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Returning 26 results for 'defeating inner are branch'.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
12. Residential Caves
Map 6.3: Inner Blingdenstone These caverns branch off into smaller caves serving as hovels for families of svirfneblin. Tunnels lead to secondary chambers that branch out
hole in the floor. The hole contains a small zurkhwood chest holding eight tiny rubies worth 250 gp each. XP Awards In addition to the XP earned for defeating Vazuk, each character earns 50 XP if they inform Burrow Warden Jadger (see area 8) that the spirit has been dealt with.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
corrupted cave. Ignore the secret door and the inner chambers behind it. Close off the tunnels leading off the map to the south, east, and north. The characters enter the cave in the southwest, following
. At the north end of the stream are a Psychic Gray Ooze and six Stirges. After defeating these creatures, the characters can destroy the brain-like fungus in the water, which is the source of the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
controlled by the Family, a tenebrous inner circle of crime bosses who enforce some semblance of honor among the thieves of Torch. Admission into the Family is by invite only. The full roster of
rotten, waterlogged planks. Bank of Abbathor Headquartered in the city of Sigil, the Bank of Abbathor (detailed in chapter 2) services customers across the planes. Account holders can visit a branch of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Confrontation Singing the final stanza draws Shemshime into the room. The book trembles, and its mechanical inner workings squeal to a halt for a moment before whirring back to life. You hear clicks, and shadows
” in the Dungeon Master’s Guide), and immunity to poison and psychic damage. Defeating Shemshime To defeat Shemshime, it must be crushed by an object weighing at least 1,000 pounds. Objects in the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heart and gives me power. (Any)
4 Fury. My only release from life’s endless grind is surrendering to my inner beast. (Evil)
5 Ruthlessness. The ends justify the means and victory is to be
the god’s influence in the world in a concrete way through acts such as these: Defeating a champion of Iroas Taking vengeance against a powerful foe Burning a polis or a settlement to the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
allies in the area, with an eye toward choosing friendly territory for a capital city and a seat of power for the cult’s Inner Circle. Such bands are led by a dragonsoul defended by 4 dragonclaws and
is their only option for defeating the cult. Death at the Council During the second or third session of the Council of Waterdeep, rumors spread of an aide from Neverwinter who killed an aide from
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
allies in the area, with an eye toward choosing friendly territory for a capital city and a seat of power for the cult’s Inner Circle. Such bands are led by a dragonsoul defended by 4 dragonclaws and
force is their only option for defeating the cult. Death at the Council During the second or third session of the Council of Waterdeep, rumors spread of an aide from Neverwinter who killed an aide from
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
allies in the area, with an eye toward choosing friendly territory for a capital city and a seat of power for the cult’s Inner Circle. Such bands are led by a dragonsoul defended by 4 dragonclaws and
force is their only option for defeating the cult. Death at the Council During the second or third session of the Council of Waterdeep, rumors spread of an aide from Neverwinter who killed an aide from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
are made of bronze that is green with age, and each branch holds a fat black candle that burns with a flame of leaping lavender and deep glowing purple but never grows shorter. The third tier is dull
drop to half its hit point maximum or lower, the wall casts darkness on itself (affecting only the outside of the wall, not its inner surface). The chamber south of the wall is lit by the same
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
townspeople from the larger group. The side passage splits after several feet. One branch leads steeply upward while the other abruptly ends at a chasm (area J2). J2: Tunnel Chasm This passage drops
gibbering mouthers and then retreat from this room without defeating them all, the surviving gibbering mouthers combine into a single flesh meld (see appendix A) that arises from the muck the next time the
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
is one of the greatest repositories of spellbooks, magic scrolls, and tomes of lore in all the empire. Shadow Consortium. The most infamous institution in the Inner Ring, the Shadow Consortium is
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. If the characters pass this way again after defeating the hag, they find the old tree’s branches covered in fresh green buds—a sign that the grandfather oak is healing. Jabberwock’s Trail The
from the chariot by the jabberwock that frequents Zybilna’s palace (see chapter 5). The owlbear’s harness boss is engraved with a branch of the tree for which she is named: Juniper. The chariot is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
