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                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     against other members of the adventuring party.
The Vampireâs Minions
Whenever Strahd appears in a location other than his tomb or the place indicated by the card reading, roll a d20 and consult
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
                                                
                                            
                                                
                                                     random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deckâs Twist of Fate property, and both you and the
                                                
                                            
                                        
                                                    Teleportation Circle
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know
                                                
                                            
                                                
                                                     appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     the doings of thievesâ guilds and street gangs. You might be a âvelvet maskâ bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
                                                
                                            
                                                
                                                    , or a less populous location, perhaps Luskan or Yartar â any place thatâs large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                     encounters with members of other guilds are more often violent than friendly, but occasional bonds do form.
Roll twice on the Gruul Contacts table (for an ally and a rival) and once on the Non-Gruul
                                                
                                            
                                                
                                                    .
2
A Boros soldier gives me gifts in exchange for information about other clansâ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Where Is Xardorok? To determine Xardorokâs whereabouts when the characters arrive at the fortress, roll a d20 and consult the Xardorokâs Location table or simply choose one of the suggested locations
                                                
                                            
                                                
                                                    . Xardorokâs Location    d20 Location 
     1â5  Resting on his throne in area X19 
   6â10  Barking orders in area X24 
   11â15  Praying before the statue in area X29 
   16â20  Torturing a duergar accused of treason in area X34 
   Map 3.1: Sunblight (Xardorokâs Fortress)View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Guilds and Guild Law No aspect of life in Waterdeep goes untouched by at least one of its more than forty guilds. Virtually every profession has an associated guild, and thereâs hardly a citizen of
                                                
                                            
                                                
                                                     the city who doesnât belong to one or more guilds, or doesnât work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of âGuild Law.â Guild Law isnât technically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     deadly force. To determine where the characters first encounter Muiral, roll a d20 and consult the following table:  d20 Muiralâs Location   1â5 Area 3b 6â10 Area 7b 11â20 Area 11b
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , roll a d4 and consult the Simulacrumâs Location table, or choose an option you like.  Simulacrumâs Location   d4 Location   1 Dancing in the ballroom (area P4) 2 Relaxing in the parlor (area P5) 3 Mingling in the banquet hall (area P7) 4 Observing from the balcony (area P9)
                                                
                                            
                                                
                                                     (area P12). Simulacrumâs Location To determine the location of Zorhannaâs simulacrum when the characters first arrive at Paliset Hall, or anytime the characters lose track of it and need to find it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , not just what you accomplished in the past. The backgrounds associated with guilds in this chapter work like those in the Playerâs Handbook, giving you proficiencies, languages, equipment, and
                                                
                                            
                                                
                                                     add to your spell list if youâre a member of a spellcasting class. Guild Spells The spellcasters of Ravnicaâs guilds have a style of magic specific to their guild. A guildâs description includes a list
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
                                                
                                            
                                                
                                                     instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     round As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you
                                                
                                            
                                                
                                                     instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied. Many major temples, guilds, and other important places have permanent teleportation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Facing Xanathar Roll percentile dice to determine the beholderâs location when the characters arrive, and consult the Xanatharâs Location table. Xanatharâs Location  d100 Location   01â50 Xanathar is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     coastal location or a short voyage away from seaside locales. Here are some suggestions for placing it in a few classic D&D settings.
 Eberron. On Khorvaire the isle is located on the north coast of
                                                
                                            
                                                
                                                     routed from the island, the characters might gain unwanted attention from what remains of Netheril.
 Mystara. The Minrothad Guilds are always interested in consolidating their power on the sea and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     type of guild from the options in the Sample Guilds table, or work with your DM to create a new guild. The facility is a meeting room where members of your guild can discuss important matters in your
                                                
                                            
                                                
                                                     order to this facility, you commission the facilityâs hireling to recruit guild members to perform a special assignment. Each guild in the Sample Guilds table specifies the nature of that assignment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     effect as well. Roll a d20 twice and consult the Psychic Wind Effects table to determine the location and mental effects.  Psychic Wind Effects   d20 Location Effect   1â8 Diverted; add 1d6 hours to
                                                
                                            
                                                
                                                     the storm. As quickly as it comes, the psychic wind passes, and the sky returns to normal in a few rounds. The psychic wind has two kinds of effects: a location effect and a mental effect. A group of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    House Occupants If the characters explore a residence other than Mad Maryâs townhouse (area E3) or the burgomasterâs mansion (area E4), roll a d20 and consult the following table to determine the
                                                
                                            
                                                
                                                     shuttered window of a house infested with Strahd zombies, they are assailed by the stench of death. If the characters dare to enter, the zombies converge on their location.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sound to erupt from one statue or the other, or both. Roll a d8 and consult the Statue Sound Effects table to determine what occurs. Each statue is a Large object with AC 15, 50 hit points, and
                                                
                                            
                                                
                                                     immunity to poison and psychic damage. Destroying a statue doesnât stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects  d8 Effect   1 One statue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Flesh Warping When a creature fails a saving throw against the sibriexâs Warp Creature effect, you can roll percentile dice and consult the Flesh Warping table to determine an additional effect
                                                
                                            
                                                
                                                     determine how the creature is transformed permanently. Development After tricking or magically compelling the sibriex to divulge the location of Belâs adamantine rods, the characters can set out to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Spirit Shield (2d6) 10th Consult the Spirits, Spirit Shield (3d6) 14th Vengeful Ancestors, Spirit Shield (4d6)  Ancestral Protectors Starting when you choose this path at 3rd level, spectral warriors
                                                
