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Returning 35 results for 'designed ignore are buildings'.
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Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
d6
Flaw
1
If there’s a plan, I’ll probably forget it. If I don’t forget it, I’ll probably ignore it.
2
I get bored easily, and if nothing is happening I&rsquo
Warforged
Legacy
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Species
Eberron: Rising from the Last War
designed.
Although they were manufactured, warforged are living humanoids. Resting, healing magic, and the Medicine skill all provide the same benefits to warforged that they do to other humanoids
deeper meaning.
The typical warforged has a sexless body shape. Some warforged ignore the concept of gender entirely, while others adopt a gender identity.
The more a warforged develops its
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Developments This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Developments This battle will likely be a challenge to run. It is designed to create an emotional low spot in the adventure, during which overall defeat for the forces of good looks like a real
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Citadel encompasses one hundred acres. Within its defensive walls and strategic bastions lies a complex of beautifully designed marble quarters and pavilions, arranged between courtyards, baths
, ponds, and gardens. Bas-reliefs adorn the buildings, depicting the history, heroes, and legends of the kingdom, some of which remain mysteries to the wisest scholars. The central domed court houses the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Red Belvedere Eventually, the characters reach the Red Belvedere. The casino is a remnant of Avernus’s original existence: a bucolic paradise designed to tempt mortal souls. Its edifice was
Belvedere is more than a monument to the Dragon Queen. The casino is connected via a tunnel to Tiamat’s lair, and Tiamat can hear every prayer and proclamation of her power uttered within the buildings’ walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Entering the City When the characters see Omu for the first time, read: The jungle parts to reveal a dead city enclosed by sheer cliffs. Ruined buildings and stone boulevards rise like ghosts from
tries to climb up or down the cliffs, but they ignore intruders who enter by the river or the ravine to the southwest. They serve Acererak and take orders from his undead tomb custodian, Withers (see chapter 5).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, characters are prevented from passing through a gate when their experience level fails to meet a prerequisite (the recommended character level for which the dungeon level is designed). Any character
. Jhesiyra can’t stop characters from moving between dungeon levels by more conventional means. Whenever they enter a dungeon level designed for characters of a higher experience level, Jhesiyra sends them
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every community contains murals and statues scattered throughout. Most fixtures and buildings are designed for those of small stature, but buildings constructed for taller folk also exist. The Zil
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
of the walkway; they provide Half Cover. There are no battlements or railings on the walkway interiors. The walkway is 20 feet above the ground. Buildings. The fortress’s interior buildings are 40
Equipment
Siege equipment includes objects designed to assail or defend castles and other walled fortifications. Most siege weapons require creatures to move them, as well as to load, aim, and fire
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Lower City A crescent of steeply sloping neighborhoods plays home to the common folk of Baldur’s Gate. The Lower City is a chaotic tangle of conjoined, slate-roofed buildings, its narrow cobblestone
thoroughfares spanned by bridges and buttresses designed to keep overflowing tenements from tumbling into the streets. As cramped and noisy as the Lower City can be during the day, bustling with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Cities and Sites The Church of the Silver Flame is a militant faith, and Thrane communities are built around fortified churches designed to serve as fortresses in times of trouble. Larger towns
maintain sturdy walls patrolled by skilled archers. A Flamic architectural style appears throughout the region. Buildings incorporate light and soaring spaces, and icons of the Silver Flame and images of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
.
Settlement Maps. A map of a settlement often shows terrain (cliffs, trees, streams, and so forth) in addition to buildings, bridges, and other important features.
Wilderness Maps. A wilderness map shows
all sorts of unusual environments
Maps designed for use with miniatures (see “Miniatures” in this chapter) tend to be player facing, revealing nothing that would spoil the adventure.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Lower City A crescent of steeply sloping neighborhoods plays home to the common folk of Baldur’s Gate. The Lower City is a chaotic tangle of conjoined, slate-roofed buildings, its narrow cobblestone
thoroughfares spanned by bridges and buttresses designed to keep overflowing tenements from tumbling into the streets. As cramped and noisy as the Lower City can be during the day, bustling with
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
buildings in a city usually have four sides and a sloped or staggered pyramid-like exterior. It is customary for stone buildings to have a series of tiles or carvings of snakes encircling the ground level
traps to keep intruders, spies, and rebellious slaves out of sensitive areas. Traps are commonly placed on door locks, chests, and fake objects designed to attract looters. One insidious delivery
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
have bars only on the outside—as if they’re designed to keep people inside. Those who question the guards here are told to move along (see the “Curst’s Walls” section for details). Inside, the
throw the criminal through it. 2 The locals ignore a gigantic crash that echoes through town. The noise originated at the town dump; it was caused by the collapse of a towering metal sculpture built
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
carrying a child has disadvantage on attack rolls and cannot wield a two-handed weapon. Unless characters interfere, the kobolds assume the characters are cultists and ignore them. Assuming
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, mother, and three young children) dash across their path, hounded by seven kobolds. Without warning, five humans dash out from between two buildings on your left. A limping man and three young children
carrying a child has disadvantage on attack rolls and cannot wield a two-handed weapon. Unless characters interfere, the kobolds assume the characters are cultists and ignore them. Assuming characters
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
levels of the buildings, as well as the main level’s two courtyards — one to the north and one to the south. Other features are summarized below.
