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                        Returning 35 results for 'gift confined leading'.
                    
                
                        
                            
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                                                     Backgrounds
                                                    Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     turn day into night.
7
Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss, and your luck has been sour ever since.
8
Love Story. You fell in love with a
                                                
                                            
                                                
                                                     compensated.
3
I will fish the many famous waters of this land.
4
The gods saved me during a terrible storm, and I will honor their gift.
5
My destiny awaits me at the bottom of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     treated to a terrifying, 7-foot-tall assemblage of human body parts. This flesh golem attacks anyone who isnât in the company of the Abbot or Clovin Belview. None of the doors leading from the hall are
                                                
                                            
                                                
                                                     end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     roof and enclosed with unbreakable crystal windows. Labyrinth Funnel. The Labyrinth Funnel (the Wind Dukesâ gift) is a permanent cyclone in the center of the control chamber. The cyclone is a cylinder
                                                
                                            
                                                
                                                     of strong winds 60 feet in diameter and 60 feet high. The eye of the cyclone is a column of crushing winds, 10 feet in diameter, that forms a portal leading to the Elemental Plane of Air. A creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
                                                
                                            
                                                
                                                     unless otherwise noted. All the gates leading to and from level 10 are mirror gates. Standing Gate. This gate forms between two standing stones or pillars. Unless otherwise noted, these columns are 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     hallâs southern stretch.
 Vision. Any character who opens a door leading west or east experiences one of the shadow dragonâs visions.
 If the bones are disturbed, a giant spectral mouth with fangs
                                                
                                            
                                                
                                                     gift to me? Challenge me again, and Iâll carve out that big heart of yours and eat it!â The viewerâs perspective changes as the character transforms into a bronze dragon and says in Common, âVanrak! I
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     slide open to reveal chambers strewn with minotaur bones â ten chambers in all. One of these chambers has a hallway at the back of it leading to area 56. Advice from the Spirits Any characters
                                                
                                            
                                                
                                                     the contents of the sarcophagus are revealed (see âTreasureâ below). At the same time, the character who retrieved the key from the maze receives a supernatural gift from a mysterious benefactor (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    14. Wizardsâ Quarters The doors leading into this area are cracked, their iron hinges partially melted. Wrenching or smashing open the doors requires a successful DC 15 Strength check. Dust, ash
                                                
                                            
                                                
                                                     (particularly scrolls), spellbooks, and arcane knowledge. Whatever the gift, a character must succeed on a DC 10 Charisma (Persuasion) check to convince the wraith of its value. Regardless of what the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    4. Giant Doors A 40-foot-long flight of steps leading east ascends 20 feet to a landing, next to which stands a pair of 30-foot-tall granite doors carved with images of giant gods locked in battle
                                                
                                            
                                                
                                                     even allow the characters to take the giant relic from their spirit mound. Killing Wormblod also allows the characters to gain a supernatural gift from the couatl in Great Worm Cavern (see the âGreat Worm Cavernâ section in chapter 3 for details).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurerâs Guide
                                                    
                                                
                                            
                                                     approach Bral at the asteroidâs leading edge, where a set of wooden docks extends into Wildspace to provide berths for new arrivals. Caverns at the gravity plane have been cut into the Rockâs edge and
                                                
                                            
                                                
                                                    , flat area along the leading edge is where ships are built and repaired. The Happy Beholder This prosperous tavern is owned and run by Large Luigi, a locally famous, lawful neutral beholder. Luigi has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     stones were transparent instead of opaque. Characters who examine the campfire and succeed on a DC 12 Wisdom (Survival) check notice two sets of small, sooty hoofprints leading up to the stones where
                                                
                                            
                                                
                                                     her, chewing on pebbles and glaring at the characters. Treasure. The character who helped Argantle win the game receives a gift, in accordance with the rule of reciprocity (see âRules of Conductâ in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    Manor Locations (C11-C20) C11. Side Deck These smaller side decks each have a low railing that the characters can easily climb over to access the locked glass door leading into manor. Bushy magic
                                                
                                            
                                                
