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Returning 16 results for 'enter risks'.
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Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
be found, Curst is a place where anyone is welcome to enter—but leaving is another story. Completing an entry on Curst for the Mosaic Mimir is easy; no one stands in the characters’ way. Once the
characters are inside the gate-town’s walls, though, they’re not allowed to leave. A secret path to freedom exists, but the characters must be willing to pay the price and take the risks of accessing it
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
memories. Those who hail from the realm of Lorwyn-Shadowmoor traverse it only at their own peril, risking the collapse of their own selves when they enter the opposing land. Great adventure can still
fairies, learn alchemy from goblin-like boggarts, or explore enlightenment with genasi-like flamekin. The risks to adventurers are real, but any foray into this realm could lead to the discovery of spectacular treasure not found elsewhere. The options for adventure here are limitless.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
trespassers risk being confronted by an invisible patrol of four duergar. The party’s fellow escapees know that trying to enter through the main entrances is a sure way to get enslaved, unless one of
trade in the Underdark, but posing as Zhentarim has its own risks, as such claims are bound to be questioned. A character who is actually a member of the Zhentarim can buy the adventurers a couple of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Typically, a creature’s attitude can’t shift more than one step during a single interaction, whether temporarily or permanently. Determining Characteristics. The adventurers don’t necessarily enter into a
Reaction DC Friendly Creature’s Reaction 0 The creature does as asked without taking risks or making sacrifices. 10 The creature accepts a minor risk or sacrifice to do as asked. 20 The creature
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can use to return to his home if his need is great. (He uses it only as a last resort, however, given the risks involved in teleporting in the Underdark; see “Faerzress” in chapter 2.) Vizeran doesn’t
.
Guards and Wards.The interior of the tower is under the effect of a permanent guards and wards spell to thwart intruders. Vizeran suspends the spell’s effects for his guests, allowing them to enter
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have done. Goliaths love to win, but they see defeat as an incentive to improve their skills. Above all else, every goliath is driven to outdo their past performance, taking greater and greater risks. As
enter adulthood in their late teens and usually live less than a century. Size. Goliaths stand between 7 and 8 feet tall and weigh between 280 and 340 pounds. Your size is Medium. Speed. Your base
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. If a creature fails this check by 5 or more, it gets stuck, is restrained, and risks drowning. A creature can free itself or a creature within reach by using an action to shift the rubble and
characters enter the room, green flames blaze in the skull’s eyes, and beneath it, the incorporeal bones of a phantom brass dragon appear. The skull glares at the party and says the following in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. The air seems to hum with pent-up power.
Soon after the characters enter this area, an entity called Everlast makes its presence known. Everlast is a living spell bound to the spire. It can
area Y19j. Modify this text if the characters enter from the south: You ascend into an oval hall glittering with frost. Carvings decorate the walls, and long icicles hang from the ceiling. A ten-foot
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
at its starting point. Groups that enter the maze together make this check as a group check. A creature can create a more direct route by pushing through the walls, but it risks running afoul of the
characters near the riverbank. Characters who survey the river or enter its waters and succeed on a DC 14 Wisdom (Perception) check spot the dragon, who keeps her distance. If a character reacts
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
claim the final orrery component from her. Map 5.2 shows the layout of Lottie’s Palace.
Map 5.2: Lottie's Palace 1. Gambling Den As you pass through the doors, you enter a world of opulence. Glass
thought to enter my palace and rob me, did you? Let’s make it interesting, then. See if you can convince me to spare you before my clockwork pet destroys you all!” The lich laughs as the clockwork
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
raid on the surface, the matron of a rival house being struck down by an inexplicable illness, or an heiress to the house being born under propitious omens. DROW TRANCE: ENTERING THE VOID
Drow enter
Lurks, because uttering its real name risks attracting its attention. Its actual form, if it even has one, is unknown; it’s most often represented as an ooze-like creature with many tentacles or a purple
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
knocker shaped like a sheep’s head. The door’s stone frame is decorated with carvings of flowers and small birds. Engraved above the door are the words “Enter in Peace” in Common.
Close inspection of the
. Devi carries a Sending Stone, which she uses to communicate with her good friend Mirel Astafar. Devi is cautious, patient, and brave but doesn’t take unnecessary risks. Treef Lameer. Treef is a fifteen
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
if the giants accept the offered tribute as permission to enter their territory, they might demand a higher price to pass through it. Usually this “gift” is a service of some kind — a task the giants
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the city’s more desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the
enter the baths bearing nothing but the thin robes she provides, leaving all weapons and other possessions with her. Merilyn’s reputation, and that of her highly capable attendants, is formidable enough
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the bank’s walls
private meeting place. Its longtime proprietor, a neutral female moon elf spy named Merilyn Allaryr, ensures that clients enter the baths bearing nothing but the thin robes she provides, leaving all
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to the north, Ruin to the east, Gem to the south, and Flames to the west. In the center of the room’s floor, a card depicting the Key glows brightly.
Characters who enter the House of Cards appear
can contact the star and ask it questions as if using the Contact Other Plane spell, including all the risks associated with that spell. A character who examines the starlight glow and succeeds on a