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Returning 35 results for 'proper across and his capture'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
dwells in a lair for a while carves out enough space to allow a small army to camp within. Inexperienced travelers who come across these caves see them as a welcome shelter, though they are anything
but. Frost salamanders greedily devour any prey foolhardy enough to try sleeping in their lairs. On rare occasions, frost giant;frost giants (see the Monster Manual) capture and tame these creatures, using them to burrow into the ice to help create outposts and fortresses.ColdFire
Monsters
Mordenkainen Presents: Monsters of the Multiverse
out across the world.
Numerous creatures have tried to tame, subjugate, or cooperate with the monsters. For instance, some forest-dwelling peoples capture girallons and train them to serve as sentinels
Equipment
throughout Obojima, delivering a complex and pleasing incense that clears the mind and soothes the soul. Hakuma trees are quite common across the island, but unless you are a priest, a druid, or know the proper rituals, most Obojimans frown on taking limbs from these trees.
Species
One Grung Above
;s scholars and magic users. They are superior to purple, blue, and green grungs and given proper respect even by grungs of higher status.
Higher castes include orange grungs, which are elite
lookout for creatures they can capture and enslave. Grungs use slaves for all manner of menial tasks, but mostly they just like bossing them around. Slaves are fed mildly poisoned food to keep them
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
agents infiltrate enemy governments to discover weaknesses that their leaders can exploit. The yuan-ti look forward to the day when their empire rises again and spreads across the world like venom through
that the yuan-ti have prepared a special ambush at the end of the pursuit.
Capture, Not Kill
The objective of the yuan-ti as a race is to conquer and enslave others; they don’t espouse the sort
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
in the city proper or beyond it, are the fundamental configurations that define Ravnica. They are informally divided into various quarters, neighborhoods, and the like. Some of these areas extend
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
tremendous scope of its sprawl, and its borders (if it has any) are unknown, except possibly to those who live near the edges. The story of Ravnica focuses on its core. Sometimes called the city proper
in the city proper or beyond it, are the fundamental configurations that define Ravnica. They are informally divided into various quarters, neighborhoods, and the like. Some of these areas extend
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul’s influence waned across Faerûn and the dragon’s bones turned to dust. With Myrkul’s return to the
pantheon, his worshipers have quested across the seas to rekindle Ebondeath’s spirit. Led by the death priest Ularan Mortus, they unearthed the dragon’s mausoleum and awakened its slumbering soul, binding
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Ebondeath became a dracolich and was worshiped by the Cult of the Dragon until the death god Myrkul’s influence waned across Faerûn and the dragon’s bones turned to dust. With Myrkul’s return to the
pantheon, his worshipers have quested across the seas to rekindle Ebondeath’s spirit. Led by the death priest Ularan Mortus, they unearthed the dragon’s mausoleum and awakened its slumbering soul, binding
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Misty Vale The Misty Vale is a remote mountain valley that exists simultaneously in many places across different worlds of the Material Plane. Aside from the perpetual fog that encloses it, the
of the unpredictable nature of this tangle in space, bizarre events surround the Misty Vale as creatures, objects, and entire settlements shift—in whole or in part—from one world to another, unmoored from their proper place in reality.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Creating a Campaign While these adventures were never meant to be combined into a full campaign—over 30 years separates the newest from the oldest—they have been selected to provide play across a
them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Orcs The characters come across 2d6 + 2 orcs. There is a 75 percent chance that the orcs are friendly and looking for a suitable place to build a homestead. Otherwise, the orcs are hostile and have
stick. Treasure. If the characters escort the Woodhews back to their torched homestead, the halflings are reunited with the members of their family who avoided capture. One of them rewards the party
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
messages across the areas of the Whorlstone Tunnels controlled by the cultists, or simply to hide from their duties. Shrinking down allows the characters to more easily navigate this area. The narrow tunnel
characters to follow them by sound. If any quasit escapes, the cultists in area 12 can’t be surprised and prepare an ambush. Development If the characters manage to capture and interrogate a quasit, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Docks A half-dozen kuo-toan keelboats are moored here. Although kuo-toa will negotiate terms for ferrying the characters across the Darklake, none leave without permission (see below). Party
stolen boats, intending to capture the thieves as offerings to appease their gods. Five groups of three kuo-toa monitors led by a kuo-toa whip patrol the platforms at the water’s edge. They ensure no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
trapped with a glyph of warding spell. Maddgoth took the key with him, and opening the door by any means other than using the proper key triggers the spell. Picking the lock requires thieves’ tools and
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos God of Passage All mortals are destined to face Athreos, the River Guide, when their lives come to an end. The god of passage ferries the dead across the Tartyx River, conveying each mortal
the afterlife. Athreos is no judge, though. The veiled, silent god undergoes no deliberations and makes no exceptions. The River Guide reads the truth of each soul and bears it unfailingly to its proper
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
force of one of the four elements. Four nine-foot-tall, stone statues of elementals line the far wall across from the closed door. Above the statues is a row of square tiles with triangular symbols
home.
Even patterns against all odd,
A tile misplaced awakens its god.
In proper order safely seal these four,
Or best one of each to open the door.
Once the characters enter this room, the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Athreos God of Passage All mortals are destined to face Athreos, the River Guide, when their lives come to an end. The god of passage ferries the dead across the Tartyx River, conveying each mortal
the afterlife. Athreos is no judge, though. The veiled, silent god undergoes no deliberations and makes no exceptions. The River Guide reads the truth of each soul and bears it unfailingly to its proper
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
force of one of the four elements. Four nine-foot-tall, stone statues of elementals line the far wall across from the closed door. Above the statues is a row of square tiles with triangular symbols
home.
Even patterns against all odd,
A tile misplaced awakens its god.