                                                     leading to area C20. Because the students and faculty here donât bother to fully close it, the secret door can be found with any search of the area. C15. Faculty Storage Boxes and filing cabinets have been
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     two stone doors leading south.
 As the characters enter this area, the next scene from the âVisions in Fireâ section plays out. After the scene completes, two warhorse skeletons manifest at the west
                                                
                                            
                                                
                                                     (Animal Handling) check, the skeletons stop, bow, and vanish. That character then gains the following charm (a type of supernatural gift detailed in the Dungeon Masterâs Guide). Favor of the Heroic Steed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     than from stone.
 A narrow timber bridge sags across the channel, leading from the back of a crooked alley to what appears to be a partially sunken galley whose structure has been incorporated into the
                                                
                                            
                                                
                                                     the deck disappears into a wall of boarded-up and badly weathered buildings. The only cleared pathway across the tilted deck leads from the bridge to a pair of massive wooden doors leading into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    10. Ooze Temple These four rooms comprise a temple devoted to water and oozes. All doors leading to these rooms are decorated with symbols of water, and each door forms an airtight seal when shut
                                                
                                            
                                                
                                                     demon lord Juiblex. Though ghastly, the depictions are harmless.)
 Close examination of the altar reveals that it bears an inscription in Abyssal that reads, âA gift of flesh, willingly given, can feed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Djenebaâs Curiosity After leading the characters to a private corner of the ballroom set with fine couches, Djeneba speaks wistfully of the past and more animatedly of the present and future. Use the
                                                
                                            
                                                
                                                     the gift of a fine Djaynaian silk neck scarf. Drumming. Joining in the percussion performance on one of the hallâs large drums requires a character to make a DC 12 Charisma (Performance) check. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    , youâll find that clam. 6 It Swallowed the Sun. You once saw a fish leap from the water and turn day into night. 7 Dive into the Abyss. You found yourself in an underwater cave leading to the Abyss
                                                
                                            
                                                
                                                     during a terrible storm, and I will honor their gift. 5 My destiny awaits me at the bottom of a particular pond in the Feywild. 6 I must repay my villageâs debt.   Fisher Flaws   d6 Flaw   1 I am
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     bootprints from a Small Humanoid going north to south. At the midpoint of the room, the Humanoid tracks stop and a set of rat tracks begin, leading directly into the rubble. Exploration. Though the ruined
                                                
                                            
                                                
                                                     shrieking in triumph, the Dragon Armies marching across the face of Ansalon, and a dark temple rising from broken ground. The character gains the charm Dragon Queenâs Will (a type of supernatural gift
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     the west, while a simple stone door stands in the wall to the east.
 Upon entering this chamber, Ishvern directs the characters to the west archway leading to area C3. He encourages them to cleanse
                                                
                                            
                                                
                                                     corresponding to the crypt features a second passage leading to the southwest. The sarcophagus to the east bears a different inscription in Elvish: âAwinthel, our devoted first priest.â A character who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     with human tracks, as well as a set of tracks that look like they belong to a pair of giant rodents. The reptilian (kobold) tracks fan out, leading to areas M2, M3, and M4. The rodent (giant rat
                                                
                                            
                                                
                                                     rushing water is loud in the confined space.
 Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     as they kneel in worship, you know they are doomed. A voice sounds out within clouds of spores that fall like snow. The voice tells the myconids to prepare for a gift unlike any they have ever known
                                                
                                            
                                                
                                                     that cast them out and devour it all!
 Sundered Blades The corruption in Gracklstugh slowly rots duergar society from within, leading it toward a brutal fate. You see a circle of small hooded figures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
                                                
                                            
                                                
                                                     three archways leading into it from the north, east, and west. A stone bench runs along the south wall. Set in the north wall, opposite the west archway, is a metal gate that closes off an opening to the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     southeast corner is sheathed in tarnished copper plate.
 The six skeletons are animated and under orders to attack any creature that comes within 10 feet of the door leading to area R5 or the door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     of the lake disappears into darkness.
 The quay leading to area C4 might or might not be visible, depending on which direction the party approaches from. It isnât illuminated and hard to see in the
                                                
                                            
                                                
