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Returning 35 results for 'back been device card remade'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms
into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Adventures in Faerûn
.
Mobility Wonder (Common). While inactive, the mobility wonder resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the
mobility wonder transforms into a personal transport device and remains active for 24 hours. While active, the mobility wonder increases your Speed to 30 feet. Other creatures can’t remove your mobility wonder from you unless you allow it.
Magic Items
Forgotten Realms: Heroes of Faerûn
resembles a metal turtle shell with straps. It is designed to be worn on your back or flank, depending on your anatomy. Once wound, the mobility wonder transforms into a personal transport device and
Magic Items
The Book of Many Things
this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.
Before you draw a card, you must declare how many
cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.
As soon as you draw a card, its magic
Species
Van Richten’s Guide to Ravenloft
sensations or visions of the past to come rushing back.
Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark
perfectly preserved remains.
Lamordia. You awoke amid the bizarre experiments of an amoral scientist. They consider you their finest creation or have a task for you to fulfill.
Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell and your past a mystery.
Magic Items
Tasha’s Cauldron of Everything
conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device
’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the
Monsters
Curse of Strahd
Shapechanger. If Strahd isn’t in running water or sunlight, he can use his action to polymorph into a Tiny bat, a Medium wolf, or a Medium cloud of mist, or back into his true form.
While in
card reading in chapter 1, unless he has been forced into his tomb in the catacombs of Castle Ravenloft.
Strahd's Tactics
Because the entire adventure revolves around Strahd, you must play him
Monsters
The Book of Many Things
powerful snakelike tails for their lower body, snakes for hair, and a petrifying gaze. The first hierophant medusa was transformed by the power of the Euryale card when that individual was inspired by
martyrs’ remains until the martyrs are called back to life to oppose a world-changing foe.
2
Gather the lost shards of a dead god’s petrified body, and reunite them on the altar in the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
The Knight as Narrative Device The Dungeon Master’s Guide details how the nonplayer character summoned by the Knight card of a Deck of Many Things appears. But as discussed in chapter 2, the cards of
soon meet—and who could become a loyal ally. When the Knight card is used as a narrative device in this way, the ally it brings isn’t magically summoned or compelled to obey the characters; the deck
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
after a character draws the Donjon card and disappears. Asteria knows the pain of losing a friend to unjust imprisonment and offers to help. She draws a replica of the teleportation circle inside the
chapter 13—spot an unidentified celestial object drifting across the night sky with their telescope. The observatory calls for brave adventurers to use its teleportation device to investigate. Solar
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
robes, standing in the doorway. A look back toward the door reveals nothing there, and the reflection can’t be seen again. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it is under the wreckage of one of the cribs.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
block) for up to 1 minute or until you use an action to speak the command word again, whereupon it transforms back into a card. The deck defender obeys your spoken commands. If you issue no commands
card a property as a standalone item, so characters who find only one card can still enjoy this famed item and use the card on adventures. Hinchel Or The deck has replicated
throughout the multiverse
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arm with a mind of its own 03–04 Wearable blanket with sleeves and a hood 05–06 Small, rectangular device that can record and play back audio of up to 1 minute in length 07–08 Glow-in-the-dark ink
that plays a children’s story about a friendly, three-eyed frog named Swampy 33–34 Compact device that displays the current weather 35–36 Empty metal bottle that maintains the temperature of liquids
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, but some require key cards to enter (see the “Key Cards” section). Trim on each door matches the color of the key card needed to open it. Locked doors can’t be bypassed with thieves’ tools, though a
, for calculating distance fallen, add the heights of the levels the creature falls through, as listed in the “Drop Tubes” section for the relevant levels. Key Card Access. Entering a drop tube requires a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
an encounter occurs, the twin creatures appear in the encounter. If you draw only one twin card, shuffle it back into the deck and form the encounter as normal. The twins could be a pair of displacer
Constructing Your Deck An encounter deck consists primarily of cards representing monsters. You can use cards from The Deck of Many Things card set, oracle cards, playing cards, cards from Magic: The
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shift. A door displaying the Fool card stands on the east wall, and another—showing only the back of a card from the Deck of Many Things—is to the north.
This room is brightly lit by the gem
corridor’s floor is uneven and leads to a door displaying the Skull to the east and another showing the back of a card to the west. The Ruin card is repeated on many of the cards that form the walls.
