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Returning 14 results for 'explored read'.
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Mordenkainen Presents: Monsters of the Multiverse
Sea elves fell in love with the wild beauty of the ocean in the earliest days of the multiverse. While other elves traveled from realm to realm, sea elves navigated the currents and explored the
increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
with wilderness regions. To begin, read the following boxed text aloud: Your adventuring party enters the wilderness. Mysteries await you in this untamed land. Where do you want to go?
The
Wilderness Regions table summarizes the regions in the order they appear within this section. If fully explored, each region provides about 60–90 minutes of gameplay. Each region is roughly the same
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
and explored the waters across a hundred worlds. Today, they live in small, hidden communities in the ocean shallows and on the Elemental Plane of Water. Sea Elf Traits Sea elves have the following
any beast that has an innate swimming speed. Languages. You can speak, read, and write Aquan. SAHUAGIN: DANGER FROM THE DEPTHS
The sea elves face as many perils in their watery world as other elves
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
artifact with vast and unpredictable powers (the deck’s origin is explored further in chapter 22).
Tinnel Lovitt
Thanks to the deck’s divine origin and unusual nature, it soon manifested
deck might have a different story. Perhaps the Deck of Many Things already existed when Istus used it to read Asteria’s future, and it has another origin entirely. Perhaps it was the creation of a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
genre in all its myriad forms is explored—from moody gothic horror and ghost stories to visceral body horror and mind-bending cosmic horror. Chapter 2 explores how to choose the horror themes that are right for your game, but read on at your discretion.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Citadel’s Destruction If the characters destroy the brazier in area S23, read the following text: With a cacophony of whispered sighs, the violet flames vanish. You feel the flying island beneath
, swallowing the draconians in darkness. Karavarix’s Revenge Before the characters escape, they’re confronted by Karavarix, the first and most powerful of the death dragons. Read or paraphrase the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the dead ends listed below (area B2) and must make the check again when they move on. Once all four dead ends have been explored, the group automatically locates Red Ruth’s lair. B2. Dead Ends If
of it are destroyed. The staff at the center of the maze is a decoy and crumbles to ashes in the hands of whoever claims it. B3. Red Ruth’s Lair When the characters arrive at this location, read or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the key to the next stage of existence. Mercykillers. Cold, relentless justice is absolute, and no one is above it. Mind’s Eye. The multiverse exists to be explored. It shapes us, and we shape it in
the Trinkets table in the Player’s Handbook, for your starting trinket. Planar Philosopher Trinkets d6 Trinket 1 Locket with a picture of my mentor and an inscription I can’t read 2 Bleached
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contained. 6 You were affected by teleportation magic. 7 You turned invisible for a time. 8 You identified an illusion for what it was. 9 You saw a creature being conjured by magic. 10 Your fortune was read
that it was an omen of some sort. 41–50 You escaped certain death and believe it was the intervention of a god that saved you. 51–60 You witnessed a minor miracle. 61–70 You explored an empty house
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the layout of the lighthouse secret basement and the super-secret basement beyond.
Map 3.2: Lighthouse Basement View Player Version Arrival When the characters teleport into Hoobur’s lab, read or
explored at a later date. Alternatively, if the players and characters seem keen on making Hoobur a lifetime ally, you can have the archmage offer them a first job for friendship’s sake — exploring the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chasm floor. Most are dwarves and orcs in badly rusted armor. B2. North Chasm This cavernous area is 100 feet high from floor to ceiling. If the characters enter from the east (via area B1), read the
characters approach this room from the east, read the following text: You come to a tunnel that runs north and south. Both ends of the tunnel have collapsed, but the west wall has a set of double doors with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
oils worth 500 gp. W4: Corridor This corridor is empty. Heavy iron double doors bookend the western and eastern access points.
Additionally, if the characters haven’t yet explored area W3, read the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
or temporarily stopping them as described above puts this area’s haunt to rest. Words carved above the doorway leading to area P12 read “the valiant dead” in Dwarvish. Sliding Wall. The wall between
fanatics in chapter 8. Development. Once the characters have explored Talhundereth and the Crypt of the Talhund, they should head to Gibbet Crossing if they haven’t done so already.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
explored the multiverse. Fungi from the Feywild and crystals harvested from the deepest reaches of the Astral Plane fuel the cave’s glow and anchor the planar magic that lingers here. Planar Displacement
eyes, which are worth 250 gp each. G19: Vestibules Six nearly identical areas lead from the tunnels into Iggwilv’s inner sanctum (area G21). When the characters approach one of the outer doors, read