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Returning 35 results for 'contained replaced grove to have relatively'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
Medium creatures, formed by a drying underground stream and dimly lit by glowing lichen. Upon entering the cavern of the grove, characters leave the horrors of the Underdark behind. They find
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving at the Grove While many passages lead to Neverlight Grove, most are little more than narrow fissures riven by trickles of water. Only one natural tunnel is fit for relatively easy travel by
Medium creatures, formed by a drying underground stream and dimly lit by glowing lichen. Upon entering the cavern of the grove, characters leave the horrors of the Underdark behind. They find
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
soul of a colony. Zuggtmoy’s Influence Initially weakened by the summoning ritual that wrenched her from the Abyss, Zuggtmoy found her way to Neverlight Grove, drawn by the strength of its fungal
vitality. Upon her arrival, she quickly assessed the situation, realizing the shortest path to gain control of the grove would be to sway and corrupt its original sovereign to serve her until she recovered
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
soul of a colony. Zuggtmoy’s Influence Initially weakened by the summoning ritual that wrenched her from the Abyss, Zuggtmoy found her way to Neverlight Grove, drawn by the strength of its fungal
vitality. Upon her arrival, she quickly assessed the situation, realizing the shortest path to gain control of the grove would be to sway and corrupt its original sovereign to serve her until she recovered
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Far Realm Invader Some time ago, a malevolent entity from the Far Realm found a way into the shard solitaire through the extradimensional rift contained inside it. Since then, this bodiless entity
entity to trap her inside the diamond. The entity then replaced Zorhanna with a simulacrum using one of the shard solitaire’s magical properties. Zorhanna’s simulacrum now wanders Paliset Hall
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Far Realm Invader Some time ago, a malevolent entity from the Far Realm found a way into the shard solitaire through the extradimensional rift contained inside it. Since then, this bodiless entity
entity to trap her inside the diamond. The entity then replaced Zorhanna with a simulacrum using one of the shard solitaire’s magical properties. Zorhanna’s simulacrum now wanders Paliset Hall
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are knocked unconscious, the party wakes up in a fungi-filled cave 1d6 + 4 miles away from Neverlight Grove, with or without their NPC companions (at your discretion). Their drow pursuit level
decreases by 1, and each character is infested with Zuggtmoy’s spores (see the “Neverlight Grove: General Features” sidebar). Development If left alone, the thralls enact a mock wedding, with a chamberlain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
are knocked unconscious, the party wakes up in a fungi-filled cave 1d6 + 4 miles away from Neverlight Grove, with or without their NPC companions (at your discretion). Their drow pursuit level
decreases by 1, and each character is infested with Zuggtmoy’s spores (see the “Neverlight Grove: General Features” sidebar). Development If left alone, the thralls enact a mock wedding, with a chamberlain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
metallic to fetid and repugnant, the fires of industry replaced by squalor. The homes in this part of Gracklstugh are crudely carved from the rock or are just holes in the walls, arranged in no apparent
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the bubbling chimneys of kettle-shaped teahouses to macabre ballrooms in the boughs of decaying pines. Goodberry Grove Celebrations start small in Goodberry Grove. The idyllic thicket of charming
, causing the entire forest to shudder. For a moment, the party stopped, its music briefly replaced by an ominous whisper heard by all. Locals quickly shrugged off the event and resumed the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the bubbling chimneys of kettle-shaped teahouses to macabre ballrooms in the boughs of decaying pines. Goodberry Grove Celebrations start small in Goodberry Grove. The idyllic thicket of charming
, causing the entire forest to shudder. For a moment, the party stopped, its music briefly replaced by an ominous whisper heard by all. Locals quickly shrugged off the event and resumed the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
). When one needs to be replaced, the best candidates are those who appreciate the benefits of strict organization (and thus are lawful evil or at worst neutral evil) and who have a high tolerance for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
). When one needs to be replaced, the best candidates are those who appreciate the benefits of strict organization (and thus are lawful evil or at worst neutral evil) and who have a high tolerance for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
emerald the size of a halfling’s head (worth 25,000 gp). Once the worm is dead, a search of its gullet yields the enormous gemstone. L11. Xanthoria’s Grove of Horrors An unlocked wooden door seals off
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
only they experience: The cave disappears and is replaced by a field carpeted in spongy moss and pockmarked with pools of ooze. A colossal palace constructed of giant mushrooms with interconnecting
emerald the size of a halfling’s head (worth 25,000 gp). Once the worm is dead, a search of its gullet yields the enormous gemstone. L11. Xanthoria’s Grove of Horrors An unlocked wooden door seals off
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
evil in your heart, or if there is the whiff of something otherworldly about you, ride on. You’ll find no sanctuary there. Places and People of the Hold Helm’s Hold is still a relatively small
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
evil in your heart, or if there is the whiff of something otherworldly about you, ride on. You’ll find no sanctuary there. Places and People of the Hold Helm’s Hold is still a relatively small
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
