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Returning 26 results for 'more some with only agree for for located'.
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more some with only area for for locate
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
250 gp. Ahn-Jun also promises to inform the city’s rulers of the characters’ service. Where to Investigate Once the characters agree to assist Ahn-Jun, the magistrate notes three locations the
characters should investigate: Construction Site. Located outside the city walls where the Tiger District abuts the nearby forests, this construction site has suffered numerous attacks and unexplained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
successful DC 19 Wisdom (Insight) check reveals that Al’chaia has no intention of upholding her end of any deal. If the characters agree to question Ezria, Al’chaia and Zolcharrx escort them to the
located. She then shouts for Ashtyrranthor before she and Zolcharrx attack. Ashtyrranthor joins the fight 1d4 + 1 rounds later. Al’chaia fights until reduced to 90 hit points or fewer, then flees
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. If the characters agree to Mephistopheles’s pact, Rigorath etches the terms onto the surface of the mirror. The words form into chunks of ice on the group’s side, which Rigorath instructs them to
orders the imp to follow the group invisibly after it completes its demolition work and report back when they’ve located the Bleeding Citadel. At that point, Mephistopheles sends an ice devil into Avernus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers, Mirt (see appendix B) becomes their main Harper contact throughout the adventure. Lightsinger Theater is a high-end establishment located in the Castle Ward. If the characters meet Mirt in his
,” who works at the Yawning Portal. She needs a few days to round up the other doppelgangers, who agree to meet at the tavern in human guises. Characters must interview each doppelganger and succeed on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pupil, Ezria, who he believes was captured while scouting the githyanki forces on level 16. If the characters agree to find Ezria, Yrlakka and his remaining pupils tag along unless the characters
Runes”). A creature that passes through the gate appears in area 7a on level 17, in the closest unoccupied space next to the identical gate located there. The githzerai have correctly deduced that a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the
defensive Dodge action or the Ready action to delay acting. Ending Combat Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Master determines where all the characters and monsters are located. Given the adventurers’ marching order or their stated positions in the room or other location, the DM figures out where the
defensive Dodge action or the Ready action to delay acting. Ending Combat Combat ends when one side or the other is defeated, which can mean the creatures are killed or knocked out or have surrendered or fled. Combat can also end when both sides agree to end it.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
over to the edge of the upper level. “Truce, or this human dies!” he shouts. Yeemik wants to oust Klarg and become the new boss. If the adventurers agree to parley, Yeemik tries to convince them to
: The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver’s Pact. (Share the information in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, slightly run-down inn is situated in the heart of the city. A sign carved to resemble the grinning visage of a black dragon hangs over the front door. A stable is located behind the inn.
The Black
tantalizing rumors or uncover valuable information.
Information Source. If the adventurers let Miklos tell stories of his past exploits or agree to help him play a prank on his rivals, he can steer
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
where the caverns are located and can point the characters in the correct direction, but she and the other gnomes avoid the area. Hermit A nameless, wizened hermit (neutral good, human archmage) lives in
by their clan. If the characters agree to slay the trolls’ estranged cohorts (see area L9 of the Lost Caverns, detailed later in this adventure), the trolls divulge the entrance to the fabled dungeon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
are the source of much gossip and intrigue as the nobles of Waterdeep always try to maintain at least a veneer of civility in their squabbles. Although they seldom agree on much, one matter that all
residents of the ward.
Dock Ward. Most of the city’s harbor area is located in Dock Ward, as are the businesses and warehouses that depend on the city’s newly restored harbor. It’s a crowded
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters in its investigation. If they agree to help, the mind flayer asks them to look for clues and question suspects. (In the meantime, the mind flayer quietly casts detect thoughts, focusing on every
a magic missile spell. Given where the body fell, the direction Quintus was walking when he died, and where the wounds on the body are located, a character can deduce, with a successful DC 16
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
located in this stateroom, on the bed’s headboard, while the other is in the ship’s study (area Z13) on the wall above the desk. He suspects casting Dispel Magic on a rune would deactivate it, but the
located on the bed’s headboard. Z9: Brig Small cells with thin iron bars line both sides of the center hallway. You hear shouts for help from one of the cells.
