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Returning 23 results for 'continue forge'.
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Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
so from the comfort of his own forge.” Once the players are ready to continue, proceed to the “Fireside Monastery” section below.
giant’s demands for him to come with her to the Star Forge. Last night, the giants returned to the city and took Theldin by force. Star Forge. Giants built the Star Forge eons ago in a crater up the
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
ushers them to a sitting room to answer their questions about the Star Forge. Diasma conveys the following information to the characters during their conversation: Acidic Lake. One of the runestones
stabilizing the star beneath the Star Forge has been damaged, causing dangerous acid to seep into the surrounding lake. The acidic lake has attracted evil creatures from the Elemental Planes and poses
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the forge; they can always build another. Evacuation of the Kagu-Svirfneblin After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double
horrors, dead or alive, in areas F6 and area F7. If any treasure is missing, the deep gnomes shrug and continue on their way. After setting the machines in the workshop (area F8) to overload, the kagu
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
usually asleep, and one is usually out hunting for food, exploring the hill, or—in Azima’s case—negotiating with Mekkalath. The group came to Gardmore Abbey to forge an alliance with Mekkalath, whose
and has given the group permission to visit him and continue negotiating. Azima and her warriors are indifferent to the characters at first, but she is desperate to earn Mekkalath’s goodwill. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
climbing up a shaft that leads from the forge level to the fortress’s summit. The doors at the top of the shaft remain open until the dragon returns or until someone closes them by using the levers in
to Ten-Towns? If they continue their climb to the fortress, continue with the next section; if they pursue the dragon, move on to chapter 4.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
retreat from the world and not allow herself to be imperiled by mortals once more. The characters won’t have to deal with her again in their lifetimes unless they continue meddling in her followers
should be a priority. Until its master sends it on another rampage, it lurks inside the forge where it was created (see chapter 3). Characters who help rebuild Ten-Towns might be asked to take up the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
spires” refers to the Ice Spires mountain range. When the characters are ready to head there, continue with chapter 8, “Forge of the Fire Giants.” Countess Sansuri
“Travel southeast to the untamed
. The conch you seek is close to her.”
“The great river” refers to the Dessarin River. The hill giant den lies along one of its eastern tributaries. When the characters are ready to head there, continue
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Regaining Control of the Helm A creature occupying the Helm crew station of an airship typically requires the Mark of the Storm to access the station’s actions (see chapter 7 of Eberron: Forge of the
) aboard the Recluse, also wearing harnesses, engage the characters. The pirates remaining aboard their own skyskiffs continue their attempts to capture the Recluse. Each skyskiff is 30 feet away from the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Corlie’s Briefing After the introductions, Corlie gives a grim smile. Continue reading: Corlie leads you north through the fortress. Workers repair walls, stack spears, and sharpen swords.
“Five
. Engineers installed a Forge Launcher that hurls canisters of superheated metal at attackers.
Neverwinter is a mercantile city recovering from cataclysmic events. It has grown in influence as its citizens
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
The Path to Perfection Every fall of the hammer on the anvil, every fire stoked in the forge, is a step on a journey set before me by Moradin himself. It isn’t work. It is a challenge to achieve
centuries, but the same inflexibility can bring problems when applied to the unpredictable dangers of the world. A clan might continue to depend on the same plan for defending its stronghold that has
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
razor-sharp ferns. To continue, you must navigate this treacherous gully.
A character who examines the ferns can make a DC 12 Intelligence (Nature) check, identifying the plants as sword ferns
—bladelike ferns endemic to jungles and wetlands—on a successful check. To forge a path through the ferns, each character must succeed on one of the following checks: DC 15 Strength (Athletics). The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, with no knowledge of their former name or past life. As this is a known consequence, most souls forge a gold mask to carry with them. This mask becomes the proxy identity worn by all Returned. Souls
’ lost identities continue to exist, though, becoming eidolons, which scatter throughout the mortal realm, having no connection to their Returned bodies. (See chapter 6 for more information about eidolons
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
for the player to continue playing that character, you can have the player create a new character. A replacement character should be the same level as the rest of the party. Chult attracts
drawn by curiosity or circumstance to locations such as the garden ruin of Nangalore, the dwarven forge of Hrakhamar, or the pirate haven of Jahaka Anchorage. Such locations present dangers that, when
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mountains and succeed on a DC 15 Charisma (Persuasion) check, the soldiers invite the characters to camp with them for the night. On a failed check, the soldiers dismiss the characters and continue their
her generosity and wisdom. Fire Giant A fire giant lumbers through the mountains, seeking revenge on a group of trolls that stole a hammer from the giant’s forge. The giant is indifferent toward the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
this room. Like the fungi cavern at area W8, this chamber poses a serious obstacle that prevents the Spider from reaching his objective: the Forge of Spells (area W15). Nezznar is still formulating a
possess the wealth he enjoyed in life. This room served as a guesthouse for visiting wizards working in the Forge of Spells (area W15), most of whom were humans from nearby cities. The furnishings are all
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
of the Orzhov Syndicate. They have been dead for centuries, but they refuse to let go of the fortunes they amassed in life. Addicted to power and prestige, these patriarchs continue to dominate the
strenuously that the Obzedat’s isolationism and their reluctance to forge alliances that could make them reliant on other guilds would lead to the syndicate’s downfall.
That tension reached its boiling
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
lasting antagonism—with the people and places of your setting, those people and places stick in the players’ minds. Introduce opportunities to forge these lasting relationships early and often
more relaxed setting. Give the group space to breathe, note developments you want to highlight later, then continue with your adventures. Consider these ideas for a break episode. Bastions Episode. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, where they could continue their journeys of knowledge unopposed. In their arrogance, these fomorian nobles unknowingly escaped the dreadful fate of their kin, and they remain unchanged in their remote
their banishment into the Underdark. They forge magical pacts with entities of the dark—perhaps powerful Fey of the Gloaming Court or eldritch entities buried deep in the Underdark. Their pacts give
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
charged) left behind by a previous victim. B15. Stone Forge Characters approaching this area hear the ringing of hammers on anvils before they enter. This room looks out directly over area B10. A forge
chamber’s walls. There are doorways to the west and the south, but the eastern end of the room opens up onto a dark chasm.
Black Earth cultists have turned this former barracks into a forge where they
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
directed to the Hearth if they want to continue their revels. The House of Rest can hold up to fifty guests comfortably. If more space is needed, extradimensional spaces are created using Mordenkainen’s
veteran named Khe’ril Hammerbind oversees the smithy, which adjoins the stables. Khe’ril and his apprentices produce shoes for horses and other mounts here. The heat from the forge provides warmth
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, ousting drow squatters and sending them scurrying back into the Underdark. Bruenor now sits on Gauntlgrym’s throne as king. The “heart” of Gauntlgrym is its legendary forge, within which is trapped a
slip into the forge, murder a few guards, trap the fire primordial in the flask, and try to flee with their prize. If the characters are in Gauntlgrym prior to visiting Ironslag (see chapter 8, “Forge of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
shapes. The most striking of these works are collected and displayed inside the stronghold, not unlike how other cultures create topiary gardens. If you want forge work fit for a king, you have two options
the best steel from the forge. When fire is controlled, it is the giants’ most powerful tool; when it rages unchecked, it can bring down forests and lay waste to cities.
Because of the destructive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
salamanders to make armaments here while fire cultists strand guard.
This chamber is the heart of the fire cult’s domain, the great foundry where they forge weapons and armor. Noise here drowns out any
continue to help the characters as described in area E11. None of the armor and weapons currently being forged here is near enough to completion to be used effectively. An iron talking tube runs between the