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Returning 34 results for 'explore revealing'.
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Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Adventure Summary The characters begin their adventure by activating the portal to Wisteria Vale, after which they can explore the village and talk to the inhabitants. The locals reveal that Quill
concerns about his guest, Quill is planning a party for that evening and has invited everybody in town to meet the beholder. As the characters explore the manor, they must avoid the gaze of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
in area 29b, they decided not to explore these rooms further. 29a. Gallery Broken statuary litters this dust-choked gallery. Examination of the stone fragments accompanied by a successful Wisdom
straightens the picture or otherwise tampers with it, the image of Halaster magically turns, revealing a withered skull face wearing a grin so horrifying that any creature looking at it must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Featured Domains The following sections explore some of the most notorious Domains of Dread. Each of these realms is a setting unto itself and might host adventures of your design. These featured
. Darklord. A description of the domain’s Darklord appears here, along with details revealing the roots of their evil. Adventures. This section describes the kinds of adventures that naturally fit within
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
location that has interior spaces to explore (such as a castle, tower, mansion, or subterranean complex). A dungeon map shows passages, chambers, doors, and other important features of a location
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->Van Richten’s Guide to Ravenloft
Arriving at the House When the characters seek the source of the light, read or paraphrase the following description: Gradually the haze and brush give way, revealing a bald hilltop. There stands a
help them explore the house and document strange phenomena. If the party accepts the investigators’ offer, they acquire reliable allies. One of the investigators offers to join the party in their
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have been updated for the current edition of the game, revealing deadly shores for brave crews to explore anew. Along with these adventures returns one of D&D’s most famous seaside settings: the port
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
-shaped passageway that narrows as it draws closer to the main vault, where the Cult of the Dragon stores its treasure. If the characters explore the tunnels, read or paraphrase the following: The walls
of blue ice are partly transparent, revealing various things embedded in the ice all around, including coins, helmets, livestock, a handful of kobolds, and an ogre or two. Frost coats the tunnel floors
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
-shaped passageway that narrows as it draws closer to the main vault, where the Cult of the Dragon stores its treasure. If the characters explore the tunnels, read or paraphrase the following: The walls
of blue ice are partly transparent, revealing various things embedded in the ice all around, including coins, helmets, livestock, a handful of kobolds, and an ogre or two. Frost coats the tunnel floors
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
following questions: “Where am I? How did I get here?” “Why can’t I see anything?” “Are you friends of my father? Is he looking for me?” To safely explore this area, the characters must calm Nepartak
without revealing her true predicament. Lying to her requires a successful DC 12 Charisma (Deception) check. If the characters reveal that she’s nothing more than a disembodied skull, if they fail three
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
explore territory downtime activity can yield up all kinds of new opportunities and connections. Interesting NPCs might be revealed on a walkabout in the woods around Phandalin, or the characters might
can also spend downtime investigating the Orrery of the Wanderer and the timepiece of travel, using either the scrutineering or research activities. In addition to revealing more details of the orrery
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
false entrances laden with traps. The archaeologists haven’t been able to explore much more, but they think they’ve identified how to delve farther into the complex. Stolen Treasures. Long ago, an
and in Acererak’s entry in appendix B. Marian doesn’t realize exactly how dangerous the complex here is. Magic Items. Marian has a Lantern of Revealing sitting near her and a Gem of Seeing strapped to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters are working on locating the ritual site, they might use the explore territory franchise activity to interact with local customers and allies to strengthen the franchise. A group of
to be resolved, with those complications revealing useful information concerning the Six’s plots, the ritual site’s possible location, and the defenses around the site.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
they think the campaign is going, what they’d like to experience more of, and what elements they’d like to explore further. After a session concludes and between sessions are great times to ask
might appear in the campaign. Should these background characters become important to the campaign, work with the player to develop them in detail. Revealing a character’s lost sibling or childhood
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creature’s savage caw. At the same time, as the ancient deep crow swoops around or a character’s fireball spell catches the edge of the nest, more parchments might dislodge, revealing underlined passages
Having a character able to speak Deep Crow with the use of a tongues spell or similar magic makes dealing with Raah a lot easier. But if not, don’t be afraid to explore the comedic value of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
toward a common goal. They move together through the dungeon and cooperate to overcome its challenges. When the characters enter the room, they explore different parts of the room. When Auro finds a
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Ghost Stories Ivan Shavrin Ghost stories number among the more psychologically elaborate genres of horror. Only by revealing tales of tragedy and past wrongs can heroes bring peace to forces that
it—might seem straightforward, ghost story plots can explore philosophical issues like the burden of ancestry and the nature of the soul. Choose from or roll on the Ghost Story Plots table to inspire
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warped Test Market until its identity is discovered. Once caught, the Keymaster can be forced to open the inn’s basement door — revealing the dimensional caverns leading to the ritual site. Advancing to
remain open, so the characters can explore the rooms beyond when they return from whatever stage is triggered by opening the door. Any treasure or other objects claimed in a stage stay with the characters
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
nearby. 8 As characters explore a steading belonging to one kind of giant (you can roll a d6 on this table to decide why the characters are there), they discover an honored guest of a more powerful giant
known, but you can still build adventures that lead characters to explore the realms of past giants. An expedition into giants’ ruins might involve a confrontation with giants, or it might mean facing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
abandoning their mission. He tries to achieve this by playing up the dangers of the place and causing accidents as they explore. The closer the characters get to discovering the truth about the smugglers
six stirges nests in the rafters of the attic. They descend on the party at an opportune moment, revealing themselves after the characters enter the attic. Treasure. A character who sifts through the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
formerly used the large chamber beyond as a storeroom. The door gives way grudgingly, revealing a low chamber of dressed stone. This chamber is filled with what appears to be rotten food—barrels of
serpentines worth 60 gp apiece.
