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                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                     contain numerous caves, two of them large enough for Klauth to shelter in. He keeps his legendary hoard in tunnels beneath one cavern, which can be entered only by lifting or pushing aside a massive slab of
                                                
                                            
                                                
                                                     dragon’s power, telling the grim story of its life, the enemies it has slain, and the nations it has conquered.
Lair Actions
On initiative count 20 (losing initiative ties), the dragon takes a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    12: Archive Shelves full of massive logbooks line the walls of this two-story archive. A spiral staircase in the room’s center connects to the archive’s upper level. The books contain records on all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     hauntings have a deep story, and the smallest details tell it. A simple locket or portrait might contain clues that explain a haunting. Personal ties give ghost stories weight. Consider tying the
                                                
                                            
                                                
                                                     events. Look for ways to test heroes’ psychology with your hauntings. Heroes need agency—a way to put spirits to rest. Once the story is revealed, ensure the way to combat the haunting is clear. Spirits are often evil, but they need not be. A spirit might appear to warn heroes of impending doom.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     depicts the Yatil Mountains. Obstacles along the mountain’s main roads are rare, but once off the roads it’s a different story. Any hex on the map that doesn’t contain a road is difficult terrain for overland travel. Marc Moureau  Map 6.1: Yatil Mountains View Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     living prison, a world that would forever contain Khyber’s evil. Almost every culture in the world shares this story as a myth that explains the world. Shattered Siberys became the ring of golden
                                                
                                            
                                                
                                                    History of Eberron Every child knows the story of the Progenitor Dragons: Siberys, Eberron, and Khyber. In the dawn of time, these three cosmic beings created thirteen planes of existence, each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Adventure Overview This adventure begins when the characters read the story of the lost golem in Alkazaar’s Appendix and discover the magic picture in the book. The picture-portal can teleport the
                                                
                                            
                                                
                                                     known as the Hall of Rainbows that could contain clues to the golem’s origin. But the Bedine also warn that the cave complex is in the territory of a deadly purple worm. The adventurers travel to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     A single-story guesthouse sits on the cliff above the hot spring and gardens. This building is empty unless Asteria and Euryale are hosting friends or wayward travelers there. The guesthouse has a
                                                
                                            
                                                
                                                    . Villa Overlooking the shimmering waterfall, Cair Ophidian’s villa is Asteria and Euryale’s home. The first story is an open space for lounging, dining, and meeting with guests. The second story
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     hardwood, and the earthy scent of old books permeates the air. The library fills two floors of this three-story building, and it somehow seems to contain more shelves than the building should be able
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
                                                
                                            
                                                
                                                     after the table to determine related details and story hooks.  Island Theme   d6 Theme   1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild  Alien Alien islands are inhabited by isolated creatures
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    M6. Performers’ Quarters The walls of this gloomy chamber are lined with black-veiled compartments that contain makeshift beds. The furniture is sparse: a few wooden tables and chairs, a box of junk
                                                
                                            
                                                
                                                     telling a gruesome or depressing story on her stage—that’s what we’re all trying to do.” “Storms provide the lightning that Bitter End needs to power her contraptions. Without them, the show can’t go on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     two Smoldertown–Turbine Heights bridges, and the two bridges leading to the Overlook from Old Lockford and Turbine Heights. Buildings Most of Little Lockford’s buildings are single-story stone
                                                
                                            
                                                
                                                     structures (about 12 feet high) with stone doors that are 5 feet high and 3 feet wide. Building interiors tend to be unlit (which is of little concern to deep gnomes, who have darkvision), and they contain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    W9. Fermentation Vats The rich smell of fermenting wine fills this large, two-story chamber, which is dominated by four enormous wooden casks, each one eight feet wide and twelve feet tall. A wooden
                                                
                                            
                                                
