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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     or Kezefâusually a warlock or other spellcasterâcontacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Species
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     purely natural animals; the mark allows its bearer to guide a hippogriff as easily as a horse.
House Vadalis
Leader: Dalin dâVadalis
Headquarters: Foalswood (near Varna, Eldeen Reaches
                                                
                                            
                                                
                                                    ; thereâs a lot of turnover at the bulette ranch. But these exotic creatures arenât enough to satisfy the most innovative members of the house, leading to the practice of magebreeding. Using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     several natural fissures in the floor (leading to the underground lake below), and is used as a privy. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the lizardfolk to
                                                
                                            
                                                
                                                    32. Guardroom Four lizardfolk renders are stationed here, assigned to watch over the gemsmith in area 31. Corridor The small corridor leading east across from the guardroom dead-ends at a point with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                    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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Loyalty Having the adventurers leading an expanded party gives you the opportunity to use the optional loyalty rules in chapter 4, âCreating Nonplayer Characters,â of the Dungeon Masterâs Guide. You
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     constantly come and go along the Evermoor Way. West of the city, a wide bridge spans the river, leading to a walled citadel.
 Characters looking for a place to stay find two decent choices in the Pearl
                                                
                                            
                                                
                                                     charge. If the party was sent to Yartar by the Harpers or the Zhentarim, local contacts for those factions quickly confirm that the Hand of Yartar has let it be known that anyone interested in bidding
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    Inside the House House Dimir has a clandestine aspect hidden from all but its most important members. The guildmaster, Lazav, and his direct contacts guide and manipulate the covert operations of the
                                                
                                            
                                                
                                                     are concerned. Any given Dimir agent knows of no more than a handful of alleyway contacts and dossier drop spots. One agent knows another only by a code name, or receives communications only at a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Conclusion When the characters defeat Hellenrae and her followers or convince them to guide them deeper into the temple, they are done with the monastery portion of the adventure. The Ancient Stair
                                                
                                            
                                                
                                                     (area M24) descends about 250 feet, leading to a quarter-mile passage in a natural cavern. This passage in turn leads to area B1 in the Temple of Black Earth (see chapter 4).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     suggested characteristics (personality traits, ideals, bonds, and flaws). Each guild entry also provides personal contacts; suggestions for your alignment, race, and class; and a list of spells that you can
                                                
                                            
                                                
                                                     you. Bonds and Contacts As a benefit of your guild membership, you have contacts both inside and outside the guild. Contacts are useful resources in the urban environment of Ravnica, where a friendly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    Reaching the Peaks The Cartophileâs maps and notes guide the characters from their starting location into the Barrier Peaks, leading them as far as a series of caverns that Kwalishâs original
                                                
                                            
                                                
                                                     wilderness encounters along the way, especially within the thick band of woods that surrounds the pass leading up and into the mountains, and which is infused with elements of the Feywild. See appendix A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     unvisited destination marked on their map. Roll 2d8 if the characters are returning to a destination theyâve visited previously. Roll 2d10 if a native guide is leading the characters to their destination. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Going to Neverlight Grove Because so few Underdark travelers have ever stumbled upon Neverlight Grove, it rarely appears on any maps. Nearly all the routes leading to it are dangerous and difficult
                                                
                                            
                                                
                                                     their way here. Alternatively, three of the partyâs companions can guide them to Neverlight Grove. Stool, the charactersâ fellow prisoner from chapter 1, is a myconid sprout from the grove, captured by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     comes within a dayâs travel of the library can make a DC 15 Intelligence check to find the passage leading to Gravenhollow. If its check fails, it can try again after 8 hours of searching and
                                                
                                            
                                                
                                                     contemplation. Stone Giant Guide If the characters donât have the ring to guide them, a duergar NPC (for example, Ghuldur Flagonfist in Mantol-Derith) might suggest that they talk to Stonespeaker Hgraam in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    Narrative Combat Instead of resolving the battle with miniatures, youâll guide your players through a series of tough dilemmas, each leading to a different battlefield encounter. Their actions on the
                                                
                                            
                                                
                                                     field determine the overall success or failure of the battle. Use the Battle Flowchart provided nearby to guide your players through the conflict. Each box on the chart introduces a different mission
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     Tunnel A secret trapdoor in the floor opens to an access tunnel leading to area 5. It can be found with a successful DC 12 Wisdom (Perception) check. Manipulating Time Having a mechanical guide spend 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     the player characters links it to the next one. Other campaigns involve long-running plots, a cast of recurring NPCs, and themes that span multiple adventures, leading toward a climactic conclusion. As
                                                
                                            
                                                
                                                     world of the DMâs creation or in a published campaign setting, such as the Forgotten Realms or Greyhawk (the latter is described in the Dungeon Masterâs Guide).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     clues leading to the location or nature of the ritual site, or to find instructions for crafting a portalometer. Gaining lore or befriending the monks of the library could reveal that someone else
                                                
                                            
                                                
                                                     other distraction of your design. More information on Candlekeep can be found in the Sword Coast Adventurerâs Guide. Mantol-Derith Duergar, drow, and svirfneblin trade and exchange information in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    -or-flight situation, leading to one or more characters becoming fugitives. If the party includes one or more characters who arenât lawful, such an outcome is likely. To mitigate this drawback, you
                                                
                                            
                                                
                                                     players that one or more characters have been arrested. You can describe the arrest, the subsequent detention, and the events leading up to the trial. The drawback to this approach is that player
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     into area 1. Secret Tunnel A secret trapdoor in the floor opens to an access tunnel leading to area 4. It can be found with a successful DC 12 Wisdom (Perception) check. Manipulating Time Having a
                                                
                                            
                                                
