanks for coming.â
Sergeant Germaine Vilroy (neutral female Brelish human veteran) greets the characters then gets down to business.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Mustaf Shultz, the giff captain of the damselfly ship, who takes his orders from Vocath the mercane. Shultz and his fellow giff are mercenaries, and Vocath pays them well for their loyalty. Hammerhead
giff concludes, the characters hear an explosion coming from the other side of the academy, in the direction of the cadet quarters. They now have a choice: head toward what is clearly another attack (continue with âFreeing Mikenâ below) or remain aboard the Flighty Foundling (skip ahead to âStaying Putâ).
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
record the current hit points of monsters, as well as other useful notes. A downside of this approach is that you have to remind the players round after round when their turns come up. Visible List You
charactersâ and monstersâ names written on them, or write those names on cards held in place by magnets. A visible list lets everyone see the order of play. Players know when their turns are coming






