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Returning 35 results for 'dungeon and passed'.
Magic Items
Forgotten Realms: Adventures in Faerûn
can also cast this spell of its own free will. Once the spell has been cast using the crown, it can't be cast again until 7 days have passed.
Random Properties. The Artifact has the following random
properties (see chapter 7 of the Dungeon Master's Guide):
1 minor beneficial property
1 minor detrimental property
1 major detrimental property
Sentience. The Crown of Horns is a sentient
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tables in the Dungeon Master's Guide can help you quickly generate items characters may find while exploring such ruins. If you want treasures that feel uniquely giant-themed, this section provides
suggestions for more distinctive items. This section can also be used to generate treasure found among still-thriving giant societies; such treasure may have been passed down between generations, created in the imitation of ancient styles, or unearthed by the giants themselves.
Magic Items
Tasha’s Cauldron of Everything
Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with
;potentially for the final time.
Random Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the "Artifacts" section of the Dungeon Master
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
from a powerful being called Dungeon Master, the characters undertook many adventures before finally returning to their own world. Years passed, and these exploits became the gossamer memories of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Designing Dungeon Rooms Keep the following things in mind when designing a dungeon room: Ceiling Support. Underground chambers are prone to collapse, so many rooms—particularly large ones—have arched
ceilings or pillars to support the weight of the rock overhead. Decoration. Most sapient creatures decorate their lairs. Statues, bas-reliefs, murals, and mosaics often adorn dungeon rooms. Equally
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
life and death in a dungeon or the untamed wilds. This section details the mundane and exotic merchandise that adventurers commonly find useful in the face of the threats that the worlds of D&D present
service. You might even have stolen your gear. A weapon could be a family heirloom, passed down from generation to generation until your character finally took up the mantle and followed in an ancestor’s adventurous footsteps.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
doesn’t open again until 24 hours have passed, at which point its teleport trap is recharged. Characters who fall victim to the teleport traps are transported to dungeon cells closed with iron bars and under 5 feet of brackish water (areas K74 and K75).
K73. Dungeon Hall The following boxed text assumes that the characters arrive by way of the staircase to the east (area K21). Adjust as needed if the characters enter this hall from another direction
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
DC Soft surface such as snow 10 Dirt or grass 15 Bare stone 20 Each day since the creature passed +5 Creature left a trail such as blood -5
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). Your infusion remains in an item indefinitely
, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
was a Castle Ward or even what could be recognized as an ancestor of the City of Splendors, there was a dungeon, and in that dungeon begins the tale of the Yawning Portal. In ages past, the mighty
the tunnels they found, worming out new lairs under the surface for reasons of their own. In time, their excavations grew into the vast labyrinth known today as Undermountain, the largest dungeon in all
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in chapter 7 of the Dungeon Master’s Guide). Your infusion remains in an item indefinitely
, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their original body through this same process, as long as the original body exists and no more than 1 week has passed. This period can be extended if steps are taken to preserve the original body
degrees and driving snow scours the land (detailed in the Dungeon Master’s Guide). Those who reach the Mists find they function as detailed in “The Mists” at the start of this chapter.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
hermit’s life until she finally passed on herself. Dumathoin blessed her and transformed her spirit into an eidolon (see appendix A). Sister Silvergranite remained here, even as the mine collapsed and
the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.
*Found in the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
sponsoring and then leading adventuring expeditions into Undermountain. One of the items they recovered from the dungeon was a tablet of black crystal that allowed contact with entities of the Far Realm
, Xerrion and Margaraste stepped through a gateway into the Far Realm and were never seen again. In their absence, the torch of leadership passed to Xerrion’s niece and nephew, Dezmyr and Zalthar — the twin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Dungeon Characteristics Locations in the Doomvault are identified on map 5.1. The following characteristics are common to all the areas, unless otherwise noted in a specific description. Because of
secures the dungeon. No spell or trait allows anyone to evade the dungeon’s security. For instance, a wizard might use a dimension door spell to teleport from one part of a zone to another, but no spell
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
might find that time has passed differently for the outside world. Use the Feywild Time Warp table in chapter 2 of the Dungeon Master’s Guide to determine how much time has passed. Wild Magic Island
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Little Box of Horrors Halaster has placed some nasty surprises in this corner of the dungeon. 14a. Sloping Tunnel This room is empty. The north tunnel gradually slopes down 20 feet to area 14b
gains the same properties as the tiefling’s heart, allowing it to be passed on in the same way. 14c. Secret Room This 10-foot-square room is empty.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
cellar or dungeon under one of the city’s oldest estates. She uses teleport spells to enter and leave her home, and she’s never seen without her shield guardian close by. A little known fact is that
cooking and eating the children,” Ulkoria recalls. The estate passed through several more hands in the years that followed. Ulkoria hopes the new owners make something good of it. Anytime she passes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon’s death, it can be passed on to others—or claimed. Sometimes (as discussed in “Reproduction” above) a dragon’s death gives rise to an egg, transferring the dragon’s power directly to a new
Dungeon Master’s Guide. You can also use the supernatural gifts in Mythic Odysseys of Theros or the Dark Gifts in Van Richten’s Guide to Ravenloft as benefits (with definite drawbacks, in the case of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
provide “a much needed sanitary service” by ridding the dungeon of pesky monsters. If the characters are just passing through on their way to the lower levels, the headmaster offers to take them to the
candidate who can hold their own against the other students is granted admittance, having passed the headmaster’s “exam” in so doing.