                                                     mechanical guide spend 1 charge in this area causes the guards to change shifts, leaving here for the barracks (area 6). Spending 2 charges causes them to instead head into the temple complex to search
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                    1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the waterâs edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
                                                
                                            
                                                
                                                     are also 15 feet high. Wooden stairs lead down to the beach. The tortle fishing boats are functionally identical to rowboats (see chapter 5 of the Dungeon Masterâs Guide for more information on rowboats).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    8. Harkâs Hoard A large round rock fills the low, 4-foot-diameter tunnel leading to this cave. The boulder fits snugly in the tunnel and must be pushed into the cave to clear the passage. Moving the
                                                
                                            
                                                
                                                     bloodstained leather case containing a complete set of thievesâ tools (worth 25 gp) A holy symbol of Silvanus carved from wood and inlaid with gold (worth 25 gp) One magic item, determined randomly by rolling on Magic Item Table A in chapter 7 of the Dungeon Masterâs Guide
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     can learn at this time. The characters can travel with Vizeran, or he provides them with a map and precise directions to guide them to Araj if they want to deal with other matters in the Underdark
                                                
                                            
                                                
                                                     information about Araj. The last favor the library provides for the adventurers is to have the tunnel out directly connect with routes leading to the charactersâ desired destination, whether that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Doors and Landings Endless doors along the staircase connect it to destinations throughout the multiverse. These doors function as planar portals (see the Dungeon Masterâs Guide) and are typically
                                                
                                            
                                                
                                                     closed, though most are unlocked and donât require portal keys to enter. Each door on the staircase occupies a landing with at least two staircases connected to it, leading to and from other landings
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     experts share contacts, exchange resources such as materials or tools, and leverage their collective influence to affect politics for their benefit. Alternatively, merchants and other business owners
                                                
                                            
                                                
                                                     existing enchanted items and might be willing to buy or trade adventurersâ spoils. 4 Moneychangers. These merchants deal in all forms of currency, acting as bankers, loan agents, and crucial contacts for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     guide poses riddles that can lead the party along the path that ultimately exits the maze. Each time the party moves through the correct passage and enters a new room, the goblin provides them with a
                                                
                                            
                                                
                                                     wrong turns, the party encounters the beholder.  Hallways The halls of this maze are 60 feet long and 10 feet wide. If the characters move away from the guide during combat or for any other reason, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Working Together Sometimes two or more characters team up to attempt a task. The character whoâs leading the effort â or the one with the highest ability modifier â can make an ability check with
                                                
                                            
                                                
                                                     characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Working Together Sometimes two or more characters team up to attempt a task. The character who's leading the effort--or the one with the highest ability modifier--can make an ability check with
                                                
                                            
                                                
                                                     quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     actual door leading to area 18. Manipulating Time Having a mechanical guide spend 1 charge in this area opens one closed pit at random, or closes one pit at random if all the pits are open.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     leading into area 8. This chamber serves as the office and apartment of Andras, the templeâs torturer and rival of the warden. It holds a bed, a desk, and mundane gear. The desk contains notes on
                                                
                                            
                                                
                                                     strongbox holds treasure collected from Andrasâs recent victimsâ110 sp, 55 gp, 10 pp, five rubies (worth 100 gp each), and a vial of mummy rot antidote (see appendix C). Manipulating Time Having a mechanical guide spend 1 charge in this area causes Andras to return here from area 9 and prepare to rest.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     39. Secret Door The secret door leading into this area can be detected with a successful DC 14 Wisdom (Perception) check, but is locked. Without the key (found in area 2 or area 20), the lock requires
                                                
                                            
                                                
                                                    . The third is a quartz holding locate object. Manipulating Time Having a mechanical guide spend 1 charge in this area either causes 1d4 of the largest uncut rubies to become cut and polished, doubling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    . The walls of large caverns are studded with stairs and ramps leading to balconies and hollows serving as storage or shops. The largest caverns are crisscrossed by walkways allowing svirfneblin and
                                                
                                            
                                                
                                                     collapsing roofs and spiked pits (see âSample Trapsâ in chapter 5 of the Dungeon Masterâs Guide). Many tunnels slope down before rising up again, allowing the gnomes to flood them. All tunnel traps are inactive in Inner Blingdenstone, but the svirfneblin can quickly activate them in case of emergency.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    City of the Dead I could write a book about the City of the Dead. It is such a fascinating place, filled with so much history and so many stories. But alas, there would be few buyers for Voloâs Guide
                                                
                                            
                                                
                                                     the most stunning, haunting, mournful, and downright eerie statues ever crafted in marble or bronze. Nobles and wealthy merchants have competed to erect the grandest markers for their dead, leading to a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     narrative or if the players get off track. Each can be expanded as you like, and is meant to tie into one of the main chapters in the adventure (or to let you gently guide the players in that direction). Each
                                                
                                            
                                                
                                                     burning caravans that belong to the rivals of those who do pay. Less scrupulous merchants are finding it easier to do business with the cult than to fight against them. Any Zhentarim contacts of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     narrative or if the players get off track. Each can be expanded as you like, and is meant to tie into one of the main chapters in the adventure (or to let you gently guide the players in that direction). Each
                                                
                                            
                                                
                                                     burning caravans that belong to the rivals of those who do pay. Less scrupulous merchants are finding it easier to do business with the cult than to fight against them. Any Zhentarim contacts of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     narrative or if the players get off track. Each can be expanded as you like, and is meant to tie into one of the main chapters in the adventure (or to let you gently guide the players in that direction). Each
                                                
                                            
                                                
                                                     burning caravans that belong to the rivals of those who do pay. Less scrupulous merchants are finding it easier to do business with the cult than to fight against them. Any Zhentarim contacts of the
                                                
                                            
                                        






