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Returning 35 results for 'gets contingent location'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is Construct or Undead.
Forbiddance. The mist can’t enter a residence
victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue; when sated, it rains blood
Magic Items
Baldur’s Gate: Descent into Avernus
addition, you know the exact location and type of all devils within 1,000 feet of you. You can telepathically communicate with a devil within range, or you can broadcast your thoughts to all devils
percent chance of attracting a narzugon, which arrives on the back of a nightmare mount in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Magic Items
Acquisitions Incorporated
stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15
possession of their own sending stone.
Quirks of Your Sending Stone
D8
QUIRK
1
It’s a flip stone.
2
It gets great reception everywhere except in your headquarters.
3
It
Monsters
The Wild Beyond the Witchlight
wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
the next as well. Nothing surprises me.”
Ideal. “Each of us gets to play the lead in our own tragedy, but if you can’t be bothered to put on a good show before you die, don’t
Monsters
Fizban's Treasury of Dragons
forest, making the darkened path through the woods ideal for banditry.
5
A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in
dragon.
Moonstone Dragon Lairs
Often, a moonstone dragon’s lair is not a single location, but rather a collection of personally significant places spread out across multiple planes of
Monsters
Fizban's Treasury of Dragons
darkened path through the woods ideal for banditry.
5
A moonstone dragon hosts a storytelling competition in the Feywild, and the winner gets to claim any one item on display in the dragon’s
is not a single location, but rather a collection of personally significant places spread out across multiple planes of existence and connected through portals under the dragon’s control. A lair
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 3. As one gets closer to the River Sargauth, the echoes of its sluggish waters become ambient. View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Cackling Chasm A chasm in the foothills of the Spine of the World mountains gets its name from the cackling gnolls that take shelter inside it. Most who hear the maniacal cackles know well enough to
stay away. The gnolls of the Cackling Chasm are emaciated and hungry, their laughing brought on by crazed starvation. The characters might visit this location after hearing a tale about a murdered
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
-controlled territory —
1 Learning the location of the bulk of Ramya’s armies —
3 Learning where a particular skull is in the Tower of Traitors –1
3 Learning where a specific
soldier in Ramya’s army is stationed —
5 Gaining an audience with Maharani Ramya —
10 Pardoning someone accused of being a traitor –2
10 Gaining command of a contingent of Undead
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
The One-Hour Guideline A D&D game session usually starts with some out-of-game chatter as everyone settles down to play. Once the session gets underway, most groups can accomplish at least three
things during one hour of play, where each “thing” might be any of the following: Explore a location such as a chamber in a castle or a cave Converse with an intelligent creature Reach consensus on a
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
activated, rescue the sacrifices, and find clues to the location of the cultists’ hideout at the Thunder Cliffs. THE POWER OF THE ECHO
In a D&D adventure, as in any narrative enterprise, repetition
case, the characters return to the location of the first encounter in this adventure: the Wayside Inn. Some of the descriptions, details, and actions in this encounter are meant to echo that first
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
glitches across the Outlands. R04M provides the following information: R04M was part of the last Great Modron March. The contingent he belonged to became lost in the Outlands. R04M has deduced that the
’ long-term entrapment. Back to the Outlands Once the characters agree to aid R04M, they’ll need to find a way to reach Gzemnid’s Realm. R04M shares the location of the portal he originally used to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
session gets underway, most groups can accomplish at least three things during one hour of play, where each “thing” might be any of the following:
Explore a location such as a chamber in a castle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 4: Sword of Zariel The characters should be 11th level by the time they discover the location of the Sword of Zariel. The weapon awaits them in a cathedral formed out of positive energy
directions to this location from Bel or Olanthius in chapter 3. Yeenoghu’s demons carve tunnels through the scab as they search for a way to free Crokek’toeck and break into the Bleeding Citadel, which is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the City of Lost Names in the Northern Wastes, the marshal knows nothing about the location and notes that the Northern Wastes is nothing but a deadly wasteland. If Soth is heading there, she believes
. Vendri eventually relents. Darrett then asks Vendri to let him take the characters and a contingent of troops into the Northern Wastes to investigate whatever the Dragon Army wants there. While Vendri
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
still alive, and retrieve Jarlaxle’s bag of holding (see area X35). If you’re tracking experience points, each drow gets an equal share of the XP while a member of the adventuring party. Harpers
Characters who belong to the Harpers can approach Mirt (see appendix B), who knows the location of Xanathar’s lair. (He has dealt with the beholder many times as a Lord of Waterdeep.) Mirt leads the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Setting the Stage In chapter 3, Lady Gralhund’s nimblewright took the Stone of Golorr and fled with it. The nimblewright delivers the artifact to a location and leaves it there for the main villain
in the Dock Ward. If the Cassalanters are the villains, the stone is left in their family crypt in Waterdeep’s cemetery, the City of the Dead. A halfling necromancer gets to it before the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
resizes to fit the heads of other wearers. While wearing the helm, you can see out of it as though you weren’t wearing it. In addition, you know the exact location and type of all devils within 1,000
in 1d4 hours. The narzugon tries to recover the helm, killing you if necessary to obtain it. If it gets the helm, the narzugon tries to deliver it to its infernal master.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Location Overview Years after the eruption of Mount Hotenow, the city of Neverwinter continues to rebuild itself after the destruction wrought by that event. Loggers have set up camps along the river
