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Returning 35 results for 'currents residents guide to have resolve'.
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Monsters
Strixhaven: A Curriculum of Chaos
wit and debilitating inky shadow. Whether weaving their magic through spoken incantations and scathing insults or through shadows, these teachers break down the resolve of their foes.
The professors
through spoken and written words. They use that power either to illuminate and guide or to obscure and demoralize.Necrotic
Magic Items
Mythic Odysseys of Theros
currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10
Guide for details on randomly determined properties.
Command the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without notice. The environment is warm and wet, a subtropical or tropical climate that keeps the morkoth and its “guests” comfortable.
Each island glides on planar currents and is safe from
most harmful external effects—one could float in the skies of Avernus in the Nine Hells without harm to it or its residents. A morkoth’s island might be found anywhere from the bottom of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
About This Book This book is your guide to life at Strixhaven in Dungeons & Dragons—an introduction to the university, a guide to creating student characters there, a campaign, and a collection of
friends and foes. Chapter 1 gives an overview of life and study at Strixhaven. It introduces the main features of the central campus and each of the five colleges. Chapter 2 is your guide to creating a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
by a calamity. Royal Attendants. King Diara of Anisa has heard about the characters and hopes they might guide his directionless son Prince Simbon. When the characters arrive, the king asks the characters to help Simbon resolve the Goldwarren disaster.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
Master’s Guide. Random Encounters Check for a random encounter every 10 minutes. Roll a d20 and consult the following table to determine what, if anything, the characters encounter: d20 Encounter 1 1
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
terrible responsibilities. Bident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage
determined. See “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties. Command the Deep. The bident holds the power to command the waves and its
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
road, or a situation the characters are asked to resolve. You decide the scope of the decision the characters must make. You can ask them to make a simple choice (“Do you want to take the path along
the edge of the cliff or climb down the ravine to walk along the bottom?”), to make a single ability check (use the Typical DCs table in the Dungeon Master’s Guide), or to navigate their way through a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Casualties Slaying a ship’s crew reduces the number of actions most ships can take, making the crew a tempting target in combat. Resolve individual attacks as normal, using the guidelines for
resolving many, identical attacks at once from the Dungeon Master’s Guide as needed. In the case of spells that cover an area, such as fireball or lightning bolt, you might track the exact location of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Locations in the City Shown in map 1.1, Port Nyanzaru is a city of walls within walls. Burgeoning wealth has driven the city’s richest residents to raise defenses against the jungle’s dangers, and
carnivores or undead. A volunteer citizens’ brigade keeps watch for approaching danger. When residents of the outer wards hear the long blast of warning horns, day or night, they scramble for the safety
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
blind. The encounter distance is reduced to 10 feet in these instances (see “Unusual Environments” in chapter 5 of the Dungeon Master’s Guide). For characters with a magical light source or darkvision
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt. The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their
northern neighbors, the elves of the Ardeep Forest. Lady Velrosa Nandar has been searching for skilled mediators to help resolve the dispute. The Nightstone Inn is renowned for its food and cozy guest
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor slopes toward an open pit at its center, and is covered in a layer of waste, blood, and viscera.
The temple residents bring their refuse to this filthy chamber, including organic waste from
end of their move. If the check fails by 5 or more, the character slides 5 feet closer to the pit. Manipulating Time Having a mechanical guide spend 1 charge in this area causes a lizardfolk to appear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Dock Ward The Dock Ward was long considered the most dangerous district in the city, but the Field Ward has since taken that title. I don’t doubt the residents of the Dock Ward are glad of it, for in
literate people in the city. Yes, most of its taverns are inhabited by habitual drinkers, and far too many inns charge by the hour. But all must concede this: the residents of the Dock Ward often work the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gazetteer” section to guide explorations of Janya. Nightsea Chil-liren Xoese-Addae or any of Janya’s other residents can tell the characters that the undersea city of Janya is populated by descendants of
High Court are attending a gala. If the characters want to explore Janya, Xoese-Addae can guide the characters around the city before taking them to the Cerulean Lyceum. Use the “Djaynai and Janya
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark, all water travel involves either rowing at 1½ miles per hour, or floating with prevailing currents at 1 mile per hour. Characters can work in shifts to row more than 8 hours per day, but
or the duergar. These boats are equivalent to keelboats (see the Airborne and Waterborne Vehicles table in chapter 5 of the Dungeon Master’s Guide). Makeshift Raft Characters can also construct
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Market Ward The Market Ward is where most of Port Nyanzaru’s regular shops are located and where most of its tradesfolk, merchants, and other middle-class residents live and work. 18. Red Bazaar No
that’s probably as good an explanation as any. The residents of Port Nyanzaru shop for their daily needs at the Red Bazaar. Unlike the Grand Souk, which deals heavily in durable goods and luxury items
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
battle. Unferth hangs back and uses his spells to support his allies. If the characters accepted Nareen’s offer to guide them here, and she is uninjured from Haliyra’s attack, she and one of her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Whirlpools In areas where storms or opposed currents drive powerful waters together, violent maelstroms might form. Whirlpools are difficult terrain. Each whirlpool has a rank, which determines its
body of water in that destination. See chapter 2 of the Dungeon Master’s Guide for information about the destinations on other planes. Whirlpool Destinations d10 Destination 1–3 Underdark 4
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
their full sentences. Because of this, residents tend to live by their own creeds, carving out some semblance of order from a settlement in eternal flux. Either way, locals humor their leader—be they a
that resist the town’s volatile nature—nothing remains for long. Most homes and businesses are owned by githzerai, sculpted from currents of instability into ordered redoubts: towers of latticed
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Dungeon Master’s Guide). Assuming the players have locathah characters, they’ll need to use some kind of magic to see inside the area.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
organized faith exists in secret in the Styes, and it plays a central role in the adventure — the cult of Tharizdun. Health Disease and infection are real concerns in the Styes. Most residents suffer
effects of redface are identical to those of sight rot (see “Diseases” in chapter 8 of the Dungeon Master’s Guide), but it’s caused by pollutants in the air rather than contaminated drinking water, making
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
or dangerous figure from legend is imprisoned on this island.
