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Returning 35 results for 'marked some with only are from for lower'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
Guild. If either of them ever finds out, your life as you know it will be over.
6
A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
City Landmarks Today, Baldur’s Gate is split into three districts: the wealthy Upper City on the hills above the docks, the bustling Lower City around the harbor, and the lawless Outer City (which
Hill, or the gates that contribute to the city’s name. Important landmarks are marked on the large map of the city (map 6.2), which shows the entirety of Baldur’s Gate and its immediate surroundings.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Lower Level: General Features Map 6.4 shows the layout of the lower level of the glacial rift. This area has basically natural formations, with some rough-hewn connecting passages and enlargements
made here and there. Map 6.4: Frost Giant Stronghold - Lower Level View Player Version Boulders. Some passageways on this level are blocked by huge boulders (at the places adjacent to boulders that are
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
City Landmarks Today, Baldur’s Gate is split into three districts: the wealthy Upper City on the hills above the docks, the bustling Lower City around the harbor, and the lawless Outer City (which
Hill, or the gates that contribute to the city’s name. Important landmarks are marked on the large map of the city (map 6.2), which shows the entirety of Baldur’s Gate and its immediate surroundings.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— behind the original walls of Gray Harbor — and the Lower City, built on the slopes leading down to the Chionthar River. Patriar houses were ransacked, family heirlooms were lost forever, and heirs were
banner, that of the Flaming Fist. Eltan used the mercenaries to quash what pockets of disorder he found, punishing lawbreakers for their crimes. Though plenty of theft, blackmail, and assassination continued behind closed doors, the founding of the Flaming Fist marked a new chapter in the city’s story.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
— behind the original walls of Gray Harbor — and the Lower City, built on the slopes leading down to the Chionthar River. Patriar houses were ransacked, family heirlooms were lost forever, and heirs were
banner, that of the Flaming Fist. Eltan used the mercenaries to quash what pockets of disorder he found, punishing lawbreakers for their crimes. Though plenty of theft, blackmail, and assassination continued behind closed doors, the founding of the Flaming Fist marked a new chapter in the city’s story.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
vendors hawking one-and-done novelties. The Sigil Wards table outlines each of the wards and the ascendant factions that headquarter within them, as well as six minor factions, which are marked with an
Order, Harmonium, Mercykillers Lower Ward Athar, Ring Givers,* Mind’s Eye Market Ward Free League,* Transcendent Order Undersigil Coterie of Cakes,* Revolutionary League,* Undivided* (see the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
glyphs (marked as starbursts on map 5.2) are etched on the floor near the hall’s main staircase. Any creature that stands on a glyph and says “up” or “down” is teleported to the transport glyph one floor
higher or lower in the hall (depending on the direction spoken), along with anything the creature is wearing or carrying. If the destination glyph is occupied or the command doesn’t make sense (such as saying “down” while on the hall’s lowest floor), the transport glyph doesn’t function.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Using the Tables When a creature’s name appears in bold type, that’s a visual cue pointing you to its stat block. Creatures marked with an asterisk (*) appear in this book. Those marked with a dagger
use with characters in the third tier of play (levels 11–16). If you’re creating giant-themed encounters for lower-level characters, you might use more dangerous creatures in the background to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
to the Guild. 4 The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts
as you know it will be over. 6 A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower ranks hoping to find out what happened to them. 7 You’ve
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Guild.
4 The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents, funneling the money through charitable fronts
life as you know it will be over.
6 A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower ranks hoping to find out what happened to them
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Merfolk Aquatic humanoids with the upper body of a human and the lower body of a fish, merfolk adorn their skin and scales with shell decorations. Merfolk tribes and kingdoms span the world, and
in vast undersea caverns, mazes of coral, the ruins of sunken cities, or structures they carve from the rocky seabed. They live in water shallow enough that the passage of time can be marked by the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mark, as noted in the Scrivener’s Mark Effects table. Any character marked in this way must make a DC 20 Charisma saving throw every third dawn thereafter. On a failed save, the level of that
gains a new benefit (up to level 4) and a new drawback, in addition to retaining the ones from lower levels. A character can choose to fail the saving throw, and a character instantly becomes aware of
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the lower decks of the ship.