Infernal War Machines Fort Knucklebone contains the hulks of infernal war machines in varying states of disrepair and cannibalization. Of the lot, two appear relatively intact. The smaller one is a Devil’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
Infernal War Machines Fort Knucklebone contains the hulks of infernal war machines in varying states of disrepair and cannibalization. Of the lot, two appear relatively intact. The smaller one is a Devil’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
powerful adventurers in combat. As soon as a hag takes damage, the hag flees, hoping to interfere with the characters’ activities elsewhere on this tier. G15: Bog of the Green Hags A murky grove grows
immediately. Waterfall. The ceiling once contained a canal that channeled water from the third tier to the second. Now the water falls straight into the room, creating the bog. Treasure. Submerged in the bog
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
powerful adventurers in combat. As soon as a hag takes damage, the hag flees, hoping to interfere with the characters’ activities elsewhere on this tier. G15: Bog of the Green Hags A murky grove grows
immediately. Waterfall. The ceiling once contained a canal that channeled water from the third tier to the second. Now the water falls straight into the room, creating the bog. Treasure. Submerged in the bog
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with blood and has a tiger’s skull surmounting it. A small stand of pine trees called the Sunken Grove grows in the middle of the cavern. Outside the perimeter of the grove, the cavern is hooded by a
ceiling lined with stalactites and pierced with tree roots. The floor around the outside of the Sunken Grove beneath the ceiling is dotted with stalagmites. The distance from the top of the pit to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with blood and has a tiger’s skull surmounting it. A small stand of pine trees called the Sunken Grove grows in the middle of the cavern. Outside the perimeter of the grove, the cavern is hooded by a
ceiling lined with stalactites and pierced with tree roots. The floor around the outside of the Sunken Grove beneath the ceiling is dotted with stalagmites. The distance from the top of the pit to the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
few wealthy estates. Upper Dura Hope’s Peak A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope’s Peak includes several monasteries and a
sacred grove. Upper Dura Overlook Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
even though the air is deathly still.
The grove is nestled in a hollow in the city floor. Vents spaced around its perimeter wall emit puffy gray vapor, which rises above the treetops and disperses as
crashed. Y15. Observatory This conical tower is held relatively upright by a ring of arched buttresses. Expressionless humanoid figures stand in silence around it. The roof has a large, ragged hole
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
few wealthy estates. Upper Dura Hope’s Peak A relatively new temple district, with shrines and churches that have relocated from Fallen in Lower Dura. Hope’s Peak includes several monasteries and a
sacred grove. Upper Dura Overlook Overlook is noteworthy for its kalashtar community, which maintains a community center, a shrine devoted to the Path of Light, and a few restaurants serving Sarlonan
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
even though the air is deathly still.
The grove is nestled in a hollow in the city floor. Vents spaced around its perimeter wall emit puffy gray vapor, which rises above the treetops and disperses as
crashed. Y15. Observatory This conical tower is held relatively upright by a ring of arched buttresses. Expressionless humanoid figures stand in silence around it. The roof has a large, ragged hole
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
these cultists and then leave this part of the dungeon, the guards are replaced by the cultists in area C7 within an hour. C2. Canals A twenty-foot wide canal leads between ancient masonry walls into
water weirds are cold and clammy to the touch, and sound half-full if rapped on. A weird can attack only if someone opens the hatch at the top of the vat in which it is contained. Any commotion in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
these cultists and then leave this part of the dungeon, the guards are replaced by the cultists in area C7 within an hour. C2. Canals A twenty-foot wide canal leads between ancient masonry walls into
water weirds are cold and clammy to the touch, and sound half-full if rapped on. A weird can attack only if someone opens the hatch at the top of the vat in which it is contained. Any commotion in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
demiplane until the gem is replaced or someone else accesses the room with a demiplane spell. Treasure. If removed from the wall, the gem continues to radiate magic but doesn’t otherwise function. It is
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
demiplane until the gem is replaced or someone else accesses the room with a demiplane spell. Treasure. If removed from the wall, the gem continues to radiate magic but doesn’t otherwise function. It is
and cracked, and the room’s walls are veined with narrow fissures that disappear into darkness.
The Book of Vile Darkness If the characters had a relatively easy time getting here, add two
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
spell reveals the presence of illusion magic throughout. When one or more characters enter the room, read the following: The walls, floor, and ceiling of the chamber vanish, replaced with a dark
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
when the trap is sprung must succeed on a DC 20 Dexterity saving throw or take 10 (4d4) piercing damage and have the poisoned condition for 1 hour. Treasure. Contained within the box is a delicate gold
spell reveals the presence of illusion magic throughout. When one or more characters enter the room, read the following: The walls, floor, and ceiling of the chamber vanish, replaced with a dark
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Marches. The section between Triboar and Yartar is an ancient road, relatively flat and composed of tight-fitting stones. East of Yartar, the road becomes a gravel and dirt wagon trail that passes a
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released