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Returning 35 results for 'could relate given to have route'.
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Backgrounds
Ghosts of Saltmarsh
, you can automatically find a safe route to land a boat on shore, provided such a route exists.
HARDSHIP ENDURED
Hardship in your past has forged you into an unstoppable living weapon. This
. Job.
3
I must set an example of hope for those who have given up.
4
I’m searching for a fellow marine captured by an elusive enemy.
5
Fear leads to tyranny, and both must be
Species
Eberron: Rising from the Last War
of Thronehold gave them freedom, but many still struggle both to find a place in the post-war world and to relate to the creatures who created them.
The typical warforged shows little emotion. Many
individuality, the more likely it is to modify its body, seeking out an artificer to customize the look of its face, limbs, and plating.
Quirks
Warforged often display an odd personality trait or two, given
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
example, “lizard” for “newt”). Intelligence (Investigation) DC 10. After a few riddles are answered correctly, a character notices that all the answers relate to eyes. Wisdom (Insight) DC 15. After
one or more correct answers are given, the character realizes that each answer corresponds to a cardinal direction.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Way Out Since their escape from Velkynvelve in chapter 1, the characters have sought a way out of the Underdark. Given the somewhat free-form nature of chapters 2 through 6, which the characters
can undertake in any order, it’s up to you to determine how and where the adventurers finally find their escape route, as best suits the story of their journey through the Underdark.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
on. Even a stupid or physically weak kobold is given a role in the tribe, whether something as simple as picking mushrooms for food or watching over hatchlings, and they all understand that their
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gets down to business.
She speaks in a solemn voice. “My daughter Juliana, and Orlando, son of the prominent Monego family, have been missing for two years, but we have never given up hope that
families have sent numerous adventurers in search of the couple; the few that returned did so empty-handed. Governor Folcarae can also relate the legend of the Eternal Garden, but she doesn’t know details
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
place. Relate to the players any information appropriate to the polis and its culture from chapter 3. Additionally, while they make preparations, the characters hear one of the tales from the Polis
—though, owing to Theros’s changeable landscape, you may adjust this distance and place the Khystonos River in the Katachthons wherever you please (see “Exploring Theros” in chapter 3). Khea’s route
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
stories are rarely tolerant of nonbelievers. Outsiders might be given a chance to adopt the community’s ways, but otherwise are considered heretics or corrupting elements. Assuredly, their ancient
relate to some sort of ancient lore. Art, symbols, tools, celebrations, and other trappings of belief help make a community’s traditions more specific and eerie. Community members typically hide their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
safest route to the beholder’s lair is a secret staircase in the sewers of the Castle Ward. Any character who belongs to this faction can get this information from Jarlaxle or another source. If the party
characters to a secret staircase in the Castle Ward sewers (area X1). As the characters prepare to descend the stairs, Mirt tells them that Xanathar doesn’t relate well to humanoids, doesn’t trust them as a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is key to the plan, and though she ultimately won’t withhold that access from the adventurers, she intends to make sure it’s not given away for free. Davra deals with the adventurers directly — and
privately, if possible — asking for a full share of any treasure the characters claim during their next incursion into the Underdark, and a full reporting to her of all information given to Bruenor or
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) check against a DC set by the current suspicion level (see the Suspicion table), the suspicious activity goes unnoticed. Use your discretion to decide if any given activity is subtle enough to be
. Patrol Die. Roll a die based on the current suspicion level when characters enter the patrol route to see if they encounter a guard patrol (see “Patrol Routes”). DC. The DC of Charisma checks made against prison staff and of ability checks made to avoid patrols is set by the current suspicion level.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
ignorance is an intentional part of the dungeon’s security structure. If given time, however, she can confirm Doomvault lore that the characters learn. Syranna can relate the following information to
. Unfortunately for the characters, Syranna isn’t familiar with the inside of the Doomvault. Her position as overseer of the gatehouse has given her only general knowledge of the dungeon. She explains that her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time (up to 16 hours) each day before being subject to the effect of a forced march (see “Travel Pace” in chapter 8 of the Player’s Handbook). Additionally, you can automatically find a safe route to
land a boat on shore, provided such a route exists. Hardship Endured Hardship in your past has forged you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
privately with drow characters who he thinks might make suitable Bregan D’aerthe recruits. Only drow are given serious consideration, but Jarlaxle doesn’t care if they’re male or female. As a test, he
appendix B) and furnishes the characters with a route to Xanathar’s lair through underground passageways. (Xanathar’s lair is described in chapter 5. Characters who follow Jarlaxle’s route arrive at area X1
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, but given the extent of the losses against the orcs, it would be little surprise if their newer recruits were more smiths than warriors, serving their realm out of a sense of duty rather than a desire
-Adbarran dwarves — except in times of great emergency. So, given the impregnable nature of the fortress, no one not of Adbar has yet been privileged enough to witness what occurs down below. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gauntlgrym. His descriptions of life in Ironmaster confirm much of what I’ve heard of the place, and so what I relate to you now is truth as solid as Moradin’s anvil. The dwarves of Ironmaster don’t want
abundance of adamantine among the Ironmaster dwarves and of my friend’s innocence about the wider world. Apparently, the dragon-worshiping humans of the distant island of Tuern have long given raw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mistshore: Winter The characters head to Mistshore in search of the man they believe has the Stone of Golorr. En route to that destination, the man had his hire-coach make a brief stop in the Castle
don’t recognize and far from welcoming, even toward those who show them charity. These people would tear the clothes from the characters’ backs given half a chance. Ice Escapades Playing on the ice