Animal Pens. The pens extend east from the south yard
hooks on the walls in all interior locations.
Palisade. The log palisade is 10 feet high and designed to keep wild forest animals at bay, not hold off armies. A character can scale a palisade wall with a successful DC 15 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how you tell it.
7 You are annoyed by buildings and tools designed without consideration for
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
concept of “facts.” To you, everything is a story, and truth is in how you tell it. 7 You are annoyed by buildings and tools designed without consideration for small people. 8 You seek vengeance for a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
By the lift’s interior light, you can see into a vast, unlit cavern strewn with broken stonework from ancient buildings as far as you can see in every direction. The air is stale, and filled with
, and a chamber pot round out the accommodations.
Caden’s manacles, originally designed to bind goblins, are sturdy but old. A character who makes a successful DC 15 Dexterity check with thieves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Endshift Street in the Field Ward, are being robbed nightly, and the innkeeper says he’s seen giant rats prowling around the back alleys. Sounds dull, but it’s a plea for help that we can’t ignore
devils, which have locals pinned down in nearby buildings. Right afterward, Gysheer Omfreys (LE female Tethyrian human cult fanatic) emerges from an alley and attacks Savra. Gysheer is an overzealous
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
by some. Most mythals are defensive in nature, designed to restrict the kinds of magic that can be employed in the area they govern, and the most common restrictions are concerned with teleportation
beings attuned to its effects, who can ignore any restrictions on spellcasting, can direct targetable effects of the mythal, and can teach others of appropriate skill how to access its secrets. Except
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Adventure Synopsis See the flowchart below that illustrates the intended flow of the adventure. It also shows the level for which each chapter is designed. The adventure begins with chapter 1. The
when they begin each chapter. Once they reach 9th level, they don’t advance to 10th level until they’ve completed the goals in both chapters 10 and 11. Of course, you can ignore these milestones and track XP as normal. Figure 0.1: Adventure Flowchart
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Locations in Wisteria Vale In an attempt to make the demiplane as comforting and familiar as possible for Quill, the Harpers designed it to resemble his hometown, down to the buildings, the villagers
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Djinni Proud, sensuous genies from the Elemental Plane of Air, the djinn are attractive, tall, well-muscled humanoids with blue skin and dark eyes. They dress in airy, shimmering silks, designed as
much for comfort as to flaunt their musculature. Airy Aesthetes. Djinn rule floating islands of cloudstuff covered with enormous pavilions, or topped with wondrous buildings, courtyards, fountains, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and desires of your players. Edermath Orchard The apple trees of Edermath Orchard surround a small group of buildings on the edge of town. The smell of fruit is strong around the orchard year round
truth or are just the ramblings of a would-be ironworker who wants Maza’s job is up to you. Stonehill Inn The Stonehill Inn is one of the largest buildings in town. The business is run by Trilena and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
frustration manifest as a visible fog, which clears only when the githyanki ready for war.
The Streets of Tu’narath Tu’narath is a jumble of crooked streets that run between buildings and other structures
that are ripped from the worlds of other planes. Many githyanki raiders have a particular obsession for architecture, which they satisfy by seizing buildings from the Material Plane and other locales
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Longsaddle The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar. A path leaves the road here and
illusion, or the odd, galloping horse of lightning speeding by. Several businesses designed to attract travelers stand in Longsaddle, if for no other reason than travel along the well-named Long Road can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
water, or 1 gallon as part of a short rest. Brewer’s Supplies Activity DC Detect poison or impurities in a drink 10 Identify alcohol 15 Ignore effects of alcohol 20 Calligrapher’s Supplies Calligraphy
the origin of wooden buildings and other large wooden objects. Investigation. You gain additional insight when inspecting areas within wooden structures, because you know tricks of construction that can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
) patrol near the tower. They ignore creatures wearing Dragon Army armor but confront anyone else on the floating island. If the tower’s guards are attacked, this patrol arrives to aid their allies in
checks made to influence the tower’s guards. The draconians ignore sounds inside the tower. T2: Entry Murals of idyllic life in the flying city adorn this grand foyer’s gray stone walls. One on the west
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the arrow slits. They torment the characters by replicating the screams and pleas of the tormented victims of the kenku torturer (area A12). Arrow Slit Corners. The gatehouse was designed in a zigzag
brightly lights this plaza. A8. Ruined Villa The freestanding buildings in this part of the city are little more than crumbling shells and heaps of rubble. Deep holes split the cobblestone streets and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
telepathy to politely instruct the intruders to leave the area. If the intruders behave threateningly or ignore its warnings, the magen tries to drive them away using suggestion spells, or failing that
.
Veneranda This ritual room is designed to serve a grisly purpose: the transformation of a living creature into a brain in a jar. Veneranda, a neutral evil Netherese wizard, extracted her own brain to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accommodate broad stone parapets with buildings atop them. Each parapet features a 30-foot-tall stone pagoda topped by a weather vane. A wooden statue of Chauntea stands in the middle of each pagoda
designed to amplify sound, allowing the ringing of each gong to be heard as far as two miles away. Any other watch posts within that range ring their gongs as well, putting more of the compound on