                                                     vats. The three westernmost vats contain poisoned wine, enough to fill a total of twenty barrels. Drinking the poisoned wine has the same effect as drinking a potion of poison. Pouring antitoxin into a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     described later in its own section. Ranch. The ranch consists of a barn, granaries, and a half-story house that rambles up and down a small hill. The house, barn, and granaries are ordinary and contain
                                                
                                            
                                                
                                                     cattle — grazes in multitudes upon the hillside pastures. The ranch consists of a large two-story house and several low stalls and granaries. In the distance, an unnatural mound of earth rises over the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     in the crate’s sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
                                                
                                            
                                                
                                                     foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , which contain their belongings but nothing of value. The Dancing Fire Stanimir introduces himself and welcomes the characters to his camp. If they deliver Duchess Morwen’s warning, read: Stanimir laughs
                                                
                                            
                                                
                                                    . “Don’t worry. We have no wish to make enemies of Lady Morwen. I have a story to tell all of you. First you listen, then we go.” If the characters agree to hear Stanimir’s story, he invites them to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     after only an evening or two of proper observation. The largest and oldest building in Daggerford is the ducal castle, a three-level keep enclosed by a two-story wall that contains its own smithy, a
                                                
                                            
                                                
                                                     Tyndal’s Bridge when approaching from the south. The tannery’s location, up on the hill, does little to contain the stink of the process, and the Watermen’s Guild dumps the city’s waste over the side
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Golem Alive For story purposes, the golem or its sapphire must reach area V3 for the vault to be opened. On seeing the golem restored, Zikzokrishka can’t contain her glee. She tries to destroy the golem
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Ned nor his merchant mentor are fools, and they have given some thought to preparing this story — it is not possible for the characters to discern Ned’s true motives. Indeed, to add verisimilitude to
                                                
                                            
                                                
                                                     the story, Ned has a lump on the back of his head (inflicted, with sadistic delight, by the merchant before Ned left his company).
 What Ned Wants. Ned wants to manipulate the characters into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Places of Interest Most of Vermeillon’s buildings contain nothing but decaying furniture and whatever belongings were left behind when the inhabitants fled, but a few locations hold treasure or hints
                                                
                                            
                                                
                                                    -finished headstone that reads: ADALYN CREEN
 May you alw
 V3. Mayor’s House This grand, two-story brick house has fallen prey to time and the elements like the rest of the village, but it remains in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     with them. Under no circumstances does Krull allow intruders to enter the nine-story tower and disturb his experiments or Arkhan’s chambers. Krull is willing to lead the characters to Arkhan if they
                                                
                                            
                                                
                                                     contain other treasures protected by magical wards, at your discretion. Development If the characters convince Krull to lead them to Arkhan, the tortle guides them safely to the Monument to Tiamat (see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     that might destroy the woods if left unchecked. Especially if the hags’ story of Banrion being an evil unicorn seems too unbelievable, the hags can claim that Banrion is a nightmare in fey disguise
                                                
                                            
                                                
                                                     illusory form and the real creature beneath it—and the hags attempt to prevent such contact.
 If the characters attack and destroy the hags, the cottage can contain a crude map indicating the location of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     three tabaxi hunters. Each of these groups can play as much of a role in the story as you desire. They could serve as enemies or as allies brought together by mutual interests. Yuan-ti Yuan-ti offer
                                                
                                            
                                                
                                                     holdover from a terrible ritual she performed to inhabit the body of her own granddaughter. All four mages carry spellbooks that contain all their prepared spells. Zagmira has seen the entrance to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     she insisted she be allowed to explore the fort. In the days since, she has told Lanal every story she knows twice and has declared him her adopted cousin. She’s convinced his name is Flannel, though
                                                
                                            
                                                
                                                     carries an iron ring with keys to the cells in this area and to the gates in area W1. W7: Storage The storage room’s barrels contain enough food, water, and other supplies to sustain the outpost for a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
                                                
                                            
                                                
