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Returning 35 results for 'getting been'.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Getting Started Before you get started, get familiar with the contents of this adventure. If you think there are elements your players might find scary or might make them uncomfortable, check in with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Getting Inside If the characters ask Naevys for advice on how to enter the castle, she suggests the following: “You can expect guards outside the main entrance as well as patrols circling the castle
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave K via the stairs south of area G6 (see map G). If the characters approach from outside the cave, read the following boxed text aloud to begin: The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave I via the the secret door in area H5 (see map H). If the characters approach from outside the cave, read the following boxed text aloud to begin: A
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Getting Started This adventure begins when Lord Dagult Neverember summons the characters to his modest villa in Neverwinter. Several local guards are present, as are three priests of Oghma—a god of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started Once you’ve chosen the DM, follow the instructions below to begin play.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Dappled sunlight trickles through the canopy of this old-growth forest. Felled trees, shrubs, and mushrooms dot the forest floor.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Walls of mortared stone and cracked flagstone tiles form the interior of this cave, creating the impression of a subterranean fortress
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave G via the stairs east of area K5 (see map K). If the characters approach from outside the cave, read the following boxed text aloud to begin: A foul
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave D via the hall east of area F2 (see map F). If the characters approach from outside the cave, read the following boxed text aloud to begin: A stout
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started The Wilderness Map displays all the regions characters can visit in this section of the adventure. The player version of this map doesn't reveal the contents of each wilderness region
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Getting Started The adventure begins when the characters are approached by a knight named Evin Giltall (lawful good, human knight). Evin beseeches the characters to rescue his uncle Theldin, who was
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Getting Around Knowing where to look for something one needs is made challenging by Sigil’s prodigious sprawl. Without the aid of magic or in-depth knowledge of portals within the city and their
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started The Caves of Chaos Map displays all the locations characters can visit in the Caves of Chaos. The player version of this map doesn't reveal the caves' contents or names, only the cave
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started The Keep on the Borderlands Map displays all the locations characters can visit in the keep. Share this map with your players. To begin, read the following boxed text aloud: You
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Getting Around Sharn is an enormous city and traveling from one side to the other can be quite an ordeal. As a rough guideline… It takes up to 30 minutes to move around within a particular ward. If
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: All is quiet outside the yawning mouth of this natural cave, at the back of which you can just make out a pair of featureless stone doors.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Mosquitoes buzz about the stands of cattails and gnarled trees in these squashy, stagnant fens. Croaking frogs, chirping cicadas, and squawking birds create an incessant din.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Getting Inside The two entrances to the yuan-ti temple are located amid the ruins of Omu’s royal palace (see chapter 3, area 20). Map 4.1 provides an overview of the temple. The main entrance leads
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: Conifers rise from this highland’s soft, peaty soil. Squirrels skitter about the fallen pinecones and pine needles that blanket the ground.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started To begin, read the following boxed text aloud: The entrance to this cave is flanked by carved stone blocks etched with strange geometric patterns. You hear sounds of something
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave H via the secret door in area I3 (see map I). If the characters approach from outside the cave, read the following boxed text aloud to begin: The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave E via the secret door in area D5 (see map D); characters can also enter from cave F through the hallway west of area D4. If the characters approach from
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave D via the secret door in area E3 (see map E). If the characters approach from outside the cave, read the following boxed text aloud to begin: This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Getting About Perambulating is the superior manner of experiencing the city and all its splendors. But if you’ve come with your own conveyance, the weather is inclement, or some other reason drives
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Getting Around Sharn is an enormous city, and traveling on foot from one side of the city to the other can be time-consuming. Here are some travel-time guidelines: It takes at least 30 minutes to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest When the characters arrive at the Blue Clam, read: Outside the tavern, you see two bundled-up humanoids talking to one another. When they see you, one waves to you in a friendly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting Around Ten-Towns Axe Beak Most Ten-Towners travel from town to town on foot. Those who need to transport more goods than they can carry use wooden sleds pulled by dogs or domesticated axe
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest Captain Arlaggath asks about the characters’ hometowns and reasons for being in Easthaven before asking if they can assist in an investigation. If they express interest, she shares
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Getting Your Bearings The Rock of Bral is roughly 1 mile long and half that in width and depth, oriented front to back, with a leading edge and a trailing edge. A gravity plane bisects the length of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest As you trudge through town, snow crunching underneath your feet, you hear the bark of a dog over the whistle of the wind. A wolf-sized sled dog with light gray fur runs toward you
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Getting the Gold This event can occur only on Founders’ Day or sooner. Armed with the Stone of Golorr and the keys to unlock the Vault of Dragons, Victoro Cassalanter enters the vault, uses a
) at a time. Getting the gold from the Vault of Dragons to Cassalanter Villa takes ten round trips (five per carriage) and the better part of a day. Three invisible imps accompany each carriage, which
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Getting Off the Emperor Once the rowboat reaches Emperor of the Waves on round 14 (or perhaps sooner), the blue steel box can be handed down from the deck of the Emperor into the rowboat as an action
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Getting to the Villa Twenty guards of the Watch vigilantly are posted at every gate to the Upper City. If the characters present the badges given to them by Captain Zodge, the Watch members let them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest Begin this quest by reading the following boxed text to the players: A bundled-up figure walks briskly up to you. “Well met! You lot seem like you’re looking for work. Or trouble