                                            
                                                
                                                     damage by more: by 3d6 at 10th level and by 4d6 at 14th level. Consult the Spirits At 10th level, you gain the ability to consult with your ancestral spirits. When you do so, you cast the augury or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     sporadically. You can stage an encounter with Tekeli-li anywhere you like. If youâre not sure where it might be or how it should behave, roll a d6 and consult the Tekeli-liâs Location table. The table determines
                                                
                                            
                                                
                                                     during an encounter, the vampire turns to mist and withdraws to a safe location in the dungeon. Even when the vampire is not immediately present, its cackling laughter echoes through the caves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , and bribe local guilds for information. A character must spend a certain amount of gold per day to cover expenses. After 1d4 + 1 days, the character can make an Intelligence (Investigation) check. On
                                                
                                            
                                                
                                                    . This information is summarized in the Finding the Golden Goose table. You can rule that an investigation automatically fails if it is conducted in a particularly isolated location, such as the islands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
                                                    
                                                
                                            
                                                     doings of thievesâ guilds and street gangs. You might be a âvelvet maskâ bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich
                                                
                                            
                                                
                                                    , whether pickpockets or con artists. The community where you plied your trade might have been one of FaerĂ»nâs great metropolises, such as Waterdeep or Baldurâs Gate, or a less populous location, perhaps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    Planar Portals A portal is a stationary, interplanar connection that links a specific location on one plane of existence to a specific location on another. Some portals function like doorways
                                                
                                            
                                                
                                                    , or even whole townsâthat exist on multiple planes at once or flicker from one plane to another. Some are vortices, joining an Elemental Plane with a very similar location on the Material Plane, such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     hungry beasts, greedy bandits, or vicious monsters. Check for encounters once during the day and once at night by rolling a d20. On a roll of 17â20, an encounter takes place. Roll a d12 and consult the
                                                
                                            
                                                
                                                     flee once combat is joined. Goblins. The goblins know the location of Cragmaw Castle and can provide directions if they are captured and threatened. Each one carries a pouch containing 1d10 cp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Strahdâs Location in the Castle Drawn from the high deck, the fifth card in the card reading determines the location of the final showdown with Strahdâthe place in Castle Ravenloft where the
                                                
                                            
                                                
                                                     characters are sure to find him. The first time the characters arrive at the foretold location, Strahd is there, provided he hasnât been forced back into his coffin. Artifact (Joker 1) He lurks in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     encounter takes place. Roll a d12 and consult the Triboar Trails Random Encounters table to determine what the party meets.  Triboar Trail Random Encounters   Day Roll Night Roll Result   1â2 1â3 1d4 + 2
                                                
                                            
                                                
                                                     Goblin Band This band of Cragmaw marauders consists of 2d4 goblins led by a goblin boss. They know the location of Cragmaw Castle and can provide directions if they are captured and threatened. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
                                                
                                            
                                                
                                                     their subaquatic laboratories, pursuing their research while isolated from the volatile interrelationships among the other guilds. Prime Speaker Zegana encourages that isolationist attitude. At the same
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Brilliance 18 Spore servants 19â20 Traders  Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
                                                
                                            
                                                
                                                     a chance that characters searching the area find something of interest or value. Roll a d20 and consult the table below to see what, if anything, they find. Ambusher Lair Discoveries  d20 Discovery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     worship for the druidsâ devotions and ceremonies.  Map 4.4: Gatekeeper Seal View Player Version Gatekeeper Seal Adventures The location of a Gatekeeper seal might be the site of an adventureâs climax
                                                
                                            
                                                
                                                    , or the characters might need to find one in order to consult with the guardians there. The Gatekeeper Seal Adventures table presents some possibilities.  Gatekeeper Seal Adventures   d4 Adventure Goal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     challenge.
 â Margaret Weis & Tracy Hickman, War of the Twins
 âPortalâ is a general term for a stationary interplanar connection that links a specific location on one plane to a specific location on
                                                
                                            
                                                
                                                     Plane with a very similar location on the Material Plane, such as the heart of a volcano (leading to the Plane of Fire) or the depths of the ocean (to the Plane of Water). Passing through a planar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     one encounter per goal achieved in the âTask Listâ section. Roll a d6 and consult the Battle of Blingdenstone Encounters table to determine each encounter. BENEFITS FOR COMPLETING TASKS
 Completing
                                                
                                            
                                                
                                                     certain tasks in Blingdenstone can provide the characters with benefits and allies in the final battle.
  If the characters find EntĂ©mochâs Boon and share its location with the svirfneblin, or if they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     end of each hour, consult the section below that corresponds to the charactersâ current location. Excavated Rooms and Passages. If the characters are in areas 1 through 18, area 22, or areas 24 through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table:  d20 Vlonwelvâs Location   1â5 Area 25b 6â15 Area 26 16â20 Area 27a  Treasure. Vlonwelv wears two webbed
                                                
                                            
                                                
                                                     adopted daughter close by. When determining Vlonwelvâs starting location, assume Zress accompanies her. If you have Mordenkainenâs Tome of Foes, use the drow house captain stat block in that book to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     about mining. If the characters talk to Toblen, he shares a brief tale told to him by one of his regular patrons. Roll a d6 and consult the Phandalin Tales table to determine which tale Toblen knows, or
                                                
                                            
                                                
                                                     around. Characters who engage Barthen, Ander, or Thistle in friendly conversation are told a tale. Roll a d6 and consult the Phandalin Tales table, or pick a tale the characters havenât heard yet
                                                
                                            
                                        






