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                        Returning 35 results for 'gaining conversely locations'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , and each one starts its training by gaining mastery over an umber hulk.
Neogi
A neogi looks like an outsize spider with an eel’s neck and head. It can poison the body and the mind of its
                                                
                                            
                                                
                                                     targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left
                                                
                                            
                                        
                                                    Kobold
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    ; animosity, gnomes tend to avoid or abandon settlements that have a severe infestation of kobolds, and conversely kobolds are usually driven out of communities that have a large gnome population
                                                
                                            
                                                
                                                     rock outcroppings, creating warrens above the water line.
Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     ready for the party to level up. Conversely, you can hasten level advancement by awarding ad hoc XP for making discoveries, completing goals, roleplaying well, and surviving or avoiding deadly traps
                                                
                                            
                                                
                                                     fun distractions, alluring locations, and opportunities for characters to explore. Consequently, it can be hard to gauge what level the characters will be when they arrive at adventure locations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Gaining Access By the time they have visited the locations detailed in the previous chapters, the characters should have knowledge of a route to the surface world and a map or guide to help them
                                                
                                            
                                                
                                                     hints and opportunities carefully, the characters’ path through the Underdark should feel like a smoothly escalating series of discoveries, no matter what order they chose to explore the locations and deal with the challenges of the previous chapters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    Plundering a Hoard Because dragons’ power is linked to treasure, it’s possible to weaken a dragon by plundering the dragon’s lair. By gaining access to a hoard and making off with a significant
                                                
                                            
                                                
                                                     strip an adult or ancient dragon of legendary status by plundering the dragon’s entire hoard across all its locations. For this to work, the dragon would have to be magically bound or otherwise
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     practice that can drain life from the world. Much of Athas’s magic lies in the hands of evildoers. Conversely, in the world of Eberron, magic is as commonplace as any other commodity. Mercantile houses sell
                                                
                                            
                                                
                                                     items, magical locations, and creatures that have supernatural powers? At what power level do these things go from everyday to exotic? How do authorities regulate and use magic? How do normal folks use
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     recruiting kenku in the Dock Ward. Find him and quietly put him to the sword.” Whichever character leads the search must succeed on three DC 14 Intelligence (Investigation) checks before gaining three
                                                
                                            
                                                
                                                     rift between the Zhentarim and Esloon’s gang by sowing rumors of betrayal. They must spend 25 gp in bribes and succeed on a DC 16 Charisma (Deception or Persuasion) check. Conversely, they can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    Seeking the Ritual Site In the course of locating the ritual site (see “Franchise Downtime” in episode 5), the characters might travel to any number of locations, either to confirm that those
                                                
                                            
                                                
                                                     locations are not the ritual site or to gain additional information or magic useful in the search for the real site. If you want to set up a prolonged search for the site, any of the following iconic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     interaction with each organization over the course of the campaign. Gaining Renown A character earns renown by completing missions or quests that serve an organization’s interests or involve the
                                                
                                            
                                                
                                                     punish evildoers, you might increase each character’s renown within the order by 1. Conversely, if killing the dragon was a mission given to the adventurers by a senior member of the order, completing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     complex north of the village. The chapter concludes with the characters rescuing the villagers and gaining a quest that leads them to one of three locations: Bryn Shander, Goldenfields, or Triboar
                                                
                                            
                                                
                                                     three locations described in chapter 2. Appendix A suggests ways in which you can transition characters from the D&D Starter Set adventure or one of several other D&D adventures to chapter 2 of Storm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     realms of Thay and Halruaa) use the currencies of other realms when trading abroad because their own coins and tokens are feared to be magically cursed, and so are shunned by others. Conversely, the
                                                
                                            
                                                
                                                     coins stamped with leering demonic faces and called torments, that currency expresses a distinct flavor. Creating new coins connected to specific locations, like the toals of Waterdeep or the eclipsed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     innovation is taken from one domain to another, the suspicion of the new domain’s inhabitants prevents it from gaining acceptance. Such is the subtle control of the Dark Powers, ensuring their
                                                
                                            
                                                
                                                    . Religion In many domains, locals maintain chilly relationships with aloof deities, knowing “the gods” only through hollow rituals and clergy with scant supernatural powers. Conversely, some people
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     they’ve defeated. See area I2 for how such an attempt might unfold. Camp Carrionclay Locations The following locations are keyed to map 5.7.  Map 5.7: camp carrionclay View Player Version I1: Wooden
                                                
