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Returning 19 results for 'paths interest'.
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Guildmasters’ Guide to Ravnica
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Feature: Undercity Paths
You know hidden, underground pathways that you can use to bypass crowds, obstacles, and observation as you move through the city. When you aren’t in combat, you
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to conquer the world already. The reason is that they have no interest in ruling this world; they want to return it to the state of unnatural glory that existed before. Their only interest in humanoids
races is in directing them and their affairs down the paths necessary to release their overlords; aside from that, dealing with mortals is a tedious chore.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to the City of the Dead, since it would be of interest mainly to Waterdavians — and the topic is one about which they are already intimately knowledgeable. The City of the Dead is no drab cemetery
. It is a great park of grassy hills, tended flower beds, artfully placed clusters of trees and bushes, beautiful sculptures, astounding architecture, and gravel paths that wend intriguingly through it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers’ best hope of finding a way back to the surface. Rasharoo knows many promising paths, but since myconids have no interest in the sunlit world, it has never followed them all the way there
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Guests of the Stone Guard Whenever circumstances see the Stone Guards develop an interest in the party (including being arrested or witnessing the giant’s rampage without taking part), the characters
are ordered to follow a squad of duergar to Overlake Hold for further questioning. From this point, the adventure can take different paths depending on how you want to proceed. Talk to the players
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
celebrated by their local communities. When members gather, they discuss shared interests, especially in history and archaeology. Aurum members often take an interest in a particular civilization or era
of history; one Concordian collects relics of the Cul’sir giants of Xen’drik, while another pursues artifacts of the dragons of Argonnessen. One of the most common ways in which adventurers cross paths
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
paths of Yeenoghu and Baphomet as they gather and rally the races that worship them. Unlike the bits and pieces of news about the other demon lords, a significant amount of information is known about the
. Urmas and Ustova compare notes often to validate their visions. The prophecies in these rooms are limited to the future of giantkind — and the trials still to come for those once-great races — because this is Ustova’s sole interest.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Paths of Escape Despite the inexorable pull of Erebos’s lash, even death itself can end—or at least be forestalled. Simply walking out the way one entered isn’t an option—Athreos refuses to ferry
resurrection magic, Erebos might take a special interest in that soul. A soul in the clutches of Erebos himself isn’t free, so it can’t be returned to life by mortal magic. Demon Flight Creatures that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
experienced parties of adventurers have been sent to Chult already. All have disappeared, and Syndra fears the worst. In truth, they fell victim to the perils of Chult or crossed paths with Valindra
interest of time, Syndra is prepared to use a teleport spell to transport herself and the heroes to Port Nyanzaru. If the characters agree, don’t bother rolling to determine the spell’s accuracy
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
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
There is a chance that the mad creature has something of interest or value in its possession. Roll a d20 and consult the table below to see what, if anything, it has. The creature doesn’t part with the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
through this entrance.
Characters can enter the verbeeg lair through any of these paths. If they take the time to examine the hillside to the east more thoroughly, they find a fourth cave entrance
a piece of what used to be Artin Glanhig, a shield dwarf lumberjack from Bryn Shander who crossed paths with the verbeeg. A small bundle near a log by the fire contains Artin’s battleaxe and his thick
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
blissfully unaware of the party’s intrusion or show no interest in the characters. A shy or reclusive archfey might not want to be disturbed at all. How and when the archfey crosses paths with the
might feel it’s in their best interest to ally with one or both of them. By swearing allegiance to either queen, an archfey gains the privilege of audiences with the queen and faint assurances that the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mounts. As a cartographer, you have a sharp eye for detail and take an interest in people, history, and natural features. You help advance your franchise by discovering and mapping new locations or
below, you can add your proficiency bonus when you make an ability check to create or examine maps, search for new paths in the wild, or assess a route for possible dangers. The Cartographer Franchise
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attention to it, the cat waits for a short time, but then loses interest and leaves for the kitchen. If the characters spend 30 minutes investigating the books in this room, they discover the following facts
M1 is partially open. This end of the building is an arboretum with open, arched walls. Flowering shrubs and small trees grow between paved paths that meet in a semicircular patio. There’s no sun, but
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
paths that lead to the cave’s four exits—narrow tunnels to the east and south, and wider tunnels to the west and northeast.
High-pitched barking and yipping echoes throughout the cave, but you can’t
value, as Tekeli-li has no interest in treasure. H21. Frozen Frost Giant Entombed in the icy floor of this twenty-foot-high cave is the frozen, well-preserved corpse of a frost giant. Scratch marks in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
nearby locations of interest, food sources, or safe places to rest in exchange for its safety. An awakened beast can be persuaded to help the characters, and perhaps even join the party for a time
valley that extends from the base of Kelvin’s Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
wide tunnels offer paths to the ruins of Haskasori’s homes and businesses (west; areas H7–H9), to the Pillars of Haskasori (north; area H6), and to the city’s catacombs (east; areas H11–13
her betrayal of Anthradusk. She is Indifferent toward the characters. If Rummox was not alerted to the characters’ arrival, she is in her bedchamber (area H9b). In this case, she has no interest in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
agents in any way can draw Beshaba’s ire, with potentially catastrophic consequences. The Hands of Fate. Now that Carkuss has crossed paths with the adventurers, they are stuck in the strands of his
Hoobur do so in ways that aren’t covered by dominate monster.
If the characters develop a strong interest in creating undead horses or summoning will-o’-wisps to their service, you can decide to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you wish. In the affected area, certain effects and brief encounters reinforce an underlying theme. These effects occur as characters traverse an influenced region or add interest to a specific
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly






