Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'guide cousins landing'.
Other Suggestions:
guide cousins leading
guise cousins leading
guide cousins lasting
guide cousins longing
guide causing leading
Monsters
Strixhaven: A Curriculum of Chaos
nature. Eventually that growth turns the daemogoth into a titan.
The titans maintain their lesser cousins’ ability to trade magical power for a mortal’s pain, but they tend to demand
;Supernatural Gifts” in the Dungeon Master’s Guide). As long as the creature has the blessing, it must expend and roll two of its Hit Dice whenever it finishes a long rest. It takes
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 Master’s Guide) and are typically
closed, though most are unlocked and don’t 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->Out of the Abyss
surface cousins. They reveal these aspects most easily among their own kind, and to those they come to trust.
The svirfneblin assign defined roles to each gender but hold females and males in equal
characters help the svirfneblin openly (see “Social Interaction” in chapter 8 of the Dungeon Master’s Guide). Some deeds in Blingdenstone reward the characters with an automatic attitude shift, while others
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, choosing to remain at Candlekeep for a few days before returning to Baldur’s Gate. Characters can use Candlekeep’s library to learn more about the Nine Hells. Chapter 2 of the Dungeon Master’s Guide
the “Devils” entry of the Monster Manual. Once they’re ready to leave for Traxigor’s tower, read or paraphrase the following boxed text to the players: Sylvira ushers you to a crescent-shaped landing
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
guide their “guests” along a safe route or invite them to a tiny yet satisfying feast prepared in their honor.
Opposed to Violence. Unlike their fey cousins, the sprites, pixies abhor weapons and would sooner flee than get into a physical altercation with any enemy.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
blocks). On the walls near the characters are three ballistae (detailed in the “Siege Equipment” section of the Dungeon Master’s Guide) and six Kalaman soldiers (see appendix B). The Dragon Army
forth in the form of a massive skeletal dragon.
This lesser death dragon (see appendix B) has come specifically for the characters. After its dramatic crash landing, it starts the battle with 160
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Master’s Guide) into the stew before asking them to taste it and give him an honest critique. He then cries out to the guards in area K2 and attacks. Combat in this area draws the attention of the Zhents
. Manshoon’s servants throw their garbage here. The Kolat brothers created some magic items in this room, and an experiment gone awry caused the scorch marks. K6. Main Tower Landing and Ledge Level 2 of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
room. Each time a Medium or larger creature moves off this safe trail into the shaded area on the map, it must succeed on a DC 12 Dexterity saving throw or fall 10 feet through the floor, landing in area
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. Eventually that growth turns the daemogoth into a titan. The titans maintain their lesser cousins’ ability to trade magical power for a mortal’s pain, but they tend to demand more punishing suffering
daemogoth titan’s interest, the titan can grant a blessing to the supplicant (see “Supernatural Gifts” in the Dungeon Master’s Guide). As long as the creature has the blessing, it must expend and roll two
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
lair inside!” Talking with Clystran So long as the characters aren’t hostile to Clystran, he wants to know all about them. Use the following topics to guide the conversation with him: Clystran wants to
. Detail the unique community of Heart’s Hollow however you please, including the following locations and landmarks (appearing on map 5.6): Map 5.6: hearts hollow View Player Version Breakwater Landing
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
vault. Hill dwarves are more perceptive and empathic than their kin. They rely on their intuition and insight to guide them in relationships with other races. To offset the disadvantage of not being
. Hill dwarves view their mountain cousins as overly grim shut-ins who refuse to believe that life is anything but a constant battle for survival. Mountain dwarves view their hill-dwelling relatives as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Dragonfly Rides Huge lily pads rest on the surface of a pool glistening with phosphorescent algae. Giant dragonflies use the lily pads as landing platforms, buzzing loudly overhead with wings as
) check. See “Catching Kettlesteam” later in the chapter if the characters try to confront her. A character can calm the startled mount and guide it back to a lily pad with a successful DC 14 Wisdom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chapter 8 of the Dungeon Master’s Guide). Where the tunnel branches, a stone bridge spans the sewage pouring out of an eastern artery. There’s no walkway in this arterial passage that leads to areas
stone staircase against the south wall climbs up to a landing, where a wooden door is held shut with a chain and a padlock. Iron Door. The door opens into a small, empty storage room with hooks hanging
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the creature drops 20 feet straight down into the snow, taking 1 bludgeoning damage from the cushioned fall and landing prone. On a failed save, the creature slides down the collapsing walkway to the
west and plunges into the gorge, taking 49 (14d6) bludgeoning damage from the hard fall and landing prone. B3. Workshop Frost covers every surface of this abandoned workshop.
The workshop contains a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
clockwise direction and forming landings at various points. Situated next to each landing is a 9-foot-tall arrow slit that tapers to a width of 5 inches. Much of the tower floor and the staircase is
and two magic items, determined by rolling on Magic Item Table B in Dungeon Master’s Guide. 2. Upper Level Nothing of value is to be found on this level of the tower except a large sack lying on the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
high upon the mountainside. The slope is so steep that a creature falling from this height would tumble almost 400 feet down the mountainside before landing on any sort of ledge. Although there are
Dungeon Master’s Guide) except that they are brittle and thus lack immunity to bludgeoning damage. Characters who smash or burn their way through the webs can reach the cocoons, of which there are three
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
travel toward Ironmaster, stand next to one of its menhirs, and wait, some dwarves will eventually approach them. If the characters announce that they’ve come on behalf of Augrek, one of her older cousins
item, roll on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide, or allow each player to choose one item from that table. Duvessa Shane’s Quest After dispatching scouts to check on the other
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
heroes of pulp adventure are often able to overcome seemingly impossible odds. One way to reflect this is to use the optional hero points rule from chapter 9 of the Dungeon Master’s Guide. This is
investment in the world. Optional Rule: Environmental Elements
A fight breaks out in The Cat & Biscuit. The gnome rogue leaps from the landing and swings across the room, passing over the heads of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, narrowing to 2 feet wide on the outside of the wall. Wooden ballistae (see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide) are positioned behind several of the arrow slits
time. Hippogriffs and griffons are capable of landing in any outdoor area. They can also fly through the openings in the wall of the griffon aviary (area 7). Any NPCs who accompany the characters on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
uppermost are ringed with vicious dragonspikes to keep large creatures from landing to attack the structures directly. The great chimney of the city’s central foundry stands between them, belching smoke
around on your own. Within the citadel are traps, deadfalls, and other hazards in various places waiting for someone to approach a protected location incorrectly. A guide, if you can find one, is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 25. Slimy Cavern This uneven, naturally formed cavern is about twenty feet in diameter.