                                            
                                                
                                                     a sivak draconian and two baaz draconians (see appendix B for both stat blocks). Gaining Access. If the characters disguise themselves as Dragon Army soldiers, they can attempt to deceive the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Court of Orestes Locations The area around the Court of Orestes and its interior locations are identified on map 4.16. Map 4.16: Court of Orestes View Player Version 1. Khystonos Riverbank When the
                                                
                                            
                                                
                                                     attractive lampads (see chapter 6) named Antiophes and Callisos recently happened upon Orestes’s tomb, gaining access through the collapsed eastern wall. They discovered the magical sarcophagus here and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Forge Locations The following locations are keyed to map 3.6. Damien Mammoliti  Map 3.6: Forge of the Kagu-svirfneblin View Player Version F1: Misty Gulch Leading off from the main valley is a narrow
                                                
                                            
                                                
                                                     last gift. Each creature who helped bring the star to the dome (including each of the characters) tingles with resilience, gaining 5 temporary hit points and resistance to fire damage until the next
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    Locations on the Upper Level The following locations are identified on map 6.3. 1. Guardroom Ice Cavern One frost giant keeps watch here at all times to prevent any unauthorized use of the long
                                                
                                            
                                                
                                                     has an ample supply of rocks and ice blocks at hand for hurling at opponents. If the giant hears noise from area 1, he rushes there to help; conversely, if attacked, he will raise a cry to bring the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     poison the body and the mind of its target, able to subjugate other beings that are otherwise physically superior. Alien Tyrants. Neogi usually dwell in far-flung locations on the Material Plane, as well
                                                
                                            
                                                
                                                     hatchlings begin their lives under the control of adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over a young umber hulk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     uncle’s possessions in return for an equal share of the wealth they might earn as a result of information found in his old notes. Characters who want to take a stealthier approach to gaining
                                                
                                            
                                                
                                                     Delimbiyran: A vellum map labeled “Delimbiyran and Environs” shows a few locations in the aboveground ruins of the city. A note written on the map in Elvish identifies one site as “Haven of the Red Quill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     dwell in far-flung locations on the Material Plane, as well as in the Astral Plane and the Ethereal Plane. They left their home world long ago to conquer and devour creatures in other realms. During
                                                
                                            
                                                
                                                     adult neogi. They must learn about their society and earn a place in it, and each one starts its training by gaining mastery over an umber hulk. Neogi Hatchling
 Tiny Aberration, Typically Lawful Evil
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     takes, the syndicate is largely concerned with increasing wealth for its members at the expense of society at large. Conversely, the syndicate could be an underground organization of good-hearted people
                                                
                                            
                                                
                                                     Quest   1 Acquisition and Retrieval. You acquire assets for the syndicate. You steal important documents or clear out locations for use as hideouts. 2 Heists. You plan and execute elaborate robberies
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Mine Locations Map 1.19: gem mine View Player Version The following locations are keyed to map 1.19. The mine is made up of three levels, the deepest of which is level 3. The boxed text in these
                                                
                                            
                                                
                                                     locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     particular spell required. You can decide that certain items also require special materials or locations to be created. For example, a character might need alchemist’s supplies to brew a particular
                                                
                                            
                                                
                                                     comfortable lifestyle at half the normal cost (see chapter 5, “Equipment,” in the Player’s Handbook). Gaining Renown A character can spend downtime improving his or her renown within a particular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     View Player Version  The following locations are identified on map 2.4. 28. Waterfall Cavern A loud waterfall spills down the northwest wall of this cavern into a deep pool. The rocky walls glisten with
                                                
                                            
                                                
                                                     formation—and then, suddenly, a fang-filled maw gapes open in the stalagmite and devours the fish in one bite.
  The roper attacks when any character gets at least 20 feet into the cave, gaining surprise if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     a period of struggle or turmoil. Sometimes it’s a war or uprising; other times it’s an election, the death of a tyrant, a prophecy fulfilled, or the appointment of a hero. Conversely, the new leader
                                                
                                            
                                                
                                                     group of persons will do their utmost to foil this leader because of it? Conversely, what is this leader’s greatest virtue, and who rises to the leader’s defense because of it? Who believes in this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     neutral alignment. Each child has a Strength score of 14 (+2). They speak Giant, though their vocabulary is limited. They wield wooden toys as clubs, gaining a +4 bonus to hit on their melee weapon
                                                