somber hall (see “Crypt Hauntings” in the “Crypt Features” section). Returning the hall to silence by defeating or driving off the creatures in the watery room at the end of the hall (area P5) puts the
. Rivibiddel believes the entire crypt is filled with deadly dangers. Emerald. The massive emerald Rivibiddel seeks is likely hidden in an inner sanctum, as befits Dumathoin’s lore. Secret doors are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threat that avoids them or overcomes them emerges to wreak havoc across the land. The inner depths of the Dreadwood are a place where the planar bindings between Oerth and the Shadowfell are thin. Undead
rare times, the elves organize patrols into the deepest, deadliest regions of the Dreadwood in hopes of defeating threats in their nascent state.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sending a slice of the pirates’ profits to Fort Beluarian, which would end the alliance with Liara Portyr and probably be self-defeating; the pirates could keep more of their profit, but they’d take
into the ground, and the whole wall is braced up along the inner side with more palm logs. The wall is meant to keep out undead and dinosaurs. The gates are roughly made but reinforced with iron bands
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
forms a lid hinged on the inner side and lined with lead. A character within 5 feet of the lid might notice it with a successful DC 20 passive Perception check. A character who searches the area
also make changes to the abilities they can use. A reduced-threat creature is worth half the normal XP earned for defeating it.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Grandfather Tree. This branch grew into a towering oak tree, which today is surrounded by a raised inner ring of cairns and a broken outer ring of mounds with more cairns atop them. Beneath these
only under the cover of night. Stone Stand (see map 3.12) is situated upon a lonely hill north of the High Forest. Atop this hill, the Blue Bears built a mound upon which they planted a branch of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stalactites. Thick fungal growth blankets the floor, and the still air reeks with the odors of rotting refuse, moldy fungus, and an even less pleasant stench. Numerous tunnels branch from the cave.
The
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
deeply on your own thoughts. You can take an action to focus your inner mind. This focus lasts for 1 hour. While your inner mind is focused, you can’t take reactions. For the duration, when you make
focus your inner mind when you finish a long rest.
Treasure. Jomlus keeps Klaudel’s belongings in a tidy pile. They include a pair of well-made spectacles worth 100 gp, two spell scrolls of comprehend
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
from the shores of areas L9 and L14. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In addition to its usual properties, the boat has an extra
the hollow boulder is a bronze tablet worth 100 gp. The tablet is etched with a poem for those hoping to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
.
This ledge is visible from the lake (area L14) and the shores of areas L10 and L15. Treasure. The vessel is a Folding Boat created to traverse the lake and the rivers that branch from it. In
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Kolbaz (see the “Inner Circles” section at the end of this chapter). The greatest threat facing Yartar is the Kraken Society (see the “Factions in the North” section in the introduction), which is trying
mortared stone with a high-pitched roof that has wooden statues of baying wolves rising from its peaks. A branch in the road winds up to the keep’s gatehouse and bailey. From the keep, the Zymorven
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
construction and style: a twisted birch branch, a sturdy oak dowel, a glittering haft of stone, a steel pole carved with blue runes, a dimpled copper staff topped with a copper crescent moon, and a blown
operation, forcing the wizard to spend time and resources defeating the fiend and replacing slain underlings. K16. Construct Workshop The invisible staircase from area K15 ends in front of a closed door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
bronze horn to warn the hall (see area 2). The giant has four rocks for throwing. If the characters are returning after severely defeating the giants, a ballista (from the arsenal at 10A) will be set up
gold rings, one of which is a ring of protection. The others are ordinary rings worth 50 gp each. If the treasure is touched before the trap is disabled, a poison needle shoots from the inner side of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Characters Withdraw. If the characters encounter this pair and retreat before defeating them, Duoro converts Larnon to Ilvaash’s worship after 1d4 hours. Larnon succumbs to the Far Realm and becomes an
them, but the Dissonant Psyche is master of them all. Treasure. A robe in the armoire has two identical-looking potions in an inner pocket. One is a potion of growth and the other is a potion of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a circular, windowless room that contains a permanent teleportation circle, which high-ranking Harpers use to enter and leave the tower unseen (see the “Inner Circles” section at the end of this
and deals 10 (1d12 + 4) slashing damage on a hit. Grudd Haug Built on a branch of the Dessarin River, Grudd Haug is the den of Chief Guh and her hill giant brood. See chapter 5, “Den of the Hill Giants