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, although she doesn’t know it. If captured, she can relate that a short, cloaked humanoid came to her in Neverwinter Wood two days ago, hiring her to bring her pack of jackals to Phandalin and search
hear her repeatedly say, “They came for it … they came for the timepiece …” If given magical healing or allowed to sleep for an hour after being given food and water, Gildha regains her senses. She
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
banderhobb intends to steal. Despite its size, a banderhobb makes little noise, moving as silently as the shadows that infuse it. A banderhobb isn’t capable of speech, but it can understand orders given
tiny piece of a creature or an object in its possession, such as a lock of hair or a splinter of wood, it knows the most direct route to that creature or object if it is within 1 mile of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
boat and much of Easthaven’s harbor is trapped in ice, and Speaker Waylen has declared that ferry service must cease until the ice thaws—which, given Auril’s temperament, seems unlikely to happen
to reveal the following additional information: Xardorok has a fortress hidden in the mountains. (The route to this fortress is marked on Durth’s map aboard the ferry.) Xardorok’s fortress has a forge
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
cairns appear along the route of travelers, containing anything from mysterious bones to nothing at all. These cairns might be haunted by skeletons, specters, or hostile fey. A powerful bheur hag
regional effects within 1 mile of her lair: Illusory duplicates of the hag appear in random places at random times (but never more than one in any given location). An illusory duplicate has no
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
into the lake. That water is now frozen solid, creating a floor of ice several feet thick. The fishers entered the cave complex by this route, as evidenced by tracks in the snow that clings to the ice
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sheer cliffs can be scaled, but only with a climbing kit, proficiency in the Athletics skill, and at least 300 feet of rope. The path is a much easier route to the top. It begins on the north side of
are unaware that this back entrance to their cave exists. The pterafolk keep no watch, believing their cliffside retreat is impregnable. Stealthy characters can enter the cave unnoticed. At any given
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V2). V2. Main Entrance Half-submerged in the icy mire are the bones, skull, and tusks of a long-dead mammoth. Beyond these remains is a yawning cave mouth.
This route leads to the firelit cave
Eastway. He considers these beasts his treasured pets and has given names to all of them. He has trained the ogre and the cave bear not to attack them. What’s Cooking? The meat roasting on the spit is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the aboleth to stand down and negotiate. In exchange for sparing the characters, the aboleth demands to be freed and given a glyph key. Pool. Over 350 feet deep, this pool has sheer sides that drop to
of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb. Dungeon State. If freed and given a glyph key, Thaxalia allows the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
citizenry. Elturel Elturel is a city on a hill. It stands overlooking the River Chionthar, constantly illuminated by the Companion. A major location along the trade route through the Western Heartlands
apples in their midst have given Berduskans a reputation for the sin of “false piety” — pretending to a stronger faith than one actually possesses. Though this attitude is disapproved of by the Creed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, for I swore an oath of secrecy. Besides my initial shock, my exchange with the seneschal was pleasant, and I was given a tour of some of the mighty castle. When I asked about the legends of Darkhold’s
, Manxam, but my queries about this figure were redirected to other topics, and I didn’t feel comfortable pressing the seneschal on the matter. Of the rest of Darkhold I can relate only a little more. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
battle that unfolds in the cavern, eager for its fair share of meat. Black Road Long ago, the Zhentarim built this trade route to connect its established footholds in the east with its lucrative
, the Zhentarim have been able to reclaim the route. The Black Road stretches eastward from the village of Parnast across Anauroch’s sandy wasteland for hundreds of miles. Black Network caravans using
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The route begins a few miles east of Womford and hugs the northern edge of the Forlorn Hills as it travels southeast through Uluvin, crosses the Delimbiyr Vale, and ends at the town of Secomber
. Dwarves in Secomber claim that their ancestors used the Iron Road to transport iron ore from the Forlorn Hills to forges in various outlying settlements — hence the road’s name. Iron Trail An overland route
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(area M7), while the duergar rest in here. At any given time while the duergar are present, three are awake and three are dozing. At night, the duergar patrol the area around the monastery and venture
wriggle out of the window and drop to the garden below (area M14). Hellenrae flees by this route if she is cornered and doesn’t believe she can defeat her enemies. Treasure Hellenrae has little interest
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
leading east, called the Eastway, stretches roughly thirteen miles to the town of Easthaven on the shore of Lac Dinneshere. The southwest route, known as the Caravan Trail, is called the Ten Trail where it
unless ordered to do so by the sheriff or the speaker. There are four guards at each gate at any given time. Another eight guards are on patrol, moving between the stone watchtowers along the wall. Most
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
encounters en route. Once they reach the forest’s edge, Tharra makes a decision whether to befriend the characters or not. If they seem friendly and show concern for the fate of the natural world, she
that the Lords’ Alliance will support this plan, given the gravity of the situation. She couldn’t be more wrong. Naxene is unaware that the Lords’ Alliance leaders would rather hurl themselves into the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
THE YAKFOLK
Most of the prisoners in the yakfolk village aren’t given identities. You can assign names and genders to them as needed. Prisoners of the yakfolk who are set free try to return to their
(area 10) that leads down into the mines. One can reach the fire giant forge by traveling through the mines, but the elevator route is faster. A flying, three-headed monster (the chimera in area 1) is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
consult the table to determine what the characters encounter. Elf, dwarf, and human slaves are friendly; if given food and water they’ll join the party. Goblin slaves are hostile and likely to attack
, the society member can’t guarantee that the route is safe. If characters are searching for something else, the society member provides whatever assistance it can. Spore Servants One or more creatures