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Returning 22 results for 'facing spend'.
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Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Cloister Quests As the characters explore Dragon’s Rest, the residents talk with them about the problems the cloister is facing. These conversations are opportunities for you to introduce the players
their destiny on Stormwreck Isle. Ideally, the characters will spend time at Dragon’s Rest and then explore both Seagrow Caves (described in chapter 2) and the wreck of Compass Rose (chapter 3). They can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
players that they spend three uneventful days on the road before reaching the next point of interest.
Using a Map A map can help you or your players visualize a location or region that the characters are
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->D&D Beyond Basic Rules
. Draconic Sorcery Breathe the Magic of Dragons Your innate magic comes from the gift of a dragon. Perhaps an ancient dragon facing death bequeathed some of its magical power to you or your ancestor. You
). For the duration, you have a Fly Speed of 60 feet. Once you use this feature, you can’t use it again until you finish a Long Rest unless you spend 3 Sorcery Points (no action required) to restore
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for eight hours, ending just before dawn. When the characters enter the carnival, place a d8 at the start of the track in the upper left corner of the poster map with the “1” facing up. Move the die
(and their characters) seem to be having fun, you can slow down the passage of time to give them time to enjoy the carnival’s attractions. If the game starts to lag or if the characters spend a lot
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that need to sharpen their combat skills or improve their endurance before reporting to Avernus for duty in the Blood War spend time in Stygia. The cruelly cold environment, combined with the constant
Plane has led to speculation that Stygia was not always a layer of the Hells, but was previously a world on the Material Plane. Its inhabitants, facing annihilation, are said to have pledged their
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
laboratory, all seemingly engaged in active experimentation. Facing the doorway is a wooden desk, its legs resembling four small dryads whose outstretched hands are clasped together to support a desktop
(see appendix C), a box of ten paper birds (appendix C), and a strongbox containing three exceptional rubies worth 500 gp each. Manipulating Time Having a mechanical guide spend 1 charge in this area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a secret way into Netherskull’s lair (see area 39b). Kavil isn’t aware of the secret door that leads to area 30b. Characters who spend at least 10 minutes poring over Kavil’s journal can piece
. The surface of the cube facing the secret door bears Halaster’s fleshy, grimacing visage. Disturbing the cube causes it to sprout spindly arms, legs, and wings. It then fights until destroyed. It has
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
more iron and silver scrap. A console on the catwalk controls both containers. A creature adjacent to the console can spend an action to throw a lever and tip either of the containers. If a container is
business records, and mundane tools. If Itzmin reaches the warehouse, he ascends to the catwalk and hides in one of the offices, emerging and trying to escape only after he hears combat. Facing Serapio
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, feasting on the goristro’s corpse. If the characters want to continue forward, the gnolls and hyenas need to be dealt with. Alternatively, if the characters are indecisive or spend too long debating the
for the fight they know is coming, and to think about tactics other than facing Yeenoghu in straight-up combat. For example, becoming the demon lord’s quarry might work to their advantage later in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Charmed or Frightened condition. Level 14: Revelation in Flesh You can unleash the aberrant truth hidden within yourself. As a Bonus Action, you can spend 1 Sorcery Point or more to magically alter
your body for 10 minutes. For each Sorcery Point you spend, you gain one of the following benefits of your choice, the effects of which last until the alteration ends. Aquatic Adaptation. You gain a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, and were driven to seek out the cult in the Styes. Being near the temple soothes their psychic torment, so they spend most of their time hidden in a secret, submerged grotto beneath areas T4 and T5
and benches are arranged in a semicircle facing a smaller antechamber to the west. A large, fish-like shape hangs in the air at the far end of the alcove.
When the cultists gather to worship
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
entrance of the fortress: a ten-foot-high double door of featureless stone. An arrow slit facing in your direction guards the approach.
The entrance doors are barred shut from within and can’t be
Undercommon. The nine duergar guards in area X3 spend 1 round rallying before pouring out of the barracks to confront the foes. X3. Upper Barracks A low stone table flanked by stone benches dominates this
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
reavers linger here. They spend most of their time gambling, dozing in their bunks, tending to their gear, practicing in the yard just outside, or starting pointless quarrels with each other. At night
fight. They attack anyone they don’t recognize, not caring if they injure or kill new recruits. K15. Chapel The keep’s chapel contains plain wooden pews facing a large altar at the west end of the room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the cells contain the frozen bodies of prisoners who died when Ythryn crashed or who perished from starvation not long afterward. Infirmary. If the characters spend at least 30 minutes searching the
of interest: Eight stained glass windows overlook a ruined auditorium. Benches glistening with frost are arrayed in broken rows, facing a raised lectern. A bejeweled goblet rests on the lectern. Steam
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
thieves’ tools can spend 1 minute trying to disable the lock, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic also opens a chest. Here are the chests’ descriptions: Chest 1
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
60-foot-diameter hut with a beaded curtain entrance in the northeast wall, facing an outdoor campfire. The interior of the hut is one large chamber dominated by a shallow, 10-foot-diameter, circular
-Kaya and his two wives, Imberu and Nahala (two yakfolk priests). These three spend their day arguing, eating, and smoking pipes. Their outward friendliness masks their cruelty. Kartha-Kaya is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
villagers are accustomed to facing threats from the Evermoors, but nothing as formidable as fire giants. Three weeks ago, a quartet of fire giants strode through the village, climbed over the ridge
Zhentarim founded Newport. They are long dead, and over the years the settlement has become less of a Black Network stronghold and more of a way station open to anyone in need of a safe place to spend the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canyon beyond the monastery walls. Two doors lead from this room to the north, and one to the south.
The cultists spend little time in this common room. They spend most of their waking hours
east and west ends, and several narrow windows pierce the south wall. Gargoyle statues guard the door, each facing the court with a ferocious leer.
The two statues nearest the temple door are actually
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stands 15 feet tall. Marlos Urnrayle intends to repair it, but he has not yet found anyone sufficiently skilled to do the work. Arrow Slits. The arrow slits facing this area from the guard posts at areas
within 15 feet of the pillars, but they can move freely otherwise. The bulettes spend most of their time dozing, but they are light sleepers. A bulette can break it chain with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) is designed to serve as an escape route. At the far end of the passageway is a lowered portcullis that bars access to the sinkhole. Facing the pool and the doors are three enormous thrones. The
learned how to become attuned to the magic of this cave and harness its innate magical properties. Becoming attuned to the cave requires a creature to spend a short rest meditating inside the cave. While
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
of Daoine Gloine, the ooze-folk are on guard. For every 10 minutes the characters spend exploring, or if any significant violence disturbs the gelatinous ooze, 1d4 armatures activate within 30 feet of
the cult of the medusa. The top level of the city’s tallest standing tower is ringed and covered by a dome of glass statues — all facing inward, and pressed so tightly together as to leave no space
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time.
d20 Encounter
1 1d6
spend more than 3 rounds in the chamber conversing in normal tones, or otherwise making noise, draw the attention of the inhabitants of area 30, who hide to ready an ambush. Trapped Fountain. The dry