                                                     stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
 The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     its lower edge about three feet above the deck.
 The area is unoccupied. The meat is salt beef; the sacks contain dried beans; the casks contain flour, salt, and ale; and the jars contain honey and
                                                
                                            
                                                
                                                     hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest — most are closed, but two have open lids and appear to contain clothes.
 In the center of the cabin stands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     are not described below are assumed to contain nothing of interest. 1: Captain’s Chair An impressive chair is posed at the end of a catwalk so its occupant can look down onto the bridge floor. Green
                                                
                                            
                                                
                                                     haven’t already discovered it for themselves.) If the characters ask Benoto about the neh-thalggu’s story, he dismisses it as a fabrication, explaining that “Jaspar” is a brain-devouring aberration and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Court of Air This wide courtyard has nary a tree nor a well cluttering its cobblestone expanse. House of Rest This three-story bunkhouse in the Court of Air provides seekers with a place to rest and
                                                
                                            
                                                
                                                     currently enjoying.
 Bath and Steam House Avowed and seekers alike use this building as a place to relax. Spacious rooms in the building contain heated pools for respite while engaging in casual
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     corpses. The jars on the tables contain various chemicals for preserving bodies. When the characters enter, two shadows rise from the floor and attack. Treasure. One of the jars is a flask of
                                                
                                            
                                                
                                                     they contain only chalk-white skeletons made of clay. Though the chests seem to brim with coins and gems, a character who inspects them and succeeds on a DC 12 Intelligence (Investigation) check learns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Swinging Sword. The inn is a three-story stone structure, crowned by a steep slate roof that bristles with many chimneys. A signboard juts out over the door, hanging from chains. It’s a ten-foot-long
                                                
                                            
                                                
                                                     are divided into pleasant suites of guest rooms, each with its own garderobe. There’s also a dining room on the ground floor. The Sword has one recurring problem: kitchen fires. The one-story kitchen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    , is looking for tales of derring-do from brave adventurers. She stops to ask the characters to tell stories of their exploits.
 A character can take a minute to tell Mallyn a story and make one of the
                                                
                                            
                                                
                                                     (Performance). The character vividly recounts a legendary story through song, dramatic reenactment, or interpretive dance.
 If at least one character succeeds on the check, Mallyn thanks the party and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , most Pheres herds contain a caller and a tromper. Pheres callers are typically druids or rangers who can draw animal assistance to their herd. Callers often have one or more animal allies at their
                                                
                                            
                                                
                                                     the red mud of the eldest river, Pheres trompers taught them how to corner and kill prey. The story tells that, to repay this debt, humans owe the centaurs a portion of what they catch. While humans
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    1. Jarl’s Lodge This three-story lodge is partially buried under ice but has numerous entrances. Steps ascend to the main doors (leading to area 1A), and a tunnel cuts through the ice to a door set
                                                
                                            
                                                
                                                    . Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     Lake. The other crates in this room contain additional goods stolen from Therno Lake: casks of ale, dishware, fur coats, spears, and carved wooden trinkets. Jane Katsubo  The Prophesied Fallen Star D7
                                                
                                            
                                                
                                                     collapsed tunnel, blocked by rubble, eventually leads to a derro stronghold in the Underdark. The stronghold and its contents are beyond the scope of this story but could inspire an additional adventure if, by some means, the party reaches this tunnel.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
                                                
                                            
                                                
                                                     worth 250 gp each. G4. Guard Barracks This one-story stone building attached to the mansion serves as quarters for twenty house guards. The main room contains ten bunk beds. Each comes with a pair of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the tower’s lowest story is Gruk-Gruk, a rag doll the size of a halfling. It has a goblin’s skull for a head. The doll belongs to Yug, the ogre in area B14. The erinyes stole the doll as an act of
                                                
                                            
                                                
                                                     of basalt blocks and 10-foot-high ceilings roofed with slate. The smaller buildings (area B6a) are littered with ropes and loading hooks and contain stairwells that lead to the hold’s main storage
                                                
                                            
                                        