Two patches of green slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) hang at a point
on the ceiling roughly halfway between the two passage mouths. They drop on characters (or smugglers) who pass below, landing with a distinctively soggy slap. 26. Natural Cavern This roughly circular
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. It’s a daunting task, but the party has their allies’ full confidence. Resources Before being ferried from to a landing point near the sahuagin fortress, the Saltmarsh council provides the characters
possible that the party could be overwhelmed by foes. Consult the “Handling Mobs” section in chapter 8 of the Dungeon Master’s Guide to help deal with large numbers of enemies. Concluding the Assault
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one contains coats and boots that belong to her children. N4b. Staircase A wooden staircase leads up to a balcony. At the foot of the stairs is a landing with three stained-glass doors in wooden frames
“Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). A creature that triggers the trap and fails the saving throw against the needle’s poison falls unconscious for 1 hour
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the other from the left, to meet at a landing on the second level 30 feet above your heads. That layout repeats on the second level, and the third level, but with each successive layer adding less
possibility of a recurrence. Each character who agrees receives a supernatural charm (see chapter 7 of the Dungeon Master’s Guide) to aid their task. Assign charms to characters that are appropriate to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
or raised. The true monster of the mine reveals itself M7. Bucket Lift Landing The mechanism creaks as the bucket lift descends to the floor of a small cave where two dusty tunnels lead in opposite
cataloguing the flora of Icewind Dale. He and his guide were killed and decapitated by a yeti in the foothills of Kelvin’s Cairn two years ago, and his restless spirit has lingered. The kobolds happened upon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Emerald Enclave has expert guides stationed here as well. One of them, a druid named Qawasha (see “Finding a Guide”), comes highly recommended. The main reason adventurers have for visiting Fort
expedition without a charter, it will attack the expedition and confiscate its gear. Everything being shipped in or out of the fort goes through Beluarian Landing, which is nothing more than a stretch
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
thin web of slime, lead down to areas B66 and area B67. A creature that moves over a pit must succeed on a DC 15 Dexterity saving throw or slide down the chute, landing with the prone condition in an
it, Zargon unleashes its wrath on the chapel’s occupants. Slime Carpet. A 10-foot-wide patch of green slime (see the Dungeon Master’s Guide) intersects the pews. The slime doesn’t harm Zargon or its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
jagged rocks amid a sea of gravel. Anauroch’s most southerly part is the Sword — a hot, sandy desert. Use the Desert Monsters table in appendix B of the Dungeon Master’s Guide to inspire encounter ideas
Dungeon Master’s Guide to determine the contents of each dragon’s trove. Aurilssbarg See the “Ice Peak” section. Bargewright Inn Once a hilltop wayside inn, this site has become a walled community of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
) check notices the weak rung. Any character who breaks the rung while climbing falls 10 feet and has a 50 percent chance of landing in the waste pile. Pile of Waste. Any character who makes substantial
Dungeon Master’s Guide. Treasure. A character who searches the waste pile discovers a brooch of shielding dropped here years ago. 6. Archer’s Post Cobwebs shroud this apparently abandoned room, obscuring
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wyrmheart Mine A clan of shield dwarves operated this iron mine (map 2.14) up until forty years ago, when it was conquered by a young red dragon named Tzindelor. Hew Hackinstone (see “Finding a Guide
Strength checks because of the steep incline of the tracks. 7. Upper Landing Two kobolds stand guard near some old crates. One keeps an eye on the cart track, while the other watches the stairs to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are summoned to the temple (see chapter 4). The Sacred Stone monks provide a guide to show them the way. If the party is antagonistic or doesn’t seem to be of potential value to the cult, Qarbo
stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
so that it faces the doorway where you entered. Near it is a wooden crate.
Flies buzz about this disordered room, landing occasionally on animal carcasses that lie strewn in small piles. On a low
: Bavlorna, Endelyn, and Tasha. (Bavlorna won’t add anything about Tasha if the characters press for more information about her.) To reach Thither, the characters need a guide. There’s a scarecrow in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
emerge from the stone to spy on creatures that pass by. One chwinga is fascinated by tall people and might bestow a charm of restoration (see chapter 7 of the Dungeon Master’s Guide) on the tallest
damage as normal and possibly landing in the cistern. Iron doors on the eastern side of the dome are rusted shut and can be forced open only with a successful DC 17 Strength (Athletics) check — but the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
“Poisons” in chapter 8 of the Dungeon Master’s Guide). Ammalia plans to taint the Founders’ Day feast with the poison (see “Special Events”). Red Grimoire. The tome on the desk, bound in crimson leather
smoke and resembles a pit fiend. A character must finish a long rest before performing the ritual again. Trapdoor. The trapdoor in the ceiling is the entrance to the attic. C23. Attic Landing A thick






