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Returning 35 results for 'serve chance locations'.
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Spells
Player’s Handbook
You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic
percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.
Spells
Player’s Handbook
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
Backgrounds
Forgotten Realms: Heroes of Faerûn
you have the chance to join the ranks officially, you must first serve as a knight’s squire. You’ve found a liege willing to take you on and teach you the order’s ways. Will you
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
Monsters
Spelljammer: Adventures in Space
pirates are adult neogi that serve as crew members aboard nightspider;nightspiders (see the Astral Adventurer’s Guide) and other neogi-controlled vessels.
Neogi society makes no distinction between
poison the body and the mind of its targets and can subjugate even beings that are physically superior.
Neogi usually dwell in far-flung locations on the Material Plane, as well as on the Astral Plane
Monsters
Princes of the Apocalypse
beneath the open sky have a five percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Thunderstorm Chance"} chance of being struck by lightning. A creature struck by lightning must make a
Chance"} chance that characters in this area are caught in the path of a cyclone moving 250 feet per round. Each character must succeed on a DC 21 Constitution saving throw or take 33 (6d6
Monsters
Mordenkainen Presents: Monsters of the Multiverse
is trapped in the barghest, any magic that tries to restore the soul to life has a 50 percent chance of failing and being wasted.Multiattack. The barghest makes one Bite attack and one Claw attack
day when it can complete its mission, return to Gehenna, and serve the General directly in his yugoloth legions, but it doesn’t kill goblinoids indiscriminately. By devouring the souls of
Spells
Xanathar's Guide to Everything
this effect, the weeds and vines feel soft and reshape themselves to serve as temporary seats or beds.
Grove Guardians. You can animate up to four trees in the area, causing them to uproot themselves
within the warded area:
A constant gust of wind in two locations of your choice
Spike growth in one location of your choice
Wind wall in two locations of your choice
To a creature immune to this effect, the winds are a fragrant, gentle breeze, and the area of spike growth is harmless.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
chance of success. If the attempt fails, the drow takes 5 (1d10);{"diceNotation":"1d10", "rollType":"damage", "rollAction":"Summon Shadow Demon", "rollDamageType":"psychic"} psychic damage. Otherwise
. In communities free of Lolth’s sway, they serve as spies tasked with foiling the plots of that demon lord’s cult. In any role they take on, they move undetected until the moment they
Monsters
Mordenkainen Presents: Monsters of the Multiverse
other houses. In communities free of Lolth’s sway, they serve as spies tasked with foiling the plots of that demon lord’s cult. In any role they take on, they move undetected until the
.
Summon Shadow Demon (1/Day). The drow attempts to magically summon a shadow demon (see the Monster Manual) with a 50 percent chance of success. If the attempt fails, the drow takes 5 (1d10
Monsters
Planescape: Adventures in the Multiverse
lightless caverns, preferring locations touched by pitch-black planes, such as Pandemonium or the Shadowfell. Darkweavers tend to inhabit isolated sites where they can weave webs of shadow undisturbed.
A
A darkweaver’s web has a 50 percent;{"diceNotation":"1d100","rollType":"roll","rollAction":"Darkweaver Webs"} chance of having 1d6;{"diceNotation":"1d6", "rollType":"roll", "rollAction
Aasimar
Legacy
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Species
Volo's Guide to Monsters
born to serve as champions of the gods, their births hailed as blessed events. They are a people of otherworldly visages, with luminous features that reveal their celestial heritage.
Celestial Champions
Aasimar are placed in the world to serve as guardians of law and good. Their patrons expect them to strike at evil, lead by example, and further the cause of justice.
From an early age, an aasimar
Changeling
Legacy
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Species
Eberron: Rising from the Last War
be. And so it remains. Though the children are shunned by all, the gift of the Traveler protects them still.
—Chance, changeling priest
Changelings can shift their forms with a thought. Many
others might change clothes. A casual shape — one created on the spur of the moment, with no depth or history — is called a mask. A mask can be used to express a mood or to serve a
Monsters
Eberron: Rising from the Last War
least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
“Arkus” (Colossus WX-11) lies prone at the bottom of the
accompanies it explains how the colossus might serve as an adventure location.Necrotic, Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Kobold
Legacy
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Monsters
Fizban's Treasury of Dragons
revere and serve the dragon. Outside the Feywild, they often prefer to communicate with other creatures through dreams.
Ancient Moonstone Dragon Connections
d4;{"diceNotation":"1d4","rollType
the Ethereal Plane. Moonstone dragons often use locations in the Feywild as their primary residences, locations on the Material Plane for entertaining guests, and locations on the Ethereal Plane for
Monsters
Fizban's Treasury of Dragons
find a way back home to the Feywild.