The area inside the green glow is teeming with life. As the characters approach the opening, read or paraphrase the following boxed text: Within the lighted area, there
becomes apparent. About ten feet from the aft of the lower deck, a large turtle, its head and limbs pulled in, floats in the middle of the rear cabin. The green light emanates directly from the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
over all waters and coasts is complete, and maritime commerce is at their mercy. The sahuagin have renovated the fortress to conform with their plans. The two lower levels of the fortress have been
between area 19 and the points marked with a † symbol in the corridors on the map, the characters can hear faint chinking, banging, and tapping noises if they stop to listen, and these noises become
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
area. They rise up and attack intruders, surprising those who have a passive Wisdom (Perception) score lower than 12. Behind each door is a rough-hewn chamber with a 50-foot-high ceiling. The
southwest chamber is illusory and conceals a circular pit that’s wide enough for a giant to fall through (marked on the map with a dotted circle). Any creature that treads on this section of floor falls
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
all matters, great and small. At any given time, roughly one-quarter of the peers are powerful members of Lower City society, with the rest drawn from the Upper City’s noble families, called patriars
who have “retired” to military life. In both the Upper and Lower Cities, the underworld is controlled by a shadowy group known merely as the Guild. The dukes don’t acknowledge the power of this group
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Lower Dura. This devastation can still be seen today in the district now known as Fallen. On 9 Olarune, people gather to remember those who were lost that day. Many of them carry on a tradition of
tell stories or sing traditional songs, ensuring that their culture isn’t forgotten. Other survivors still seethe with anger at the enemies who brought Cyre down, and thus far the holiday has been marked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(marked X on map 13). Buried in the mold are two gourds, one containing a potion of diminution and the other a potion of longevity. Chanterella grew the purple mold and can silently command it to extrude
sticky tendrils, which it uses to lower the potions within easy reach. Sunlight, any effect that cures disease, or any effect that deals radiant or necrotic damage destroys the mold. If the mold is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
successful DC 10 Strength (Athletics) check. Five goblins stand guard on the ledges—one on each ledge marked with a “1a” tag on the map. Their names are Gleek, Lop, Nitch, Pox, and Slibberdabber. When
of the ogres’ den yields nothing of value. 1d. Polluted Pool A shallow pool has formed against the northeast wall of the cavern, the floor of which is lower here. Runoff from the pool trickles eastward into area 4. The water is polluted with toxic minerals and is unfit for drinking.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
footprints) to the stairs leading down to area 5 (see “Stairs Down”). Sinkholes Several sinkholes lead down to the lower chambers. A large open sinkhole in the middle of the amphitheater drops down
into area 2; Iymrith uses it to enter and exit her lair. Three hidden sinkholes are marked 1A, 1B, and 1C on the map. The first creature to enter a hidden sinkhole’s space causes the sinkhole to appear
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lower Ward Industrial smog and fumes blanket the Lower Ward, a noisy tangle of bellowing forges, magical refineries, and alchemical emissions. Cobblers, smiths, and smelters gravitate to the ward
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lower Deck and Cargo Hold The cabins beneath the main deck are home to the druid Krell — and to the murderous creatures under his control. WEBS ABOARD SHIP
Except where otherwise noted, the lower
area is not shrouded in sheets of webs, unlike most of the lower deck (see the “Webs Aboard Ship” sidebar). A web of a different sort stretches across the doorway between this small chamber and the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. This culminates with a grand contest of champions at the Cornerstone in Middle Tavick’s Landing. Crystalfall (9 Olarune). During the Last War, saboteurs caused a floating tower to fall into Lower Dura
party) who brings down the beast wins a purse of 500 gp and the blessing of Balinor. The Hunt can vary; some years multiple beasts are released and the hunter who catches the most of them is marked as
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) migrating
10 1d4 stegosaurus† (attitude: 1d8 + 2) trying to help an additional one that is stuck in thick mud
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a
† (attitude: 1d6 + 2) reveling in a storm
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Elemental Earth
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
on Map: Starglass Waypoint Lower Level. Four crates (marked 1 through 4) are real. The crates marked with a Q are actually four Modron Quadrones with their legs retracted and weapons hidden from view
Lower Level Locations The following locations are keyed to map 4.1. S1: Doors of Glass and Brass The front doors leading to the atrium (area S2) are unlocked and unobstructed. They swing open easily
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
elevator that comprises Rigus’s penultimate ring. The platform responds only to the Crown Generals, who can lower the district—along with armies and weapons of war—to the gate chamber. Nicknamed the
influence a creature of a lower rank. These creatures have disadvantage on Charisma (Intimidation) checks made to influence a creature of a higher rank. Regimented Populace. Creatures in Rigus are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
effective warriors at any given time is usually lower due to sickness. Breakbone has two captains under his command: Ord Firebeard (LG male gold dwarf veteran) and Perne Salhana (LG female Tethyrian human
and other vermin. 3. Watchtowers Each watchtower has a defended top level (providing three-quarters cover) that looms above the camp palisade. A lower level consists of a wooden floor raised several
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Lord Dagult Neverember, then Waterdeep’s Open Lord, in 1475 DR. Her meeting with Neverember marked the beginning of a torrid love affair that lasted over a year. One of the many gifts he lavished on her
. Art Imitates Life (3/Day). Kalain touches one of her paintings and causes its subject to spring forth, becoming a creature of that kind provided its CR is 3 or lower. The creature appears in an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Entry Hall These rooms form the entrance to what was once a lavish underground mansion. 1a. Left Hand of Manshoon Alarm. An alarm spell has been cast on the 20-foot-square area marked on map 9. It
provide “a much needed sanitary service” by ridding the dungeon of pesky monsters. If the characters are just passing through on their way to the lower levels, the headmaster offers to take them to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
south slopes gently upward to area 26d and contains a rolling sphere trap.
The 10-foot-square section of floor marked X on map 2 is a pressure plate. When 20 or more pounds of pressure depress this
the lower end of each table, set into the floor, is a shallow, circular stone basin for collecting blood. 26e. Abandoned Study Makeshift Desk. The lid of a stone sarcophagus rests atop two misshapen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
knuckles scraping the floor.
Stone Cubes. Twenty cubes of solid granite measuring 8 feet on a side are arranged about the chamber. One cube near the west wall, marked with an X on map 3, is fake
north to south, are: A mostly finished statue of a female dwarf priest carrying a stone censer A half-finished statue of a cheery dwarf girl riding on the shoulders of her beaming father, whose lower
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leather, rope, and bone. It combines a bear skull, deer antlers, and a saber-toothed tiger’s lower jaw. The object is in good condition, but it is worth only 10 gp. An oiled hide under the helmet wraps
Javor’s ornate greatsword of ancient Besilmer make. The sword’s grip is bound in worn leather that doesn’t look original, and is marked with sequential notches. Bear claws are tied to the pommel. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. This statue depicts Lolth in her monstrous form, with the upper body of a female drow and the lower body of a bloated spider. From its upraised hands, the statue casts forth stone webs that fan
bright light in a 15-foot radius and dim light for an additional 15 feet.)
Corpses. The banshees recently finished off a pair of adventurers, leaving their corpses to rot in the squares marked X on