                                            
                                                
                                                     progress, all of the pieces are in their starting locations. The constructs don’t attack unless one of them is attacked first, or unless they are commanded to do so by Sansuri or Thullen. A chess piece
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    The Cellar The following locations are identified on map 2.2.  Map 2.2: Haunted House Cellar and Caverns View Player Version 20. Wine Cellar Shoulder-height wooden bottle racks line the north and
                                                
                                            
                                                
                                                     recondite a work to be fully understood by anyone other than the appropriate specialist, but a character might be able to deduce the general subject matter. Gaining that knowledge requires 8 hours of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    Redbrand Hideout Locations The following locations are keyed to map 2.2. Mike Schley  Map 2.2: Redbrand Hideout View Player Version R1: Cellar The deserted manor grounds have plenty of tracks leading
                                                
                                            
                                                
                                                    . The satchel contains some valuable items (see “Treasure” below). Development. The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining surprise if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Lambent Zenith Locations The areas of the wreck are keyed to map 3.1. Francesca Baerald  Map 3.1: Lambent Zenith View Player Version Z1a–Z1b: Sterncastle Deck and Below Scraps of golden sails dangle
                                                
                                            
                                                
                                                     character can, as an action, use thieves’ tools to try to pick the door’s lock, doing so with a successful DC 20 Dexterity (Sleight of Hand) check. Gaining Figaro’s Trust. Figaro deactivates the cube’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     magic of the portal network prevents a creature from gaining access to the headquarters on board The Maverick without a certain amount of experience traversing the network. As such, the first three
                                                
                                            
                                                
                                                     see where the characters end up, rerolling any locations already visited. For the first three destinations, roll a d6 to prevent the characters from reaching The Maverick. For subsequent destinations
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     Khundrukar, and they rarely encounter the other denizens of the cave system.  Map 2.2: The Mountain Door View Player Version  The following locations are identified on map 2.2. 1. End of the Trail The old
                                                
                                            
                                                
                                                     15 Wisdom (Perception) check. Developments. The orcs use the rock outcroppings on their side for shelter from attacks, gaining half cover. They throw their javelins at characters trying to cross the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Exploring the Cemetery The section describes locations in the city’s cemetery — both the chapel and the areas around it (areas G1 through G6), and a subterranean ossuary level beneath the chapel
                                                
                                            
                                                
                                                     characters enter this area: A shallow meditation pool fills this room, set off from a broad landing edged by a low wrought-iron railing. Wondrous frescoes along the walls depict souls gaining the blessings of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Villa Locations The following area descriptions are keyed to map 1.5. V1. Yard Nine lawful evil human guards patrol the yard in three groups of three. When the characters first arrive, these groups
                                                
                                            
                                                
                                                     one creature Thurstwell can see within 60 feet of him. The target must succeed on a DC 13 Dexterity saving throw or take 4 (1d8) radiant damage, gaining no benefit from cover.
 
 V3. Foyer If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Necropolis Locations (Y10-Y18) Y10. Arboretum A canopy of golden leaves crowns the trees inside a sunken basin. The trees grow in stark contrast to their bleak surroundings, their branches swaying
                                                
                                            
                                                
                                                     Benches. By sitting on these crystal benches and meditating, citizens of Ythryn could join their minds with the Telepathic Pentacle, gaining insights about their past and future. A creature that sits on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Lair Locations The following locations are identified on map 3.1.  Map 3.1: Lizardfolk Lair View Player Version 1. North Entrance Tracks leading through the marsh to the door can be followed with a
                                                
                                            
                                                
                                                     MINISTER
 Sauriv, the lizardfolk minister, offers the characters the most direct route to gaining a peaceful audience with the queen and a positive resolution for both Saltmarsh and the lizardfolk. In
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Fane Locations F1. Worm’s Stair The skeleton of a giant worm is fused to the sides of this long tunnel, disappearing into a nearly vertical tunnel fifty feet above the floor. Wooden steps have been
                                                
                                            
                                                
                                                     this cave after being driven out of area F9. The rust monster is heavily obscured by the mist and makes a surprise attack against a creature that falls into the pit, gaining advantage on its attack
                                                
                                            
                                        






