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Returning 35 results for 'descend insular are break'.
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Graz'zt
Legacy
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Monsters
Out of the Abyss
the lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike.
Wild beasts within 6 miles of the lair break into
Wisdom saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24
Baphomet
Legacy
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Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
of the lair, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Baphomet table. A creature that succeeds on this saving throw can’t
Juiblex
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Monsters
Out of the Abyss
remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed on a DC 21 Strength check
creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this
Species
Van Richten’s Guide to Ravenloft
one of the following Domains of Dread (detailed in chapter 3):
Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection
, but dread what would happen if others in your insular community found out.
Darkon. The Kargat, this shattered domain’s secret police, supposedly know the secret of immortality. Perhaps you
Aarakocra
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Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
ordinary birds. They are fastidious about their plumage, frequently tending their feathers, cleaning and scratching away any tiny passengers they might have picked up. When they deign to descend from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection, but dread what would happen if others in your insular community found out
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
looking to impress the client or they see the client as potentially dangerous and want backup in case negotiations break down. In either case, Moonstalkers usually blindfold visitors before leading them
descend a stone staircase to the guildhall’s crescent antechamber. Wanewort has also created four magical doors that connect to other cities during different phases of the moon. Each leads to a Moonstalker-owned building in that city.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into frequent
saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Graz’zt dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
conflict between demons and devils known as the Blood War. Next on Zariel’s list of cities is Elturel’s neighbor, Baldur’s Gate. The characters can be the heroes who descend into Avernus, save Elturel
, and search for a way to destroy the Companion or break Elturel’s chains.
Chapter 4: Sword of Zariel
For characters of levels 11—12
The Sword of Zariel might be the key to Elturel’s salvation
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Carrion Tribes The Carrion Tribes descend from explorers and refugees twisted by the evil in this realm. Explorers usually encounter these savage folk as enemies, but occasionally a hero emerges
or the inspiration for a barbarian’s rage. Are you still loyal to your dark lord, or did you break free from its influence? Either way, work with the DM to develop the details of your overlord
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the rift closed off, the Pit of Hatred might continue to be a lurking threat. With the seal restored, the evil beyond is left to fester — frustrated and perhaps seeking ways to break free, stronger and
more deliberate than before. Above all, the question remains: what is the source of the rift’s evil? Perhaps the characters will return to the pit as more accomplished adventurers, seeking some way to descend the vent, find out what presence is down there, and destroy it once and for all.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
citadel, now a tumbled-down ruin. A tunnel has been opened at the base of the ruined citadel. Crude, torchlit steps descend into the earth.
The ten veterans guarding the tunnel entrance are loyal to
iron bars, which the characters must bypass to enter the corridor beyond. As an action, a character can try to bend or break the rusty bars, doing so with a successful DC 17 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lair that are made of stone or metal become highly reflective, as though polished to a shine. These surfaces become supernaturally mirrorlike. Wild beasts within 6 miles of the lair break into
saving throw or descend into a madness determined by the Madness of Graz’zt table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Graz’zt dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature that can reach it, can use its action to try to break free and must succeed
, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
18. Corridor Protected by Fear Gas If the characters travel south from the secret door, they reach a landing at the top of a stairway. Stairs descend to the west. The corridor that extends past the
fire (a burning hands spell, a flame tongue sword, or the like). Any character trying to break through them will become hopelessly entangled and can’t get loose unless the webs are burned away or the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
creature is stuck as long as it remains in the slimy area or until it breaks free. The restrained creature, or another creature who can reach it, can use its action to try to break free and must succeed
, that creature must succeed on a DC 18 Wisdom saving throw or descend into a madness determined by the Madness of Juiblex table. A creature that succeeds on this saving throw can’t be affected by this regional effect again for 24 hours. If Juiblex dies, these effects fade over the course of 1d10 days.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. The chamber that opens at the bottom of the stairs is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of
when they heard the fight break out in area 9. When characters approach within 25 feet of the ledge overlooking 10B (when they come in line with the top of the stairs to 10A), two kobolds toss glue
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peers through an observatory’s telescope. The clouds break, revealing the stars above. A creature casts a divination spell. On nights when I’m feeling especially lonely, I’ll search the sky for that
the sky. Whenever the characters are outdoors and become embroiled in combat in the region, one or more knights descend from the sky to help them, provided none of the characters is evil. Each round on
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. The chamber that opens at the bottom of the stairs is immense. A wide ledge runs along the left wall and drops away to a pit on the right. Many stalactites descend from the ceiling, and the sound of
the fight break out in area 9. When characters approach within 25 feet of the ledge overlooking 10B (when they come in line with the top of the stairs to 10A), two kobolds toss glue bombs and the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Upper Level B1-B9 B1. Antechamber Characters who descend the stairs in the crumbling tower arrive at this chamber. The stairs descend thirty feet before opening up into a chamber of worked stone. Two
the walls as the characters descend the stairs, attacking as soon as they enter the chapel. This huge space has the appearance of a chapel, its walls carved with unnatural imagery. A large alcove to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
tunnel that leads to area H5 has a slippery, 20-foot-tall drop-off that characters can descend safely with a successful DC 15 Strength (Athletics) check. On a failed check, a character slips and lands
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the sculpture and table, trying to break them loose.