half-brother of Phandalin’s townmaster, Harbin Wester. Tibor employs skilled loggers to find the best trees, chop them down, and haul them back to the camp to be sent downriver. He gets his supplies
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Skalderang Conservatory When the characters are close enough to see the conservatory, describe the location as follows: You recognize Skalderang Conservatory at once: a brooding keep surrounded by
ground is saturated with a putrid, oily substance not found in nature. A character who gets a 20 or higher on the check identifies the substance as demon ichor. If the characters tell Sythian that his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
location of the Stone of Golorr for a price. IF A VILLAIN GETS THE STONE
If a main villain acquires the Stone of Golorr, it takes that villain 2d6 days to find the Vault of Dragons and its keys. During
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
forcing a rout. Combat is the most structured element of a D&D session, with creatures taking turns to make sure that everyone gets a chance to act. Even in the context of a pitched battle, there’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(see “Frigid Water”). Even after the character gets out of the frigid water, the effects persist until the wet clothing is dried out or replaced with warm, dry clothing. Water Depth Once the characters
are away from the shore, you can randomly determine the lake’s depth in any given location by rolling a d20 and multiplying the die roll by 10 feet. Conversely, you can just assume the lake is 100 feet deep where the characters are.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
begins, make photocopies of the six NPCs corresponding to the location you’ve chosen. These NPCs are gathered in appendix D. Each NPC comes with a brief description, personality traits (a bond, an
. If your group has more than six players, one or more of them won’t receive an NPC, and that’s okay. (Let the players decide who gets one and who doesn’t.) If your group has fewer than six players
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can be placed in any location. Wherever the players decide to place the talisman, their characters must travel to that location while Vizeran makes his final preparations for the ritual. Given their
, you can add some action for those who remain behind by having a small number of the demons summoned by the ritual attracted to the site of the ritual rather than the location of the dark heart
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Empty Bridge This location is presented on map 8.3. Mike Schley Map 8.3: Empty Bridge A river of dark water, thirty feet wide, flows around this floating nodule like a ring. A flat stone bridge
the strange environment. Both creatures are concealed by the dark, churning water and make attacks against anyone who gets close, particularly creatures affected by the magical symbol on the bridge
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
.
This adventure hook starts the characters at the point where they have already done some of the work in finding the location, and they are ready to jump into the main part of the adventure. When you
start an adventure this way, it generally gets the players into the action faster, but it might also bring some questions.
Sometimes the adventure text answers these questions, and other times it
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
duergar gets within striking distance, it attacks and becomes visible. Following its initial attack, it uses an action to increase its size, then presses its attack. Malevolent Townsfolk
-Towner in torn cold weather clothing stumbles into view, falls in the snow, and gets back up. From twenty feet away, you can see that the person is leaving a trail of blood in the snow.
On a roll of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
A: Wrecker’s Edge After crossing Kalaman Bay, the ships carrying the characters and their allies arrive near Wrecker’s Edge (location A on map 5.1). As the ships drop anchor near a rocky coast, read
. Dalamar is curious about the adventurers’ motives and whether they align with his. Speaking with him reveals the following information: Dalamar is part of a contingent of Silvanesti elves. The ship is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Temple of Mystery (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
mysteries of such a shrine earns Kruphix’s respect. Some scholars claim the temples aren’t stationary and that finding a shrine’s location is the first puzzle that explorers must solve. The priests who care
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
discomfort to the victim, so vampiric mists can feed on sleepers without waking them. The more a mist feeds, the redder it gets, such that it turns pink, then red, and finally a deep scarlet hue that
)
Life Sense. The mist can sense the location of any creature within 60 feet of it, unless that creature’s type is construct or undead.
Forbiddance. The mist can’t enter a residence without an
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are gone from their usual location when Chalaska asks for some so she can lock up for the night. The six missing keys unlock the outer wall’s main gate, the outer wall’s postern, two similar inner
a search effort gets underway, Chalaska says to the new innkeeper, “What are you going to do about the missing keys? Maybe they aren’t missing at all!” She then orders four Swords to frisk the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters 25 gp each now and another 50 gp each if they bring in Coal. If the characters consent to meet with Coal, Germaine provides the location of the Cog Carnival, a bar in High Walls frequented by
something back. A character who talks to Germaine privately and succeeds on a DC 13 Charisma (Persuasion) check gets her to reveal that she sometimes takes money from the Boromar Clan to look into crimes, and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
can attack trespassers who approach the door. Any character who gets within 5 feet of the rocking horse notices a depression on its forehead. Any character who succeeds on a DC 10 Intelligence check
location in Thither up to 1 mile away. He can cast pass without trace on himself and the entire party at will. This spell requires Elidon’s concentration and lasts for up to 1 hour. Dragon-in-the-Box. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in your party: Bruiser. Sometimes subtlety means breaking just one of a snitch’s kneecaps. The Bruiser uses force and the threat of force to make sure that the crime syndicate gets what it
on Dexterity and proficiency in skills such as Acrobatics, Sleight of Hand, and Stealth to get in to a target location, take valuables, and get out without being noticed. Some Burglars specialize in