In proper order safely seal these four,
Or best one of each to open the door.
Once the characters enter this room, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Creating a Campaign While these adventures were never meant to be combined into a full campaign—over 30 years separates the newest from the oldest—they have been selected to provide play across a
them to the next adventure. Perhaps a friendly NPC drawn from the upcoming adventure visits the tavern in search of help, or some element of a character’s background pushes the group down the proper road. In any case, these dungeons are designed to be easily portable to any campaign setting.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Misty Vale The Misty Vale is a remote mountain valley that exists simultaneously in many places across different worlds of the Material Plane. Aside from the perpetual fog that encloses it, the
of the unpredictable nature of this tangle in space, bizarre events surround the Misty Vale as creatures, objects, and entire settlements shift—in whole or in part—from one world to another, unmoored from their proper place in reality.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Euryale One card in the Deck of Many Things (see chapter 7) bears a person’s proper name, and the card’s namesake, Euryale (YUR-ee-ale or yur-EYE-a-lee), is the subject of much speculation. Often
across the multiverse. Eventually, Euryale—having become an ancient, wise, and powerful Druid—settled in the Outlands (see chapter 6), where she still sometimes acts as a patron, mentor, or ally for adventurers.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Euryale One card in the Deck of Many Things (see chapter 7) bears a person’s proper name, and the card’s namesake, Euryale (YUR-ee-ale or yur-EYE-a-lee), is the subject of much speculation. Often
across the multiverse. Eventually, Euryale—having become an ancient, wise, and powerful Druid—settled in the Outlands (see chapter 6), where she still sometimes acts as a patron, mentor, or ally for adventurers.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2. Docks A half-dozen kuo-toan keelboats are moored here. Although kuo-toa will negotiate terms for ferrying the characters across the Darklake, none leave without permission (see below). Party
stolen boats, intending to capture the thieves as offerings to appease their gods. Five groups of three kuo-toa monitors led by a kuo-toa whip patrol the platforms at the water’s edge. They ensure no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Records Maddgoth gathers intelligence on wizards across Faerûn, prepares dossiers on several “promising” ones, and stores these records here. 36a. Gathered Intelligence This room contains rows
trapped with a glyph of warding spell. Maddgoth took the key with him, and opening the door by any means other than using the proper key triggers the spell. Picking the lock requires thieves’ tools and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
messages across the areas of the Whorlstone Tunnels controlled by the cultists, or simply to hide from their duties. Shrinking down allows the characters to more easily navigate this area. The narrow tunnel
characters to follow them by sound. If any quasit escapes, the cultists in area 12 can’t be surprised and prepare an ambush. Development If the characters manage to capture and interrogate a quasit, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Orcs The characters come across 2d6 + 2 orcs. There is a 75 percent chance that the orcs are friendly and looking for a suitable place to build a homestead. Otherwise, the orcs are hostile and have
stick. Treasure. If the characters escort the Woodhews back to their torched homestead, the halflings are reunited with the members of their family who avoided capture. One of them rewards the party
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
text to the players: A deep rift slashes across the surface of Avernus for as far as the eye can see. The canyon is over a mile deep and filled with a lake of green slime that undulates as though
communication with Shummrath discover that the devil repeats the same thought over and again: it failed to show proper deference to Bel and will have its revenge. Shummrath can talk to the characters telepathically, but his mind unerringly loops back to this same vengeful thought.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Above and Below The five main quarters of Sharn make up the bulk of the city. But a few additional districts lie above and below the metropolis proper, including wondrous sites and dangerous places
inn. The menu is a “Galifar fusion,” combining styles from across the Five Nations. Skyway The Celestial Vista This legendary restaurant is owned by Skyway’s city councilor, Lady Evix ir’Marasha. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mayhem across the region should give them pause. An undead assault against the coast could come at any number of locations and be all but impossible to defend against. Because the drowned ones are
the characters a single chance for a controlled fight. Destroying the drowned ones before they capture the hermitage might be the only way to end their threat. If the characters decide to stay and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
The Draakhorn Sounds Shortly after the crash or capture of Skyreach Castle, operatives of the Cult of the Dragon sounded the Draakhorn at the distant Well of Dragons. An ancient magic relic, the
Silmerhelve—a Waterdhavian noble. Read or paraphrase the following when the characters speak to Dala. “The disturbance that’s been sensed across the Sword Coast is the Draakhorn—an ancient device whose
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Above and Below The five main quarters of Sharn make up the bulk of the city. But a few additional districts lie above and below the metropolis proper, including wondrous sites and dangerous places
inn. The menu is a “Galifar fusion,” combining styles from across the Five Nations. Skyway The Celestial Vista This legendary restaurant is owned by Skyway’s city councilor, Lady Evix ir’Marasha. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters need, but she will share it only with characters who have passed the Test of Ascension. 2 Mercenaries capture a group of spirit arbiters trying to deal with a murderous gwishin (ghost). These
mercenaries were hired by enemies of Yeonido seeking to undo the city from within. 3 Cunning spies are breaking into the homes of magistrates across the city, looking for proof that the Pearl of Mireu is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mayhem across the region should give them pause. An undead assault against the coast could come at any number of locations and be all but impossible to defend against. Because the drowned ones are
the characters a single chance for a controlled fight. Destroying the drowned ones before they capture the hermitage might be the only way to end their threat. If the characters decide to stay and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
split up.
The Donjon Sphere The Donjon Sphere is a metal sphere that drifts through the Astral Sea. Centuries ago, an unknown species of intelligent beings built the sphere to capture and contain
specimens from across the cosmos. They used strange magic to peer into the minds of their captives and observe them in simulated environments, curious to understand the minds of these alien creatures