6 Tyrant. A powerful individual built a fortress on the island, and all other residents revere them.
7 Fanatics. The island’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uses her trained sunflies to deliver the flasks to him. The night hag plans to take the souls to Hades, where he’ll transform them into larvae (see the Dungeon Master’s Guide) and sell them as
delicacies to deplorable immortals. The characters gradually discover this in the course of their investigation. Missing Saints Five lifelong residents of Excelsior have gone missing. Varrel and others can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
basked in the light of the Seven Heavens, everywhere else seems comparatively worse. Though archons regularly depart the gate-town on divine errands, Excelsior’s privileged mortal residents hesitate to
of how close to them they dwell. CoupleOfKooks “O Lightbringer, Shine down on us
so that we might see our flaws.
Chase away the darkness,
And free us from its jaws.
Guide our swords until that
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
convince residents of Heart’s Hollow to aid them in their travels. If they do, the characters gain the following benefits: Clystran the Guide. If Clystran guides the characters in the Northern Wastes, the
, a bronze dragon who has lived in hiding in the region for centuries. The first residents of Heart’s Hollow were wanderers she rescued while disguised in human form. Over time, others lost in the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
travel. They seldom work to improve their lairs, but when they do, it is often to channel wind currents to create effects the dragon finds pleasing. The labyrinthine tunnels and the mirror-like icy
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
know about this fiend. Use the following information to guide the conversation: The creature the characters hunt is named Serapio. He is Doña Rosa’s son, not a monster. She had thought Serapio was
locket hangs on the wall near his bedroll. This is the top half, and no picture is inside. Offerings for the Dead After the characters speak with Doña Rosa, they see other residents of the vecindad
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
West Wall West Wall (also called “the Old Quarter”) is a primarily residential neighborhood. Largely untouched by Demogorgon’s assault on the city, West Wall is a quiet district, as its residents
moments in the city’s history, as well as numerous statues and graven images of Lolth. Between West Wall and Narbondellyn is a residential neighborhood called Lolth’s Web. Its residents built their homes
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
. Some violent crime and theft occur, but for the most part, Outer City residents are too poor to draw the attention of the Guild. Travelers and visitors do fall victim to pickpocketing, muggings, and
routes into other districts, and guide individuals and illicit trade through them for a fee. Those who oppose the Guild — typically by going to the Flaming Fist — invite retaliation upon themselves
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Some violent crime and theft occur, but for the most part, Outer City residents are too poor to draw the attention of the Guild. Travelers and visitors do fall victim to pickpocketing, muggings, and
routes into other districts, and guide individuals and illicit trade through them for a fee. Those who oppose the Guild — typically by going to the Flaming Fist — invite retaliation upon themselves
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
lands’ residents in cycles of dread and despair. 4. The Mists Encompass All. Supernatural haze suffuses the Domains of Dread. These are the Mists of Ravenloft, ominous fogs that gird each domain, rising
that the most terrifying possibilities come to pass. As a result, even the most familiar races, magic items, and monsters in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual have places in Ravenloft, but with twists that make them creepy or mysterious.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ignored or worse. For residents of Ravenloft, ignorance provides a well-defended shelter against unfathomable truths. The Secret of the Dark Powers The true nature of the Dark Powers is for you to decide
—and that this murderer might be dead themselves. Have you heard of the Mill Road hags, doctor?
Arthur and I invite you to fair Dementlieu, dear Rudolph. And please, when you come, bring any notes you didn’t publish in Van Richten’s Guide to Witches.
Yours in reason,
Alanik Ray & Dr. Arthur Sedgwick