34. Prison If the characters get past the roper in area 33, they can explore an area that was used as a prison in Durgeddin’s day. A sturdy door of iron plate stands open
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
charged disk that powers the creature, as well as a platinum rod. The disks are of use to the characters as they explore the super-secret basement, and the rods can be claimed as treasure, as noted
, the door automatically opens into this area, revealing area 3 and activating the mechanical creatures in that area. 3. Recharging Station A buzzing sound and a deep hum rises suddenly as the door
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
information about the Witchlight Carnival, Madryck says that he hasn’t visited the carnival in sixty-four years and admits that a lot can change in that time. He advises the characters to explore the carnival
characters arrive shortly before twilight. When they arrive, lay out the poster map of the carnival for the players to see. After revealing the map, read the following boxed text to any players whose
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them to the smoking room (area C12) to meet with Lord Cassalanter. He allows them to explore the house while they wait but follows them doggedly. Founders’ Day. The hall is filled with chatty guests
Moonsea region. Secret Door. The Cassalanter family portrait hides a secret door. Tilting the painting causes the door to swing outward on hidden hinges, revealing the pantry (area C11) beyond. A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
remains. Ilren welcomes the characters to explore the Lambent Zenith’s wreck and make themselves at home, but a character who succeeds on a DC 17 Wisdom (Insight) check intuits that Ilren’s jolly
Havock. However, she’s seen a serpentine monster emerge from Havock’s heart. If the characters have no way to see the invisible ward runes, Inda lends the party a Lantern of Revealing. Treasure. Inda
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
15 Wisdom (Perception) check. To open it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings inward, revealing a curved hallway (area X8) beyond. X3
statues dot the hall. The first time the characters explore the hall, a deep gnome in clownish garb is dancing and cartwheeling up and down the hall, between the statues. Gnome Clown. The garishly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
). 2. Trials The earthquake sealed many of the passages that once made up this underground maze. As the characters explore, they pass through worked tunnels, natural caverns, and functional sewers at
Intelligence (Investigation) check to recognize subtle details in the stonework revealing the trap’s area. When any creature touches the double doors, including to pick the lock, each creature standing in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
water flows from nozzles in the ceiling pipes. In the center of the room is a deep stone basin that’s set into the floor and filled to the brim. The surface ripples, revealing several watery creatures
beyond it. If the characters are determined to explore the other Waterclock Guild chambers, you can invent water-themed or clockwork-based denizens and traps for them to encounter. Treasure. The clock
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
8). Treasure. If the characters explore this crypt after summoning the ghost of Pidlwick in area K36, they find a small, flat wooden box on the marble slab next to Pidlwick’s bones. The box contains a
crowbar or similar tool, revealing nothing but dust within. The stuffed owlbear is a late addition to the crypt’s decor—a gift given to Strahd that wound up here. It looks almost alive but is harmless
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
behind. Treasure. Tharden wears a cloak of protection, which the Spider overlooked in his haste to explore the rest of Wave Echo Cave. W2: Mine Tunnels Hex Sharpe Ochre jellies are always vicious, but
(1d6) bludgeoning damage and lands with the prone condition. W10: Dark Pool A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the lantern, revealing ruined shops around the plaza, their inner chambers extending into the rock.
Two Howling Hatred initiates, one hurricane, one skyweaver, and two kenku are stationed here
air cult has turned it into a den of vice and depravity. If this is the first of the elemental temples the characters explore, the air prophet Aerisi Kalinoth sits upon the high throne overseeing her
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beings, the pixies and sprites are perfectly amiable, revealing themselves and welcoming such characters to their home. If the characters inquire about the garden or any of its residents, the Fey huddle up
characters to explore the cave unhindered. The toads attack if their eggs are threatened. Treasure. Wedged into the crack where the stream begins is a +1 Shield emblazoned with the image of a brightly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
south through the Hall of War and east past dwarven residences. Ironbeard exits his quarters to join them, revealing the location of that area if the characters haven’t sussed it out already. The
characters to explore their NPCs’ personalities and backstories as things get heated. By focusing on the humor of potential conflicts, you can avoid having the guards rush in as a first response. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room’s contents. Unnumbered Rooms d12 Description 1–2
aboard the ship, it attributes the destruction to malfunctioning androids and the vegepygmies that have since overtaken the ship. After revealing its plight, Aphelion asks the characters to help it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
them that Zybilna keeps her most prized books in a smaller upstairs library and urges them to explore it instead. He even takes the time to write down a list of eight book titles found there that might
conversation, Warduke remains silent, eyeing the party mirthlessly. Zargash, if present, does as little as possible to help Kelek without revealing his treasonous heart. He wants to replace Kelek as leader