A character admitted to Dweomercore is free to wander the halls and talk to other students, until such time as that character gets into trouble and is expelled or murdered.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Tests of the Frostmaiden Scorecard to keep track of which party members passed the test by putting a checkmark to the right of each of their names in the appropriate column. This scorecard will help
. Each of these party members must succeed on a DC 15 Wisdom saving throw or return to camp with a form of indefinite madness determined by rolling on the Indefinite Madness table in the Dungeon
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Crook of Rao Wondrous item, artifact (requires attunement) Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed
“Artifacts” section of the Dungeon Master’s Guide: Crook of Rao 2 minor beneficial properties 1 major beneficial property 1 minor detrimental property Spells. The crook has 6 charges. While holding it, you
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
screams in fright and knocks his feet together, activating his boots of speed. If a chase ensues, resolve the outcome using the chase rules in chapter 8 of the Dungeon Master’s Guide. Droki has advantage
pick up his trail by searching any area through which the derro passed and succeeding on a DC 15 Wisdom (Survival) check. Roleplaying Droki Droki hates everyone in general and surfacers in particular
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Madness table in the Dungeon Master’s Guide. The ice wall has AC 13, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. If the wall takes 50 points of damage or more, large
the trees are magically delicious. Three dark elves have passed through the dryad’s grove on multiple occasions, coming and going through the southwest and southeast passages (leading to areas H29
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Jahaka Anchorage Three pirate ships use Jahaka Anchorage (map 2.10) as a haven: the Dragonfang, the Emerald Eye, and the Stirge. All three are sailing ships (see chapter 5 of the Dungeon Master’s
with each other and Liara Portyr of Fort Beluarian. Use the deck plans in appendix C of the Dungeon Master’s Guide to represent each pirate ship, as needed. Each ship’s crew is described below
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
home most nights, passed out in their beds after hours of heavy drinking. Nikolai and Karl have none of their mother’s ambition or mean temper. They are aware of her cult, but they don’t know that she
“Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). A creature that triggers the trap and fails the saving throw against the needle’s poison falls unconscious for 1 hour
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Constitution saving throw for each niche or urn they search or contract sewer plague (see chapter 8 of the Dungeon Master’s Guide). Treasure. Amid the rotted remains on each of the six stacked burial
this room. It doesn’t know why, but it was attracted to the tomb after returning from death. It doesn’t know how much time has passed since then, but eventually it encountered the menacing lampad
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
howls of a young man. Three sputtering campfires fill the tent with smoke, and through the haze you see six Vistani passed out in various places on the dead grass. A barely conscious and shirtless
trap (see “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). Treasure. The wagon contains the following items: A wooden chest containing 1,200 ep (each coin stamped
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
and over. By the time they realize this, 2d10 hours have passed, during which they have made no progress in their effort to leave. The effect then ends, and each creature must succeed on a DC 10
sentient magic item until the character leaves the region. Randomly generate the item’s properties as described in the “Sentient Magic Items” section of the Dungeon Master’s Guide. 71–75 A spectral force
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
stretch for miles, and the wind howls mournfully.
Behind you, faint light shines from an identical version of the stone archway you just passed through.
Once the characters enter the portal, they’re
Dungeon Master’s Guide. Any exploration of the plane beyond the portal’s immediate vicinity is beyond the scope of this adventure. Restoring the Tower After the anhkolox is defeated, Veriel continues
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters use the “Rime of the Frostmaiden” to cut a path to the dungeon. Reading the poem creates an opening in the ice wall that’s 100 feet high, 30 feet wide, and 20 feet deep. A tunnel at the back
other creatures passed through this cave recently?” (Yes. The golem is referring to the kobold vampire spawn that lair in the caves to the east.) LOROSS: THE NETHERESE TONGUE
Loross, a language spoken
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to attempt to sway one giant lord. A failed check can’t be retried against the same giant lord until 24 hours have passed. The character gains advantage on the check under the following conditions
coinage. Lying among the chests are 1d4 + 1 magic items. Roll on Magic Item Table H in chapter 7 of the Dungeon Master’s Guide for the first two items and on Table F for any other items. The first
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
containing 20 gp and a pair of polished bloodstones worth 50 gp each. Development If the characters defeat these hobgoblins and then leave this part of the dungeon, the guards are replaced by the
southwest wall of this room and the eastern wall of area E17, so that instructions could be passed back and forth between the smiths and the engineers operating the canal and lock mechanism in area
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wanders into Thelanis might never return — or might leave after a few days to discover that weeks, months, or years have passed back home. Thelanis Manifest Zone Features d4 Feature 1 Fey trees
with a random form of short-term madness (see chapter 8 of the Dungeon Master’s Guide). 3 Residents of a settlement here display bizarre mutations and unsettling behavior. Visitors who stay too long
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
quite surprised but hurriedly explains that “they passed the test” and accepts them into the cult or forwards their offer to the leaders in the temple. The austere shrine offers no treasure, but Qarbo
the characters kill this group of monsters and leave the dungeon without defeating Hellenrae, within 1d3 days she replaces these guards with six duergar. The duergar also arrive if the characters kill






