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Returning 35 results for 'present arch and his charging'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Atop each one are two statues of armored knights on horseback with lances, charging toward one another. The wind bites and howls like wolves as it passes through the gorge. The western arch contains
T7. Western Arch When the characters approach the bridge, read: The snowy pass comes to a gorge spanned by a stone bridge. At each end of the bridge is a thirty-foot-tall, thirty-foot-wide stone arch
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Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach him, he
exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another inky
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Atop each one are two statues of armored knights on horseback with lances, charging toward one another. The wind bites and howls like wolves as it passes through the gorge. The western arch contains
T7. Western Arch When the characters approach the bridge, read: The snowy pass comes to a gorge spanned by a stone bridge. At each end of the bridge is a thirty-foot-tall, thirty-foot-wide stone arch
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach
him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach
him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach
him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, knocking their blows aside and sending them reeling, until at last she stands alone. Taking a deep breath, a human covered in tattoos settles into a battle stance. As the first charging orcs reach
him, he exhales and a blast of fire roars from his mouth, engulfing his foes. Moving with the silence of the night, a black-clad halfling steps into a shadow beneath an arch and emerges from another
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D2. Shrine Entrance As the characters reach the top of the switchbacks, read the following text: The path levels off and widens before an arch cut from the dark stone of the mountain. Flanking the
arch are two statues of dwarves offering a greeting. Beyond the archway is an open courtyard with a statue on a raised platform in the center. All these features have been chiseled out of the side of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
D2. Shrine Entrance As the characters reach the top of the switchbacks, read the following text: The path levels off and widens before an arch cut from the dark stone of the mountain. Flanking the
arch are two statues of dwarves offering a greeting. Beyond the archway is an open courtyard with a statue on a raised platform in the center. All these features have been chiseled out of the side of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the area. As the characters explore, they fall prey to the undead present here (see “Undead Forces”).
Map 3: Dumathoin’s Gulch View Player Version
Cliffs The gulch walls are uneven and
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the area. As the characters explore, they fall prey to the undead present here (see “Undead Forces”).
Map 3: Dumathoin’s Gulch View Player Version
Cliffs The gulch walls are uneven and
climbable with a successful DC 15 Strength (Athletics) check even without proper climbing equipment. Stone Arch The stone arch is slippery. A creature attempting to use the Dash action while crossing the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reckless Steps Difficulty: Easy This puzzle features a word search on floor tiles, which might present a barrier to exploration in myriad scenarios. To cross safely, characters must first uncover
-square tiles. On the opposite wall, a solitary arch leads from the room. One wall bears the following inscription:
Eight appear before your eyes,
And eight remain in schooled disguise.
Avoid
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Reckless Steps Difficulty: Easy This puzzle features a word search on floor tiles, which might present a barrier to exploration in myriad scenarios. To cross safely, characters must first uncover
-square tiles. On the opposite wall, a solitary arch leads from the room. One wall bears the following inscription:
Eight appear before your eyes,
And eight remain in schooled disguise.
Avoid
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
Instruments. Protruding from the
them is a shiny brass tuba.
The duergar have taken a break from looting to inspect the arch in the east wall. They turn invisible if they detect other creatures approaching, then move up behind the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Quartz Pillars. Glowing quartz pillars stand in the corners of the room.
Duergar Two duergar are inspecting a stone arch embedded in the center of the east wall.
Instruments. Protruding from the
them is a shiny brass tuba.
The duergar have taken a break from looting to inspect the arch in the east wall. They turn invisible if they detect other creatures approaching, then move up behind the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Old Road arrive at Wroann’s Gate. Getting to the better parts of Sharn from here means passing through Black Arch, a heavily fortified garrison district designed to repel enemies and withstand a full
former residential district converted into a home for refugees from the Last War. High Walls is filled past capacity, mostly by Cyrans who were displaced by the Mourning. The gates are open at present
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Old Road arrive at Wroann’s Gate. Getting to the better parts of Sharn from here means passing through Black Arch, a heavily fortified garrison district designed to repel enemies and withstand a full
former residential district converted into a home for refugees from the Last War. High Walls is filled past capacity, mostly by Cyrans who were displaced by the Mourning. The gates are open at present
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
the north side of the wall takes 22 (5d8) fire damage. When the wall of fire appears, all creatures present should roll initiative. Each round on initiative count 15, the wall moves 10 feet northward
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
pathways. Charred Skeleton and Secret Door The charred skeleton points to the arch containing a secret door that slides open to reveal area 81 beyond. Glyph of Warding. Opening the secret door
the north side of the wall takes 22 (5d8) fire damage. When the wall of fire appears, all creatures present should roll initiative. Each round on initiative count 15, the wall moves 10 feet northward
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
corner, while archways leading into dark interior spaces pierce the center of walls to the east, north, and west. Carved into the rock above the northern arch is a row of windows.