The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
middle of the trench — an old magic device once used to lift caravans up into the main cavern of the outpost and back down into the trench. It now lies broken, its magic spent. The duergar and drow
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
portal, which leads back to Sigil, can be reopened with a piece of lapis lazuli etched with an eye. The surreal nature of the surrounding desert, forest, and hills, as well as the rapid transition
, but rather by a large magical device or machine. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the stone spire in the distance as the Spire that marks the center of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Arcane Traditions The study of wizardry is ancient, stretching back to the earliest mortal discoveries of magic. It is firmly established in the worlds of D&D, with various traditions dedicated to
their own towers use the division of magic into schools as a learning device, since the spells of each school require mastery of different techniques.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
discuss an “advantageous opportunity” with someone named Verity Kye, who waits for them in the Brine Widow’s back room. ROLEPLAYING VERITY KYE
Verity Kye is bold, confident, and genuinely kind—though
patience for cheats and liars (card-table deception notwithstanding). Though she has no expectation of total honesty from the characters, blatant deception or an attempt to double-cross her quickly earns her ire.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Mustardseed and bring him back, Oddlewin will let each of them draw a card from his Deck of Many Things. Mustardseed has wandered through a nearby fey crossing into the Feywild, but the details of his
back in and acts just as the old Oddlewin did, using Oddlewin’s stat block. Characters who succeed on a DC 12 Intelligence (Investigation) check notice Oddlewin casts multiple shadows on the ground
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time a creature picks up the Summer Star, its core glows with a golden radiance as bright as a candle flame. Unless the creature drops the device immediately, the light suddenly blossoms, becoming
a 10-foot-radius sphere of incinerating golden radiance centered on the device. Each creature in the sphere must make a DC 17 Constitution saving throw, taking 90 (10d10 + 35) radiant damage on a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no
effect. As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
here, it is resting on the mantelpiece under the portrait of Tatyana. If your card reading indicates an encounter with Strahd in this area, he is sitting back in one of the overstuffed chairs, staring into the fire.
its stand next to the blazing fireplace is polished. Large, overstuffed divans and couches are arranged about the room. Two chairs of burgundy-colored wood with padded leather seats and back cushions
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
5. Lift Attached to the edge of the barracks platform is a winch-and-basket device consisting of a large swinging arm that carries a thin cord of strong spider silk. The cord runs through a series of
passengers or up to 800 pounds of cargo, then lifted back up to the platform in the same way. It takes 4 rounds for the basket to move between the platform and the floor under normal operation.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
near the weather vane, and if the characters return Pierre to the village, Vatri gives them her Stone of Good Luck as promised. With the mayor’s help, the missing gems easily slot back into the weather
vane. Read or paraphrase the following once the device is restored: The villagers gather around the Storm’s Eye Weather Vane with their gazes cast toward the shore. Peals of thunder shake the ground
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
characters to help protect the local populace from these haunted riders and follow the riders back to their lair. Sleeping Village. The characters come to a village where everyone is asleep—except Theira
Void card from a Deck of Many Things. The effort to identify the soul leads the adventurers to Gundra, a retired knight of the Solar Bastion, who long ago gave up searching for the soul. The soul’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dusty tomb beyond (area K88). Characters who try to reach the windows from the overlook must descend 110 feet and move 20 feet back under the platform. This descent can’t be accomplished without the
aid of magic or the use of a climber’s kit. Anyone who falls from the overlook plummets 1,000 feet. Fortunes of Ravenloft If your card reading indicates an encounter with Strahd in this area, he is looking out over the balcony.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
uneventful days, except for the revelation that Saerthe is an excellent dragonchess player. Tarto continues your training to keep your edge and stave off boredom. You’ve now memorized each card in the
remarks, “I’m sure I’m right but go get a visual to confirm.” Tarto hands you back the sending stone. “Just in case. Now go stretch them legs.”
The characters need to head down to the Hollow Deck of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
escaping his undead existence. However, he can’t grasp even its basic workings and is frustrated by every delay and malfunction related to the device. FOUNDATIONS OF HORROR
Three years after the 1983
release of the adventure Ravenloft, the sequel adventure, Ravenloft II: The House on Gryphon Hill, debuted. The adventure pulled back the Mists on the domain of Mordent, a realm of terrors beyond Barovia
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Strahd’s Location in the Castle Drawn from the high deck, the fifth card in the card reading determines the location of the final showdown with Strahd—the place in Castle Ravenloft where the
characters are sure to find him. The first time the characters arrive at the foretold location, Strahd is there, provided he hasn’t been forced back into his coffin. Artifact (Joker 1) He lurks in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Durnan The proprietor of the Yawning Portal is something of an enigma. Blessed with a seemingly limitless life span by treasures he brought back from his expedition nearly two centuries ago, he is as
take our chances,” he says, whether he is breaking up a card game that has turned violent or refusing the pleas of adventurers trapped at the bottom of the well who are unable to pay for a ride up
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
particular, they have tracked this corruption back to Zuggtmoy and Juiblex, with the demon lords both infecting different parts of the subterranean realm. The Emerald Enclave fights tirelessly against the
scouts — a wood elf named Sladis Vadir — disappeared while on a mission in the Underdark. Hopeful that the characters might stumble upon Sladis and see him safely back to Gauntlgrym, Morista pledges a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, his head thrown back in laughter as he rides a great blue dragon. With a successful DC 15 Intelligence (Investigation) check, a character can fit all the puzzle pieces together with 1 hour’s work. If
creature in the cave (see “Elder Runes”). Draw a card from the Elder Runes Deck (appendix B) to determine which rune appears.