The shouting is coming from a couatl
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the current turns the wheel, it not only powers the elevator in area 9 but also turns a large millstone located inside a hut next to the wheel, which has a beaded curtain entrance on the south wall
characters agree to escort Halani back to her tribe in the Moonwood, she leads them to an icy waterfall in the heart of the forest where they can rest for the night. A group of six moon elf scouts
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Five are fairly unified and tight-fisted in their control of Amn, but their ability to affect events outside their own borders is limited because they can’t agree enough on major matters of foreign
scapegoats. Lands to the East To the east lie many of the older nations of the Realms, including the Western Heartlands of Faerûn — those civilizations centrally located on the continent, and thereby
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
their story. Fortunately, Dagdra is open to reconsidering her life choices and allegiances — and is having a really bad day. If the characters agree to help her complete her tasks, she reveals the
means that only one character can search for each item. Once three items are located with three checks, any character must then make a Strength (Athletics) or Dexterity (Acrobatics) check to place the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet deep. Security Mirror. A security mirror is mounted in the northeast corner, overlooking the area. A11: Nessus Nessus is a restaurant located 20 feet below the casino. It can be reached by
casino. He refuses to give the characters what they came for, instead offering to pay them 150 gp each to forgo the heist and return to Verity with a letter from him. If the characters agree to his terms
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ditch are a gathering ground for trading guild workers, who ferry material from the Great Foundry to portals located within massive sewer pipes along its shores. When night falls, however, even these
for him, from priceless baubles to worthless junk. Tattershade lives in fear of something, but no two stories agree on what. It could be the Master of Bones, a powerful devil, or the Lady herself. Face
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
shouts. The other goblin boss, Errk, shouts along supportively. Yeemik wants to oust Klarg and become the new leader. If the adventurers agree to parley, Yeemik tries to convince them to kill Klarg in
Cave. The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Phandelver Pact. (Share the information in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
payment of 500 gp to anyone who finds out where the hill giants’ lair is located. Characters who visit the Watchful Knight and question its patrons learn that most of the giants fled southward with their
adventurers to find out what the giants are doing and thwart them if possible. “Harnoth” promises that if the characters agree to explore Ironslag and return with evidence of a successful mission
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a “vast treasure” in the rolling
pillars, and the air is dry and oppressively hot.
Beneath each of you is a faintly glowing pentacle of green metal inlaid in the stone floor.
This infernal hall is located within an abandoned
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
be located without a True Seeing spell or similar magic. Basin. The inscription on the basin reads, “Once for reward, twice for compassion, thrice for salvation.” A character cut by the copper knife
, inquiring about their business. Whether or not they’re forthcoming, Avalion knows they’re here for a soul, which he offers to help them find. If the adventurers agree to his help, Avalion selects
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, availability of maps, or other conditions. Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Bavlorna’s cottage Dealing with Bavlorna. Before she’ll agree to help the characters in any way, Bavlorna demands that they complete the following three chores: Fix the Preservation Pool. Bavlorna’s
, hollowed-out tree located deep in the forest of Thither. Skabatha uses it as a lair. Skabatha’s portrait is displayed in a circular room in the heart of Loomlurch, alongside portraits of her three sisters
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
insufferably self-absorbed Illithinoch leaders of old. If the characters are forthright with Oshundo and if they agree to give the alhoon any mind crystals they’ve found, Oshundo becomes a grudging ally
. Directions are fickle in the Far Realm, but the Endless Void is located “beyond a lightless star.” Protective Maze. The Briny Maze is designed to trap those who come to steal Ilvaash’s knowledge or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a staircase that climbs 20 feet to the Guts & Garters Inn, an establishment located in the subterranean town of Skullport, which is under Xanathar’s control. See Waterdeep: Dungeon of the Mad Mage
, which it keeps to itself. It offers to help characters who agree not to harm it or the beholder.
X23. Antechamber of Madness This great hall has the following features: A kuo-toa whip and six kuo-toa






