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Returning 35 results for 'path are and his confined'.
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path are and his contained
path are and his convinced
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 4: Escape Attempt K’Tulah reaches the end of her patience with being confined, and she tries to break the quarantine. This event can begin in any area. When you're ready to begin this event
springs up and takes off at a full sprint.
K’Tulah runs for the hatch in the ceiling of area F1. She tries to evade anyone who stands in her path but fights them if necessary. If she reaches the hatch
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
structures joined together by a stone bridge. A narrow, winding path corkscrews up the mountainside to the smaller of the two structures, and appears to be the only safe way to reach it by land. It’s an
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Event 4: Escape Attempt K’Tulah reaches the end of her patience with being confined, and she tries to break the quarantine. This event can begin in any area. When you're ready to begin this event
springs up and takes off at a full sprint.
K’Tulah runs for the hatch in the ceiling of area F1. She tries to evade anyone who stands in her path but fights them if necessary. If she reaches the hatch
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
structures joined together by a stone bridge. A narrow, winding path corkscrews up the mountainside to the smaller of the two structures, and appears to be the only safe way to reach it by land. It’s an
unwelcome path, but not as unwelcome as the cold, howling wind that buffets you.
If Cryovain is alive, the young white dragon is sleeping on the rooftop of the main fortress (area H20), where it can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her quarters (area 11b), or vice versa. A light cantrip cast on the top of her staff lights her path. Skrianna’s shield guardian marches a few steps behind her. Floating nearby is a grell valet that
, not she, must stand aside. If this leads to violence, the headmaster quells the conflict as quickly as possible and tells Skrianna that she is confined to her quarters. Once she is out of sight of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tracking Adventurers sometimes choose their path by following the tracks of other creatures — or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her quarters (area 11b), or vice versa. A light cantrip cast on the top of her staff lights her path. Skrianna’s shield guardian marches a few steps behind her. Floating nearby is a grell valet that
, not she, must stand aside. If this leads to violence, the headmaster quells the conflict as quickly as possible and tells Skrianna that she is confined to her quarters. Once she is out of sight of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Tracking Adventurers sometimes choose their path by following the tracks of other creatures — or other creatures might track the adventurers! To track, one or more creatures must succeed on a Wisdom
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
journey.
Navigation If the characters aren’t following an established path or traveling with a landmark in sight, they risk getting lost. Here are some circumstances that can cause a group to lose its
obstructs the characters’ path. Examples include a cliff, a blizzard, or a forest fire. To get past the obstacle, characters might need to backtrack and find an alternate route, or they might need to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
journey.
Navigation If the characters aren’t following an established path or traveling with a landmark in sight, they risk getting lost. Here are some circumstances that can cause a group to lose its
obstructs the characters’ path. Examples include a cliff, a blizzard, or a forest fire. To get past the obstacle, characters might need to backtrack and find an alternate route, or they might need to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
, making it difficult to leave one domain and even harder to find a path to another. The Mists rise and fall at the whim of the Dark Powers, and they can even slip across the planes to drag people
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
, making it difficult to leave one domain and even harder to find a path to another. The Mists rise and fall at the whim of the Dark Powers, and they can even slip across the planes to drag people
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dragon’s Flight Path Map 4.1 shows the dragon’s flight path, which should not be shared with your players unless the characters studied Xardorok’s attack plan in the previous chapter. The dragon is
Lonelywood to Bremen 1½ hours
Bremen to Targos 30 minutes
Targos to Bryn Shander 30 minutes
Bryn Shander to Sunblight 3½ hours
Map 4.1: dragons flight path Target 1: Dougan’s Hole
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dragon’s Flight Path Map 4.1 shows the dragon’s flight path, which should not be shared with your players unless the characters studied Xardorok’s attack plan in the previous chapter. The dragon is
Lonelywood to Bremen 1½ hours
Bremen to Targos 30 minutes
Targos to Bryn Shander 30 minutes
Bryn Shander to Sunblight 3½ hours
Map 4.1: dragons flight path Target 1: Dougan’s Hole
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
(commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
(commoner) cleans the hut during the day and is confined in an iron cage outside at night. Treasure. Hanging on the walls between colorfully painted murals of landscapes are four wooden ritual masks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
challenge lies in outlasting the other contestants and luring them or pushing them into the path of the cockatrice. The battleground might be barren or littered with rubble and cover; it might be lit
because the matches are confined to Lower Dura and the Cogs and well hidden from the eyes of the Watch. A match usually occurs only once every few months. Sometimes participants voluntarily enter the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
challenge lies in outlasting the other contestants and luring them or pushing them into the path of the cockatrice. The battleground might be barren or littered with rubble and cover; it might be lit
because the matches are confined to Lower Dura and the Cogs and well hidden from the eyes of the Watch. A match usually occurs only once every few months. Sometimes participants voluntarily enter the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have wandered in circles, unable to find their way either through the mist or back outside it, until their food or water ran out or they blundered into the path of some mutated terror. The DC for
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
have wandered in circles, unable to find their way either through the mist or back outside it, until their food or water ran out or they blundered into the path of some mutated terror. The DC for
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
make a DC 16 Dexterity saving throw as the south end of the path collapses, blocking the way to area R7. On a successful save, the creature safely dodges back into area R3. On a failed save, it takes
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
make a DC 16 Dexterity saving throw as the south end of the path collapses, blocking the way to area R7. On a successful save, the creature safely dodges back into area R3. On a failed save, it takes
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
goblins. 10. Postern Gate This side entrance to the castle is locked but unguarded. On the south side of the old castle, an overgrown path leads to a passage that climbs up into the wall. A large
iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.
The iron door is locked. It can be opened with thieves’ tools and a successful DC
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
prisoner pens (area 23), in hopes of freeing the human, dwarf, and gnome workers in those areas. Their path takes them through area 18. A few minutes after the workers in this room stop working, other
gantry. Cable towers support the bucket chain that runs near the path of the gantry. Unless they have been drawn to area 17, four ogres armed with 15-foot-long hooked poles stand on the gantry above
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
prisoner pens (area 23), in hopes of freeing the human, dwarf, and gnome workers in those areas. Their path takes them through area 18. A few minutes after the workers in this room stop working, other
gantry. Cable towers support the bucket chain that runs near the path of the gantry. Unless they have been drawn to area 17, four ogres armed with 15-foot-long hooked poles stand on the gantry above
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
goblins. 10. Postern Gate This side entrance to the castle is locked but unguarded. On the south side of the old castle, an overgrown path leads to a passage that climbs up into the wall. A large
iron door stands here, sheltered from direct outside attack. Arrow slits ten feet above the ground overlook the path.
The iron door is locked. It can be opened with thieves’ tools and a successful DC
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to the spores but take the time to wash themselves off with water suffer no ill effects. Development. If the characters are having trouble understanding the path that Xanthoria now walks, this is a
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to the spores but take the time to wash themselves off with water suffer no ill effects. Development. If the characters are having trouble understanding the path that Xanthoria now walks, this is a
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
is roughly circular and about sixty feet in diameter. The water is murky, but the top of a weed bed can be seen just under the surface. A stone path follows the west wall a few feet above the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
is roughly circular and about sixty feet in diameter. The water is murky, but the top of a weed bed can be seen just under the surface. A stone path follows the west wall a few feet above the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
from their pens, attacking any creatures other than storm giants that cross their path. The storm giants keep the sharks for defense, releasing them into the sinkhole in the event of a major attack
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
from their pens, attacking any creatures other than storm giants that cross their path. The storm giants keep the sharks for defense, releasing them into the sinkhole in the event of a major attack
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Stairs The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who