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Returning 33 results for 'also some and chanting'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
38. Ritual Chamber The cult used to perform rituals in this sunken room. The chanting heard throughout the dungeon originates here, yet when the characters arrive, the dungeon falls silent as the
chanting mysteriously stops. The chanting stops as you peer into this forty-foot-square room. The smooth masonry walls provide excellent acoustics. Featureless stone pillars support the ceiling, and a
classes
Basic Rules (2014)
Arms and eyes upraised toward the sun and a prayer on his lips, an elf begins to glow with an inner light that spills out to heal his battle-worn companions.
Chanting a song of glory, a dwarf swings
because his or her god demands it. Pursuing the goals of the gods often involves braving dangers in unsettled lands, smiting evil, or seeking holy relics in ancient tombs. Many clerics are also
Goblin
Legacy
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Species
Volo's Guide to Monsters
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
. Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the little amount
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
girallons flank him, each of them also missing an eye and hand.
The priest smiles and gestures for you to enter the chapel and take a seat. And the chanting fills your mind with a desire to obey
14. Chapel of Evil The chanting heard throughout the tomb originates in this chapel, whose pews are filled with more than two dozen worshipers — and, oddly, with two large chunks of rough black stone
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dimly blue, green, red, white, or black—the hues of evil dragons and their world-consuming queen.
Red Wizards stand in each of the five vaults, chanting and channeling magical force into the central
identified in the table below, which also identifies key NPCs during the ritual that will bring Tiamat to the Well of Dragons. Key to Tiamat’s Temple # Name Occupant and Activity During Ritual 1
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
area 10) are devising a means of escape using a set of superior mason’s tools hidden there, and that these tools can also weaken the eidolon in the Temple of Moloch (see area 25 in chapter 4). They also
know that the muralists are loyal to Moghadam and cannot be trusted. The rhythmic chanting magically carried into area 3 grows louder in this area. Nolzur’s Gift
If the characters help him escape
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
thieves’ tools. Also, the doors and windows have an AC of 12 and break with 25 points of damage. Magical runes, as per the glyph of warding spell, protect the cloak room and barn doors. If the party
common area and courtyard, the ritual is underway to fully activate the statue of Talos, which is currently in the basement. THE RITUAL
Backes (Illuskan human gladiator) leads the chanting in the common
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
.
Red Wizards stand in each of the five vaults, chanting and channeling magical force into the central apse. There, a kaleidoscopic whorl of arcane energy rises above the blackened floor, stretching
up into the twisting recesses of the temple’s central spire.
The numbered areas on the map are identified in the table below, which also identifies key NPCs during the ritual that will bring Tiamat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Temple The following areas correspond to the labels on map 6.2. The temple is connected to Cassalanter Villa by a staircase that connects with area A1. Also, an underground stream (area
faint sound of chanting is audible coming from a corridor to the northwest. To the south are three cells with iron-banded wooden doors. A small, barred window is embedded in each door at the height of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
its center. (Statistics for Narrak and the derro can be found in appendix C.) The cultists’ chanting is punctuated with Narrak calling out the name “Demogorgon!” Also atop the platform, resting
watches the dog nervously.
A green glow rises suddenly from a magic circle at the center of the platform, where a small humanoid statue is the focus of the chanting ritual. As you watch, a lump
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder
of panic through the kuo-toa. The young archpriest calls out “Leemooggoogoon!” just as her father strikes a final, fatal blow, dropping her before the profane altar. (If any character is also engaging the archpriest of the Deep Father, allow that character to strike the final blow.)