Connected Creatures
In the Feywild, moonstone dragons interact mostly with pixie;pixies, sprite;sprites, and other Fey creatures who revere and serve the
might include a secluded grove on the Material Plane, a well-protected tower in the Feywild, and even a hidden corner of the Ethereal Plane. Moonstone dragons often use locations in the Feywild as
Magic Items
Tasha’s Cauldron of Everything
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
Some years ago, Mother Luba disappeared into
Monsters
Eberron: Rising from the Last War
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Monsters
Fizban's Treasury of Dragons
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
with a beholder that has moved into the dragon’s domain.
5
Xorn serve as lookouts and spies for an adult amethyst dragon who rewards them with gems.
6
To repay a favor long owed to a
Orc
Legacy
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Species
Volo's Guide to Monsters
, where they join Gruumsh’s army and fight on his behalf in the endless war against the goblinoid followers of Maglubiyet. Gruumsh sees this conflict as a chance to pit his people against an eager
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Adventures in Sigil With Sigil’s place at the center of the Outer Planes, any plot or threat from across the multiverse has a chance of finding its way to the City of Doors. Many inhabitants of the
Cage also have planes-spanning ambitions, contributing to countless homegrown opportunities for adventure. Use this section to generate ideas for adventures stemming from Sigil’s unique locations and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
during the adventure and get to know their neighbors as time passes. The locations described below are keyed to the map of Trollskull Alley (map 2.1). Buildings not specifically identified on the map are
rowhouses that serve as private residences for upper-middle class Waterdavians who can afford housekeepers, groundskeepers, and nannies.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
encounter a tortle NPC willing to serve as a wilderness guide. This supplement describes three new tortle guides (see “Tortle Guides").
The party might visit the Snout of Omgar, explore its locations, and encounter its inhabitants.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Chapter 2: The Land of Chult When the adventurers mount their expedition into the heart of Chult, they have the option of striking out from any of several locations. Port Nyanzaru is the most
Turtle Bay. Chult is a land of adventure, and this chapter aims to make the characters’ wilderness journey a memorable one. By design, the adventure locations are not tailored to characters of a specific
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
How to Use the City A bustling city like Greyhawk can serve the following important functions in a campaign. Background Connections Use the backgrounds of the characters to connect them to people and
recommending them to that person. (Each location detailed in the “City Locations” section includes potential connections for two character backgrounds.) City Activities Greyhawk is an ideal place for
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Appendix A: Linked Adventures Wizards of the Coast has published other D&D adventures that can serve as springboards for Storm King’s Thunder, not only getting characters to 5th level but also
directing the characters toward one of the three locations described in chapter 2. If any of the characters are affiliated with a faction, such as the Harpers, you can guide them toward Bryn Shander
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Kollema Hall Locations The following locations are keyed to map 5.2. This map depicts only the building’s first floor, part of its symmetrical second floor, and the infirmary on its third floor. The
full building consists of ten floors, but these locations are the most relevant to the characters’ activities. Map 5.2: kollema hall View Player Version K1. Serenity Quadrants Study areas under the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
will be attending the Magister’s Masquerade. It might serve as a perfect chance to slip into her office while she’s otherwise occupied. Ultimately, fuel the characters’ suspicions, but they shouldn’t
have a chance to act until the night of the Magister’s Masquerade. Dean Tullus Rumors d4 Rumor 1 It seems like Dean Tullus is always working—she rarely leaves her office. 2 The dean is rarely seen
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Fortified Outpost Military outposts across Khorvaire serve a variety of purposes during and after the war: rest stops for platoons on the move, garrisons for inactive troops, armories where weapons
are stored, staging points for scouts and rangers who keep an eye on nearby enemy movements, and defensive fortifications meant to protect passes, bridges, or other key strategic locations. In an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dissecting the Adventure You can dissect this adventure and use pieces of it rather than the whole thing. Nothing in this adventure is too sacred to tamper with and repurpose to serve your own needs
. Most of the locations described in this book can be used as stand-alone adventure sites. With a little effort and a few name changes, you can take these adventure locations out of Icewind Dale and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
information about that location to help them figure out what ties, if any, their characters have to it. Once you have this campaign hub fleshed out, create one or two local attractions that might serve as
adventure locations, such as a haunted house on the outskirts of town or a dungeon complex tucked in the nearby hills. Alexandre Honoré A time of sorrow can bring people together and even launch an
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
outcroppings, creating warrens above the water line. Kobolds reside most commonly in hilly or mountainous terrain. Such locations usually have natural caves suitable for living space, plenty of room to dig
, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go unnoticed by
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
such places, particularly those that serve as druid groves. Eldath is a goddess of comfort, healing, and calm. Her blessed waters heal the sick, cure madness, and comfort the dying. Most rural places
typically serves as a repository of offerings. If the holy site is a glade, a stream one crosses along the way might serve as the repository, or a prominent bush or tree in the glade might be the place
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
at various organizations and other elements you can use to drive the adventures you create. Such elements include maps of locations that can serve as thrilling set pieces; information on the planes of
Master’s Guide. Think of this chapter as an extensive library of ideas — villainous schemes, interesting locations, adventure hooks, encounters, and more — to help you flesh out an adventure you create for