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Returning 29 results for 'facing story'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Key Plot Points The following information is key to this adventureâs story: Mountain Wildfires. A red dragon is igniting wildfires near a small town called Arborean Springs. The adventurers need to
stop the wildfires, but must decide whether to slay the dragon or return it to slumber using a potent sleeping concoction. Forbidden Vale. The group journeys to the Forbidden Vale, facing wildfires and
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
adventure matter in the next. Plotting and running that kind of campaign can be demanding on the DM, but the payoff is a great and memorable story. An episodic campaign, in contrast, is like a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against a terrible foe that dwells in the deepest muck of the swamps. Queen Othokent details the threat, telling the characters a story about a creature the lizardfolk call Thousand Teeth the
dangerous. Their complacency was shattered when the giant crocodile attacked and devoured three members of a lizardfolk patrol that had paused near its lair. The difficulty facing the lizardfolk is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 4 29. High Lawn The roof of the main keep has a lush green lawn surrounding a squat stone building (area 30). The soil beneath the grass is 2 feet deep. A three-story tower with a
use to make ranged attacks. Perched on the battlements are six aarakocra simulacra (see the âAarakocra Simulacraâ section earlier in this chapter), half of them facing outward and half facing inward
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daernâs instant fortress (see chapter 7, âTreasure,â of the
Dungeon Masterâs Guide). Made entirely of adamantine, the two-story tower has remained sealed since its last owner retreated inside and locked the door behind her â but not before a pair of shadow
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
with the story behind the race or subrace you wish to create. Having a firm idea of a raceâs story in your campaign will help you make decisions during the creation process. Ask yourself several
subraces in the Playerâs Handbook include an ability score increase, a weapon training feature, and two or three additional traits. Given the story of the eladrin and their magical nature, an increase to an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being a starting point for incredible adventures. Historically, Saltmarsh and the dangers facing its people provided a widening sphere of adventure, with increasingly dire threats drawing heroes to
that story might unfold in the region around Saltmarsh, providing a shared setting for them all. Although these seven adventures werenât designed to create a single overarching narrative, the tools
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each scene, a different breed of devil assails them.
The murals on the walls tell the story of Châgakare (pronounced chuh-GAH-kah-ree), a Chultan warrior who stole his kingâs prized steed: a mastodon
mastodon statue is facing the entrance. The statueâs lifelike qualities owe to the fact that this is Ghom, whose body was preserved in magical iron and covered with a thin layer of hammered gold, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is lying broadside to the coastline, the starboard side facing landward. If the characters approach it from this side, they are automatically seen when within 20 feet, even if they approach silently
made a mistake with the signaling, or something of a similar nature. If the story is reasonably convincing, allow the characters to make a DC 14 Charisma (Deception) check. If the check is successful
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
chamber appears to be a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. This alcove is set in a recessed, shallow, tiled well, one foot deep and ten feet
brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the creation story, and crafting.
A cave-in completely blocks the west end of the chamber. At short intervals, small
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
a banner depicting the townâs heraldry: a stone watchtower on a dark blue field, with a horizontal red fish facing to the right under the tower.
The servant is a fourteen-year-old tiefling
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
during a long rest, one of them experiences a waking vision that plays out like an ambient haunt. These nightmares gradually reveal details from the âStory Overview.â Relate these specifics to the
(area 25)
2 In the tub of the master bath (area 17), facing a mirror smeared with blood that repeats the words âBloody Maraâ three times
3 Inside an empty cask in the wine cellar (area 27
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
standing disc, which lies at the end of Modron Wayâa wide, spireward-facing road paved with shimmering metal plates. Constructed around the opposite side of the gate is Concord Terminus, an interplanar
her workers. The café has a high staff turnover. Hall of Order The Hall of Order is a three-story government building that features three twisting pillars of intricately arranged gears. Inside the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
streaks the floorboards.