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thousand chanting voices. Great sculptures in honor of a multitude of gods gazed across an array of shrines and altars. Priests stood ready by night and day to tend to the spiritual needs of their people
the king. Bruenor leads these processions not only to show off the city and its sheer size, but also to take measure of his guests’ endurance and patience in matters of spirit. All Roads Lead Here As
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
High Road, the party can easily get to town. They may also decide to approach from a less conspicuous direction. Either way, they can get to the edge of town without being spotted. When they reach Leilon
she is alive, she summons another water weird, up to the maximum described below. Once she has summoned the maximum number of creatures, she stops chanting and joins the combat, assuming the party has
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
unearthed beneath the tavern. The creature that was once Sorvina is here, chanting over a monstrous skeleton of black bones with stag horns and tusks. When she notices intruders, Sorvina howls, causing the
also receives a bonus 1,400 XP. Mike Schley Map 2.2: Blood of the Vine Tavern View Player Version Mike Schley Map 2.2: Beneath the Tavern View Player Version Mike Schley Map 2.2: Outside the Village View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
spend combat actions doing things that are fundamentally creepy, like chanting to sinister gods or regurgitating their last meal. Use another creature as the opening act for the true threat. A
says no, consider other options. Beyond rules considerations, some actions also require special consideration before they occur in game, such as these examples: romance between characters, violence
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet. Hidden Closet. This
component has a value less than 1 gp. Characters also find a potion, its bubbling green liquid stained by a drop of some dark substance (octopus ink). The alchemists in area D13 concocted the potion
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the wizard. If the character is a drow or otherwise familiar with the iconography of Menzoberranzan’s drow houses, he or she recognizes the symbol as representing House Baenre. The character can also
, their forms hunched and emaciated. Their gestures and movements are jerky, indicative of the madness possessing them. They are chanting, swaying to their own words. And then they stop as the glow of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
movement to move from a pool onto the floor. Unless otherwise noted, transmutation magic in each pool keeps the water clean. The pools also exude enchantment magic. Living in the water causes hypnotic
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the ten-foot-high vaulted ceiling of this dry cellar, the walls of which are lined by a dozen barrels on wooden braces. Half the barrels have brass spigots tapped into them. The room also contains two
leading to this room hears a half dozen humanoid voices chanting in Infernal. Characters who listen to the chants and understand that language can discern praise heaped upon the archdevil Zariel for
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to the one in the armory (area 3), stands in the center of the kitchen. This rod is also protected by a Glyph of Warding, but if triggered, the explosive runes deal cold damage instead of acid damage
around the altar, chanting an ancient prayer in Dwarvish. They must stay on the Material Plane for the duration of the ritual. Shortly after the ghosts begin praying, three shadow demons seep from the
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
line the sewer ledges, raising their tiny paws and chanting! Should anyone attempt to parley or attack the cultists, Yxirath remains undeterred and uses the pipes to summon a combative Swarm of Rats to
. Alternatively, defeating the cultists and the cultist fanatic also ends the ritual, dispelling all summoned mephits. Failure. If the adventurers are unable to stop the ritual before Fragarach is reduced to 0 Hit
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
engraved into the walls of this place, casting an eerie light throughout the chamber. Three chanting sahuagin dressed in ceremonial robes float near the altar, their arms raised toward the ceiling, which
chanting only if they are attacked. They know the ritual must be maintained, or their lives are forfeit. If the characters cause any of the three priestesses to stop chanting, the Maw of Sekolah descends
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hundred chanting, swaying, convulsing zealots can add a large dose of eerie atmosphere to the characters’ investigations. Map 8.3: Temple of Tharizdun View Player Version T1. Milden Span A tangled wall of
echo loudly here.
Humanoid cultists and aboleth savants aren’t the only ones whose dreams have been tainted by Tharizdun’s whispers. Four chuuls have also become haunted by the dark god’s sendings
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
shows up. Lashers. The closest thing a goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap
cavalry. Gatherers. Families in the second lowest caste are responsible for getting food from the surrounding area, taking what’s naturally available or stealing whatever they can. Gatherers also do the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
their place on the altar. The ritual continues for 3 rounds or until all cultists have been dispatched. A Silence spell that envelops all the cultists also stops the ritual. If one or more cultists are
still chanting at the end of round 2, the cultist on the altar (or closest to it) transforms into a gibbering mouther with all its hit points. Read or paraphrase the following text: “I have been
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fire in multiple directions on creatures within the gatehouse passageway. Each arrow slit is also fitted with an iron shutter, which can be closed and latched so that a creature within the gatehouse
uses the hall as a meditation area. At any time, five Howling Hatred initiates, one hurricane, and one skyweaver can be found here, levitating above the ground and chanting. See chapter 7 for the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Hallwinter but also what it has witnessed while haunting these catacombs. The ghost can share the following information with the characters: Catacomb Invaders. A small group of Humanoids descended into the
. Treasure. Nestled among the bookshelves are five incense sticks (worth 10 gp each) and a component pouch. A character who inspects the area and succeeds on a DC 15 Intelligence (Investigation) check also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
try to jump onto the ledge, or they can hook a rope onto the railing on the level above (area K11) and swing across the gap. They can also use magic to cross. Anyone who falls off the landing or the
. Inside each chest is a set of common clothes, a spare spell component pouch, candles, ink, pens, paper, and 3d6 gp. Each chest also holds a spellbook that contains all the spells its owner has prepared
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
destroyed, the sphere is also destroyed and disappears. V6: Empty Cells Iron bars form three empty cells along the walls of this room. A nondescript stone door to the east indicates the room’s exit
. He also explains that each of the vault’s three towers is topped with a special room called a lunarium, which is an observatory containing a model. Lunariums and Crystals. Within each lunarium is a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency. C3: Uneven Chamber Roots protrude through cracks in the ceiling here. A stone stairway in the southeast
at the opposite end. C26: Sacrifice Gallery This enormous room features raised galleries at the east and west ends. Six chanting figures ring the east gallery, their hands raised toward a spherical
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
up to three beholder zombies (mindless, chanting followers of Gzemnid) appear after 2 rounds. Gzemnid’s Gaze. One of Gzemnid’s massive, aberrant eyes opens on the celling. It is a Huge object with AC
another to create a new bridge. Outlands Portal. In addition to being a destructive rift, Gzemnid’s maw is also a gigantic portal controlled by the beholder god itself. If Gzemnid can be convinced to