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Returning 21 results for 'score sewers'.
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Rogue
Legacy
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Basic Rules (2014)
world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards
. QUICK BUILD You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
safest route to the beholder’s lair is a secret staircase in the sewers of the Castle Ward. Any character who belongs to this faction can get this information from Jarlaxle or another source. If the party
characters to a secret staircase in the Castle Ward sewers (area X1). As the characters prepare to descend the stairs, Mirt tells them that Xanathar doesn’t relate well to humanoids, doesn’t trust them as a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
safest route to the beholder’s lair is a secret staircase in the sewers of the Castle Ward. Any character who belongs to this faction can get this information from Jarlaxle or another source. If the party
characters to a secret staircase in the Castle Ward sewers (area X1). As the characters prepare to descend the stairs, Mirt tells them that Xanathar doesn’t relate well to humanoids, doesn’t trust them as a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
total of the quarry’s check is greater than the highest Passive Perception score of the pursuers, the quarry escapes. If not, the chase continues for another round. Escape doesn’t necessarily mean the
Tables Unusual environments might suggest unique chase tables. A chase through the sewers of the Free City of Greyhawk or through the spiderweb-filled alleys of Menzoberranzan (a subterranean city teeming with spiders and worshipers of Lolth) might inspire you to create your own tables.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
from them by Xanathar’s gazer spies, in which case they catch up with the gazers in the alley before the creatures can descend into the sewers. Bear Traps Choose five squares on the map. These
squares contain deep puddles of muddy water. Hidden within each puddle is a spring-loaded bear trap. A creature that has a passive Perception score of 13 or higher spots a trap before accidentally stepping
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
total of the quarry’s check is greater than the highest Passive Perception score of the pursuers, the quarry escapes. If not, the chase continues for another round. Escape doesn’t necessarily mean the
Tables Unusual environments might suggest unique chase tables. A chase through the sewers of the Free City of Greyhawk or through the spiderweb-filled alleys of Menzoberranzan (a subterranean city teeming with spiders and worshipers of Lolth) might inspire you to create your own tables.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a successful DC 20 Strength (Athletics) check. City Watch captains hold keys to sewer access points that correspond with their assigned wards. B2. Sewers Fresh sewage flows along a trough that runs
passive Perception score of 15 or higher spot both secret doors as they pass by. Otherwise, finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. The secret
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
covers an opening to the sewers under the North Ward. Five bugbears have quietly climbed up through the grate and concealed themselves in the side alley. They pour out and attack the characters, hoping to
gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren’t surprised. The bugbears were sent by Xanathar to retrieve a prisoner being held in the Zhent safe
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
a successful DC 20 Strength (Athletics) check. City Watch captains hold keys to sewer access points that correspond with their assigned wards. B2. Sewers Fresh sewage flows along a trough that runs
passive Perception score of 15 or higher spot both secret doors as they pass by. Otherwise, finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check. The secret
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
covers an opening to the sewers under the North Ward. Five bugbears have quietly climbed up through the grate and concealed themselves in the side alley. They pour out and attack the characters, hoping to
gain surprise in the blizzard. Characters who have a passive Perception score of 16 or higher aren’t surprised. The bugbears were sent by Xanathar to retrieve a prisoner being held in the Zhent safe
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventurers on. Boss Assignments d6 Assignment 1 Thieves stole the giant’s most precious treasure and fled into the sewers, where the giant can’t follow. Hunt the thieves and retrieve the treasure
stealing. Find out who it is, and make sure they never think about double-crossing the giant again. 4 The giant has a score to settle with a powerful foe (perhaps a dragon, a beholder, or another
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
adventurers on. Boss Assignments d6 Assignment 1 Thieves stole the giant’s most precious treasure and fled into the sewers, where the giant can’t follow. Hunt the thieves and retrieve the treasure
stealing. Find out who it is, and make sure they never think about double-crossing the giant again. 4 The giant has a score to settle with a powerful foe (perhaps a dragon, a beholder, or another
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Mortlock Vanthampur (see "Mortlock Vanthampur") pays Genamine to keep him apprised of strange activities in the sewers. Mortlock, in turn, reports whatever he learns to his mother, Duke Thalamra Vanthampur
is a twisting series of crypts that extends down from an entrance behind the altar, at several points piercing the city’s sewers. For a small fee, anyone can have a corpse brought down into the cramped
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
into Avernus") pays Genamine to keep him apprised of strange activities in the sewers. Mortlock, in turn, reports whatever he learns to his mother, Duke Thalamra Vanthampur. Shrine of the Suffering This
that extends down from an entrance behind the altar, at several points piercing the city’s sewers. For a small fee, anyone can have a corpse brought down into the cramped tomb, where hordes of sewer
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
into Avernus") pays Genamine to keep him apprised of strange activities in the sewers. Mortlock, in turn, reports whatever he learns to his mother, Duke Thalamra Vanthampur. Shrine of the Suffering This
that extends down from an entrance behind the altar, at several points piercing the city’s sewers. For a small fee, anyone can have a corpse brought down into the cramped tomb, where hordes of sewer
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Mortlock Vanthampur (see "Mortlock Vanthampur") pays Genamine to keep him apprised of strange activities in the sewers. Mortlock, in turn, reports whatever he learns to his mother, Duke Thalamra Vanthampur
is a twisting series of crypts that extends down from an entrance behind the altar, at several points piercing the city’s sewers. For a small fee, anyone can have a corpse brought down into the cramped
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are all but forgotten. Mind flayers scheme in the sewers of Sharn, and cultists beseech beholder priests for the blessings of Belashyrra, the Lord of Eyes. And in the shadows of Khyber, the daelkyr are
) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
are all but forgotten. Mind flayers scheme in the sewers of Sharn, and cultists beseech beholder priests for the blessings of Belashyrra, the Lord of Eyes. And in the shadows of Khyber, the daelkyr are
) psychic damage. Unless the target has immunity to psychic damage, its Intelligence score is reduced by 1d4 each time it fails the saving throw for this lair action. The target dies if its Intelligence
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
pipes of the sewers. A character who succeeds on a DC 20 Wisdom (Perception) check while examining the box finds the compartment. 9–11. Temple of the Eye Illusionary walls (represented by dashed lines on
raises one ability score of each character present by 1 point and takes no sacrifice. 4–12 Entity ignores the whole thing. Treasure. The only items of value in the temple that can be salvaged are the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
pipes of the sewers. A character who succeeds on a DC 20 Wisdom (Perception) check while examining the box finds the compartment. 9–11. Temple of the Eye Illusionary walls (represented by dashed lines on
raises one ability score of each character present by 1 point and takes no sacrifice. 4–12 Entity ignores the whole thing. Treasure. The only items of value in the temple that can be salvaged are the