In the center of the room, four enchanted farmers stand facing each other, their crimson eyes unblinking. Each holds a sharp knife or farming implement. They donât react
they overheard in Promise. This part of the song tells the story of a young man named Culley. Rather than its usual content, where the boy dies by drowning, the song has been sloppily rewritten to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. That lap now holds a two-story tavern also built from the rubble, called Gralkynâs Tankard. The unconscious pose of the statue and the tavern in its lap made the name of the Great Drunkard a natural
doffed its shield, setting it point down on the ground and upright by its side. It then ceased motion in this position, facing southwest toward the harbor, and looking for all the world like a castle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enclosed by a 20-foot-tall wall of mortared granite with wooden gates to the north and south along the road. A large two-story inn, also called the Way Inn, dominates the village and has long been a
of the Long Road facing the Stone Trail. The innâs proprietor is the affable Herivin Dardragon (CG male strongheart halfling commoner), a curly-haired collector and reseller of paintings and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
side of the hammer that was facing the wall is the following inscription in Dwarvish runes: âLet hearts be lifted and battles won.â The hammer must be removed from its indentation for the inscription
of their story. Fooling the dragon requires each character within his line of sight to succeed on a Charisma (Deception) check contested by the dragonâs Wisdom (Insight) check. If even one character
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies. IGNATIUS BUDI Assassin
requires that action. Level 3: Second-Story Work Youâve trained to get into especially hard-to-reach places, granting you these benefits. Climber. You gain a Climb Speed equal to your Speed. Jumper. You
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Locations K1. Front Gate The keepâs main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
warrior appears at the second-story arrow slit directly over the gate. You canât see much of him, but he wears a leather jerkin and has a black beard. âWho are you? What do you want?â
The person at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Eliander uses this cell to conduct meetings that require the utmost secrecy. The jail is used to hold prisoners with sentences of up to a year, but those facing longer terms or sentenced to hard labor are
being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
two became separated during a carrion crawler attack in the cavern just beyond this one. Caerhan must have escaped deeper into the tunnels, but Gorkoh wasnât willing to risk facing the monster to
a DC 10 Wisdom (Perception) check to notice ripples on the cesspool before the tentacle emerges. If the characters know the roomâs story or sensed the magic here, they have advantage on the check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enough to pass for a Ten-Towner. Any character who doubts Pekoeâs story can make a Wisdom (Insight) check; if the characterâs check result is higher than the doppelgangerâs Charisma (Deception) check
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
name from a 100-foot-tall stone carved in the likeness of a perching raven, sitting in the center of the highest plateau of the mound and facing west. The Black Ravens leave carcasses by the stone
, Red Larch offers many fine amenities, including the Allfaiths Shrine, a place of worship that caters to multiple faiths; the Swinging Sword, a respectable three-story stone inn with a high-pitched
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
visitorsâ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
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->Lost Laboratory of Kwalish
.
Ooze Barrier. The gleaming barrier marks the upper edge of the ooze. Above the creature, the flora of the mountains grows in abundance. But from about the third-story level down to the streets, the
the cult of the medusa. The top level of the cityâs tallest standing tower is ringed and covered by a dome of glass statues â all facing inward, and pressed so tightly together as to leave no space
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their story. Fortunately, Dagdra is open to reconsidering her life choices and allegiances â and is having a really bad day. If the characters agree to help her complete her tasks, she reveals the
characters can ignore the plight of the crew and work their way toward the docks and to the portal. This requires moving past three zombies and one ogre zombie, which are facing off against a lone pirate named
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
room, an elderly dwarf in gray robes, with spectacles resting on the tip of his bulbous nose, sits perfectly still behind a writing desk facing the door. The dwarfâs quill is dipped halfway into an
also every other creature in the palace that is frozen in time. When Zybilna is freed from temporal stasis, skip ahead to âEnding the Storyâ at the end of the chapter. Freeing Mercion. Any member of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
its foot. A lizardfolk warrior in scale armor sits on the bed, facing the door, as he sharpens his sword with a whetstone.
The officer (lizardfolk scaleshield; see appendix C) leaps up, ready to
wooden benches running along each side. At the south end of the tables is a large wooden chair; four slightly smaller chairs flank it, two on each side facing the table. Placed on the tables are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
interstellar racetrack. Mages and Minotaurs. In this complex, story-based game, up to four players control mages battling an onslaught of bovine warriors in an endless maze. The game is impossible to
a military uniform sits behind an oblong desk in this respectable office. A strange metal box with a glowing glass screen and dials is affixed to the desk, facing the skeleton. It buzzes softly. At