If the characters
guards from area D2. These eight dwarves don disguises to look like robed dwarves attending a private wedding ceremony. The oni, Obratu, is also present and uses Change Shape to appear as a female
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
Many immigrants owe their safe and comfortable lives in our city to this man, but claims have surfaced recently charging him with corruption, saying that he took money from immigrants in exchange
working to strengthen her relationship with Commander Cazal. Commander Iyanna ir’Talan is a female human who commands the Black Arch garrison in Lower Tavick’s Landing. The daughter of the Lord
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
.
Many immigrants owe their safe and comfortable lives in our city to this man, but claims have surfaced recently charging him with corruption, saying that he took money from immigrants in exchange
working to strengthen her relationship with Commander Cazal. Commander Iyanna ir’Talan is a female human who commands the Black Arch garrison in Lower Tavick’s Landing. The daughter of the Lord
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
corner, while archways leading into dark interior spaces pierce the center of walls to the east, north, and west. Carved into the rock above the northern arch is a row of windows.
If the characters
guards from area D2. These eight dwarves don disguises to look like robed dwarves attending a private wedding ceremony. The oni, Obratu, is also present and uses Change Shape to appear as a female
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. (They aren’t present if they were previously drawn to area S18.) Any character who has a Passive Perception of 14+ recognizes a disguised quadrone once the character gets within 5 feet of it. The crate
60 feet above the floor to form the apex of a pyramid-like structure. Rubble is piled against the walls.The room’s centerpiece, an archway of purple stone, stands twenty feet tall. The arch has a gap
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. (They aren’t present if they were previously drawn to area S18.) Any character who has a Passive Perception of 14+ recognizes a disguised quadrone once the character gets within 5 feet of it. The crate
60 feet above the floor to form the apex of a pyramid-like structure. Rubble is piled against the walls.The room’s centerpiece, an archway of purple stone, stands twenty feet tall. The arch has a gap
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
slay and consume the kraken priests.
Rounds 3 and 4. The kraken priests are consumed by the swarms while Gar uses Umberlee’s Wake on the young kraken (who fails its saving throw) before charging to
him. This makes the fight in that area easier and may allow the characters to interrupt Gar in the actions described above. Otherwise, if Shoalar is dead or simply hasn’t encountered the characters, neither he nor his elementals will be present at this fight.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
slay and consume the kraken priests.
Rounds 3 and 4. The kraken priests are consumed by the swarms while Gar uses Umberlee’s Wake on the young kraken (who fails its saving throw) before charging to
him. This makes the fight in that area easier and may allow the characters to interrupt Gar in the actions described above. Otherwise, if Shoalar is dead or simply hasn’t encountered the characters, neither he nor his elementals will be present at this fight.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
frescoes of elves traveling through space aboard sleek wooden vessels with giant crystalline wings, visiting strange worlds and battling orcs and dragons in space.
6i. Arch Gate to Level 3 Dust and
cobwebs fill this room. Set into the middle of the east wall is a stone arch enclosing a blank wall. This is one of Halaster’s magic gates (see “Gates”). The keystone and base stones of the arch each bear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
frescoes of elves traveling through space aboard sleek wooden vessels with giant crystalline wings, visiting strange worlds and battling orcs and dragons in space.
6i. Arch Gate to Level 3 Dust and
cobwebs fill this room. Set into the middle of the east wall is a stone arch enclosing a blank wall. This is one of Halaster’s magic gates (see “Gates”). The keystone and base stones of the arch each bear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
. Carved into each urn is a rune. Above the alcoves looms a stone archway, into which some words are inscribed.
The inscription carved into the arch above the alcoves is a poem written in the Dwarvish
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
apparitions intone ancient words in Giant, causing Reggaryarva to fade away as his throne rises 30 feet into the air, revealing a hidden staircase that descends to area J2. If she is present, Yselm Bloodfang
. Carved into each urn is a rune. Above the alcoves looms a stone archway, into which some words are inscribed.
The inscription carved into the arch above the alcoves is a poem written in the Dwarvish
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the unrest along the Sword Coast. The group might besiege a village the characters are staying at, raid and enslave another settlement, or start charging tolls along one of the trade roads of the
alliance between the cult and Thay. This encounter can be used to reveal to the characters the divisions already present among the evil factions. The devils who are aligned against Tiamat send a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the unrest along the Sword Coast. The group might besiege a village the characters are staying at, raid and enslave another settlement, or start charging tolls along one of the trade roads of the
alliance between the cult and Thay. This encounter can be used to reveal to the characters the divisions already present among the evil factions. The devils who are aligned against Tiamat send a
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Meditate in the glow of a powerful arcane item or location Kill an Arch Daemon or Arch Seraph and absorb their power Lich Stage 1 When you initially undergo the Lich Transformation, you gain the Undead
the Dash, Dodge, or Disengage actions. You cannot use Reactions. You have Disadvantage on Constitution saving throws. You cannot disguise your Hideous Appearance. Upon charging your soul vessel with
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Arch Seraphs. Before the Pact of the Sacred Land united them, each province was its own territory or kingdom. Some were ruled by a noble house whose descendants still govern to this day, now bearing the
Charneault Kingdom are the mystic lands of De la Fontaine. Here, the mist is ever present. The green hills and wide valleys always look as if painted in watercolors, studded with tiny villages of mostly elven