                                                     another passageway leading east. A second canal leads north from the eastern portion of the lake, and the glimmer of light comes from that direction, as well.
 The ceiling of this cavern is a dome, at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     their village in exchange for their time and efforts exploring the mansion. If the characters agree to explore the mansion, Matreous steps through the double door leading back to the study room. When
                                                
                                            
                                                
                                                     and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They donât know much about what happens in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     turn him over to the Mirabar authorities. Zhentarim operatives stationed in various cities of the North have seen neither hide nor hair of him, leading Sorelisa to suspect that the Weevil is hiding
                                                
                                            
                                                
                                                     organizationâs eyes and ears in Hundelstone. Beldora uses her sending stone to inform Thwip that the characters are coming. Treasure. Upon the charactersâ arrival, Thwip gives them a gift: a Tiny clockwork
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     until the trick is reset by shoving the prop back into the coffin, which also contains the jesterâs ashes. Ramp. A portion of the ceiling can swing down on a hinge, forming a ramp leading from area
                                                
                                            
                                                
                                                     attacks all who enter. Kingly Gift. If the characters defeat the banshee, the spirit of King Alendria appears to them and bestows a Charm of Heroism (see the Dungeon Masterâs Guide) on each character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     her body on the stairs leading up to the servantsâ quarters (area G19). The maid has a ring of keys on her belt that opens all the locked doors in the mansion as well as the cabinets in area G8. G8
                                                
                                            
                                                
                                                     carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     leading to a stone portico. Oil lamps hang from the portico ceiling by chains, flanking an oaken double door.
 The double door opens into an empty antechamber. On the south wall is a shield emblazoned with
                                                
                                            
                                                
                                                     pushes open to reveal a cobweb-filled wooden staircase leading to the attic. D12aâD12c: Master Suite Burgundy drapes cover the windows of this large bedroom. The furnishings include a four-poster bed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    . Kitchen The door leading outside is locked after nightfall. During the day, monks working in the kitchen frequently go in and out, gathering herbs or dumping refuse. Hot coals smolder in two big brick
                                                
                                            
                                                
                                                     feigns acceptance and tells them that they may âproceed below,â indicating the stairs leading to area M21. When the majority of the party is on the steps, he pulls the lever and dumps the party into area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     personal gift. 5 Spectral Fragment. A haunted piece of the academyâs collection compels you to complete its secret research. 6 Distant Observer. A mysterious sponsor encourages your research from
                                                
                                            
                                                
                                                     Cryptogeography. You search for proof of a hidden land or that the world isnât structured as commonly assumed. 5 Restorative Antiquarianism. You track clues leading to plundered artifacts and then restore them to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     Highwater (introduced in the âParting Giftâ section later in this chapter). Becklinâs austere room lies on the uppermost story; from there, a ladder leads to the keepâs crenelated roof. Voglerâs
                                                
                                            
                                                
                                                     off into streets leading north out of the village and south to the ferry across the Vingaard, and others radiating out into the town. The village circle serves as a public space, meeting spot, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down
                                                
                                            
                                                
                                                     cave, but nothing else of value. Exit to Lower Level. The passage leading east from this area eventually intersects with a down-sloping tunnel that descends 100 feet before opening onto area 1 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     gift in exchange. House Thann is one of Waterdeepâs leading vintners, and although Cauldar is elderly and forgetful, he recalls with perfect clarity that the Thann family and Ziâs family are allies. He
                                                
                                            
                                                
                                                     agree to his terms, as outlined in that section, Nelkin will stop undermining the Hardcheesesâ moneylending business. Treasure. Oren gives the party a cask of Goldengulp (worth 15 gp) as a gift before
                                                
                                            
                                        
                                                     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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of a previous expedition, after they discovered a secret door that they couldnât get open. The secret door was reduced to rubble, creating a gap in the wall leading to area P13. Dzaanâs simulacrum (see
                                                
                                            
                                                
                                                     kingdom for sixty-one years, and fake his own death. Ventatost. This book uses testimonials and conspiracy theories to piece together events leading up to the destruction of a Netherese city called
                                                
                                            
                                        