The two mezzoloths attack the characters on sight and fight to the death. Castellan. The statue and table here are together a unique magical
this simple room. Ladders descend to the floor below and rise to the level above.
An incubus named Arcis, who serves Thlaarsh, waits in this room, guarding the prisoner on the floor above. If he heard
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice that separate the smaller cysts from the larger cave are thick enough to be opaque, but characters can break through them. Each 5-foot-square, 1-foot-thick section of wall has AC 13, 18 hit points
chest in this cavern. H17. Den of the Vampire Spawn The yips and barks abate as you descend the stairs leading to this cave in which hangs the faint whiff of death.
Five kobold vampire spawn (see
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cage is worth 400 gp. G7: Stairs to Flooded Passage This wide passage is inlaid with roughly cut stairs that descend into murky flood waters.
A subterranean waterway flooded this passage several
(Athletics) check to shove the door hard enough to break the bar. Qunbraxel rightly believes a passage to Talhundereth is behind the door, so the mind flayer sent grimlocks to investigate. The door
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dungeon Locations Before the characters descend into the dungeon, allow them to advance to 4th level. The following area descriptions are keyed to map 1.6. V20. Cellar The characters might enter this
interrogate the characters and find out what they know. It also sets up the possibility of a prison break.
V31. Vestry Four wooden wardrobes stand against the walls in this area. The cultists store their
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
descend through all eight of the layers above it, in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one layer to the next. Only the most
. Parts of the layer break off from time to time, creating deadly and deafening avalanches of stone. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Sylvarie attacks characters who descend into this area, believing they have been sent by the hags to torment her. A character can use an action to try to convince Sylvarie to stand down, first by making the
. As an action, a character can try to pick the lock using thieves’ tools, doing so with a successful DC 18 Dexterity check, or break open the chest with a successful DC 20 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lords of the Nine. To reach Nessus, one must descend through all eight layers above it in order. The most expeditious means of doing so is the River Styx, which plunges ever deeper as it flows from one
layer break off from time to time, creating deadly, booming avalanches. The inhabitants of Malbolge live in crumbling fortresses and great caves carved into the mountainside. Malbolge’s current ruler is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
overlook. The hours are very flexible, you get a 20 percent discount in the gift shop, you get a bathroom break every four hours as long as you ask your supervisor first. And sometimes if you go into the
and strong winds. If the balloon takes significant damage, the ship could be forced to descend — or might even crash. (Appendix C features vehicle statistics for a typical battle balloon. For
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
the characters search the cave, they find a small figurine of a dog carved out of rock, with two pebble-sized tourmalines for eyes. It was made by a miner while on break. The figurine is worth 10 gp
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
caverns. If the characters descend the steps, proceed to this adventure’s conclusion. Hollow Boulder. If the characters move any of the rocks, they uncover a smooth, blue-green boulder that’s strangely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
disturbance here, but it takes a while. The ogres in area E9 come only if ordered to do so by the cultists. Stairs. The stairs to the south descend 30 feet to a wide, torchlit hallway west of area E11
made to rise or descend by uttering the proper command word into the shaft loudly enough for it to echo. The command words are “ash” to make the platform sink and “ember” to make it rise. It rises no
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
believed destroyed in the conflagration of the Spellplague, Halruaa has largely been restored to the insular, magic-mighty nation it once was. Because of the foresight of their divinations, Halruaan
to break the bounds of their nation and invade Damara, the Moonsea, or both, while some of its members suspiciously eye the ominously silent Castle Perilous, perhaps planning another excursion to the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
-chopped Avery is usually happy to chat with customers and other alchemical enthusiasts on the lower floors. At the moment, however, Avery is visibly troubled. Recently, someone managed to break into
up in the Seatower. While the Fist treats the prison as something of an afterthought, any trying to break in or out of the dungeons still have their work cut out for them. Only the upper cells have
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, however, Avery is visibly troubled. Recently, someone managed to break into the upper workshop while he was sleeping and steal four kegs of smokepowder. In their place, he found a drawing of a phoenix
trying to break in or out of the dungeons still have their work cut out for them. Only the upper cells have windows, and anyone trying to break through the walls of the lower cells risks catastrophic






