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Returning 35 results for 'guide conduct locations'.
Other Suggestions:
guide contact location
guild contact locations
guide consult locations
guild consult locations
Monsters
Spelljammer: Adventures in Space
pirates are adult neogi that serve as crew members aboard nightspider;nightspiders (see the Astral Adventurer’s Guide) and other neogi-controlled vessels.
Neogi society makes no distinction between
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 on the Astral Plane
Monsters
Spelljammer: Adventures in Space
neogi and often fills the role of captain aboard a nightspider (see the Astral Adventurer’s Guide). The void hunter pledges fealty to one or more stellar entities in exchange for a taste of
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
Soulknife
Legacy
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Classes
Tasha’s Cauldron of Everything
Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind
; guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.
Amid
Monsters
Spelljammer: Adventures in Space
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
moths (see the Astral Adventurer’s Guide) and other vessels. The elves also reshape the petrified bodies of dead gods found adrift in the Silver Void, transforming them into floating cities and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those who serve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Monsters
Mordenkainen Presents: Monsters of the Multiverse
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Monsters
Icewind Dale: Rime of the Frostmaiden
;Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in
instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures has taken, how many levels of exhaustion they have, and what conditions
Monsters
Icewind Dale: Rime of the Frostmaiden
winter’s cruelty. (For information on what defines a lesser god, see the “Divine Rank” sidebar in the Dungeon Master’s Guide.) Auril’s beloved ice grasps all things in her
lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other creatures on the island. She knows how much damage each of these creatures
Monsters
Mordenkainen Presents: Monsters of the Multiverse
aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil Blessings
Disciples of certain Elder Evils can bestow supernatural gifts on those
Monsters
Eberron: Rising from the Last War
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Dungeon Master’s Guide has more information on madness.
Madness of Belashyrra
d6
Flaw (lasts until cured)
1
“I constantly see shapes moving in the shadows.”
2
Backgrounds
Baldur’s Gate: Descent into Avernus
between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric&mdash
my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6
Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against
Monsters
Icewind Dale: Rime of the Frostmaiden
;s Guide.) Auril’s beloved ice grasps all things in her clutches, preserving them against the ravages of time. She hoards beauty in all forms, from art objects and flowers to skilled
she’s on the island, the Frostmaiden can take one of the following lair actions on initiative count 20 (losing initiative ties):
Auril instantly knows the locations and health of all other
Magic Items
Baldur’s Gate: Descent into Avernus
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
Searing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you
Acolyte
Legacy
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Backgrounds
Basic Rules (2014)
offering sacrifices in order to conduct worshipers into the presence of the divine. You are not necessarily a cleric—performing sacred rites is not the same thing as channeling divine power
’s religious hierarchy. (Lawful)
5
Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
6
Aspiration. I seek to prove myself
Paladin
Legacy
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Classes
Basic Rules (2014)
, paladins are rarely of any evil alignment. Most of them walk the paths of charity and justice. Consider how your alignment colors the way you pursue your holy quest and the manner in which you conduct
BREAKING YOUR OATH
A paladin tries to hold to the highest standards of conduct, but even the most virtuous paladin is fallible. Sometimes the right path proves too demanding, sometimes a situation calls
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Sigil Sanctum Hundreds of years ago, Lady Alustriel of Silverymoon needed a secure place to conduct sensitive magic work and research. After discovering a portal from Silverymoon to Sigil
in the process. As a result, the portal now leads to numerous locations throughout the multiverse. Further, the portal reacts to magic items and artifacts, allowing those who carry such objects to step
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Sigil Sanctum Hundreds of years ago, Lady Alustriel of Silverymoon needed a secure place to conduct sensitive magic work and research. After discovering a portal from Silverymoon to Sigil
in the process. As a result, the portal now leads to numerous locations throughout the multiverse. Further, the portal reacts to magic items and artifacts, allowing those who carry such objects to step
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Updated Guides As written, the mechanical guides can safely teleport the characters to and from the specific adventure locations. If it fits with your campaign, you might opt to allow teleportation
to other locations in time and space with a successful DC 20 Intelligence (Arcana) check. A failed check causes the characters to be misdirected physically or temporally, as you determine. If the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Portals Sigil boasts more planar portals than any other location in the multiverse. These innumerable doors link locations in Sigil to destinations on other planes or elsewhere in the city. Any
opening in the City of Doors might be one of these magic gateways. Fundamental to any Planescape campaign, portals are further detailed in the Dungeon Master’s Guide and the sections below.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, “Treasure,” of the Dungeon Master’s Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, “Treasure,” of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, “Treasure,” of the Dungeon Master’s Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, “Treasure,” of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Portals Sigil boasts more planar portals than any other location in the multiverse. These innumerable doors link locations in Sigil to destinations on other planes or elsewhere in the city. Any
opening in the City of Doors might be one of these magic gateways. Fundamental to any Planescape campaign, portals are further detailed in the Dungeon Master’s Guide and the sections below.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Navigating Thither Using the map of Thither as a reference, describe what the characters see as they forge their own path through the splinter-realm. Named locations on the map are described later in
the chapter. Shortly after arriving in Thither, the characters come upon a cave that is the home of a miser who spins gold into magic items. The miser, Nib, can provide directions to other 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
a potential route out, leading them to another location in the Underdark where it is supposed to be. Then they need to find a map or guide for the potential route, which could involve them in what is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Navigating Thither Using the map of Thither as a reference, describe what the characters see as they forge their own path through the splinter-realm. Named locations on the map are described later in
the chapter. Shortly after arriving in Thither, the characters come upon a cave that is the home of a miser who spins gold into magic items. The miser, Nib, can provide directions to other locations
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that are represented by a special card reading detailed in chapter 1, “Into the Mists.” Before you run the adventure, you need to conduct that reading to determine the location of several items that
are key to the story, as well as one of the locations where Strahd can be found. Chapter 1 also outlines Strahd’s goals, and it suggests adventure hooks to draw the player characters into the cursed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations of the North The locations described in this section appear on the wilderness maps in this chapter. Additional information on several of these places can be found in the Sword Coast
Adventurer’s Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations of the North The locations described in this section appear on the wilderness maps in this chapter. Additional information on several of these places can be found in the Sword Coast
Adventurer’s Guide. Not depicted on the maps are scores of tiny hamlets and hundreds of isolated homesteads scattered throughout the North. These places are too small to be of consequence. Even so
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
a potential route out, leading them to another location in the Underdark where it is supposed to be. Then they need to find a map or guide for the potential route, which could involve them in what is
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, who knows its way around Yon, where the characters might stumble upon one or more of the following locations: Lockbury Henge, a meeting place for korreds (see appendix C) who can give directions to
characters to the palace. The characters can also reach the palace by an overland route, but they need a guide who knows the way. Without a guide, they would become hopelessly lost in the mountains of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, who knows its way around Yon, where the characters might stumble upon one or more of the following locations: Lockbury Henge, a meeting place for korreds (see appendix C) who can give directions to
characters to the palace. The characters can also reach the palace by an overland route, but they need a guide who knows the way. Without a guide, they would become hopelessly lost in the mountains of