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Returning 35 results for 'back both down connect realizes'.
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Magic Items
Phandelver and Below: The Shattered Obelisk
tower that remains until you use an action to touch the tower and speak the command word again, whereupon the tower shrinks back to a 1-inch-diameter granite sphere. The tower must be empty to shrink in
a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a
Monsters
Fizban's Treasury of Dragons
restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
Monsters
Fizban's Treasury of Dragons
swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst dragon
rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons
Monsters
Fizban's Treasury of Dragons
before swapping back.
5
A cult devoted to a Great Old One of the Far Realm seeks an alien monolith that can summon its master, but the site is guarded by an amethyst dragon.
6
An amethyst
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
Monsters
Fizban's Treasury of Dragons
adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks before swapping back.
5
A cult devoted to a Great Old One of the Far Realm
.
Connected Creatures
Amethyst dragons are generally aloof creatures, dwelling in isolation for long periods of time and rarely cultivating connections with other creatures. When they do connect
Monsters
Mordenkainen Presents: Monsters of the Multiverse
;s petrified flesh came back to life as morkoths: tentacled monstrosities brimming with malice and greed.
Morkoths are driven by greed and selfishness mixed with a yearning for conflict. They hoard
A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground
Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
some other convenient way (or, in a cannibalistic tribe, eaten). Kobolds believe that if they die in service to their tribe, Kurtulmak immediately sends each of them back to life as the next egg laid in
Magic Items
Lost Laboratory of Kwalish
metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red
power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Delegation to Kalaman Soon after arriving on shore, the character with the highest passive Wisdom (Perception) score realizes two prominent villagers are missing: Lord Bakaris and his son, Bakaris
no one’s heard back from them since. If the characters don’t head to Kalaman to investigate, Mayor Raven asks them and Darrett to do so, giving them authority to make whatever arrangements are necessary to secure the safety of Vogler’s people.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
themselves, they must succeed on a DC 16 Charisma (Deception) check to convince Goldenbeard they were unable to retrieve the diadem. If Goldenbeard realizes they’re lying to him, he grows very serious. He
doesn’t attack the party himself; instead, he uses the Silver Fingers Society to steal back the diadem or otherwise make the characters’ lives difficult. If the characters fool him or were simply unable
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Tunnels and Trenches Trobriand’s bore worm created the tunnels that connect this level to levels 12 and 14. The worm also dug 20-foot-deep trenches through areas 2 and 11 on this level. These
bridges of stone span the trenches at three points. A character can try to leap off a bridge onto the bore worm’s back as it passes underneath. Any character trying to do so must make a DC 15
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K2. Center Court Gate Two gates, one north of the keep and one to the south, prevent easy access to what lies beyond them. A massive wall juts out to connect the outer walls of the castle with the
DC 15 Strength check. It can also be opened with a command word that only Strahd and Cyrus Belview (area K62) know. Unless the portcullis is wedged or propped open, it falls back into place once it is let go.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
to the guildhall. The entrance to the guildhall is located beneath a Moonstalker-owned tavern in a large city. Moonstalkers enter a storage room through the building’s back door, from which they can
descend a stone staircase to the guildhall’s crescent antechamber. Wanewort has also created four magical doors that connect to other cities during different phases of the moon. Each leads to a Moonstalker-owned building in that city.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion When the characters return to Atagua, Melecio greets them and can use the Hammock of Worlds to speed them back to the Ghost Orchid Tepui. There, they find Yarana attending the weakening
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
the back wall.
Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpse’s severed head lies
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
action and a successful DC 25 Strength (Athletics) check. The iron wall remains locked in place for 1 hour, after which it rises back into the ceiling on its own. It can't be lifted or pried open
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. This line reads: We lift up our light to reveal what is hidden and banish the darkness forever.
A character who makes a successful DC 12 Intelligence check realizes that this line might be more than a
rearranging themselves to form a portal. Anyone who steps through the opening is transported to Wisteria Vale. After all the characters pass through the portal, the pages rearrange themselves back into the form of the book, and the portal closes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the characters encounter a minion or monster connected to the adventure’s main threat. At the end of the encounter, perhaps the characters find information that gets them back on track. Plan one or
have already learned or call for Intelligence (Investigation) or similar checks to see if their characters can remember and connect things that the players might be missing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
southwest walls. The books are organized by topic.
Pneumatic Tubes. A row of ten pneumatic tubes is fastened to the back wall. Beneath the tubes is a shelf of empty copper canisters.
Spite is holding a
, and essays written by previous students on a wide range of arcane topics. Any book in this collection that is removed from Dweomercore magically disappears and reappears back on its proper shelf
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
giant’s behalf. When the ettin wants to talk to himself, one head gives the message to his steward, who runs off to deliver it to the other steward, who runs back to deliver it to the other head, and back
charge in this area causes the steward to run back if they are elsewhere, or rush off to perform some task or deliver a muddled message to the ettin. In the course of doing so, they confuse matters such
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creature accusingly for a moment. This effect is unnerving but harmless. An eye closes and disappears if it takes any damage. L2: Views of Madness Ten stone rods protrude from the back wall of this dead
feeblemind spell (save DC 18). Regardless of the result of this saving throw, the viewer realizes that a tiny, dark hole at the pool’s bottom is a powerful gate to a deeper place in the Far Realm. The
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
back away while we work.”
“Corlie” is actually a Doppelganger, and the three human squires (Medium, Neutral Evil Scouts) are loyal to the Red Wizards. Characters suspicious of this unexpected change
realizes that this Corlie is an imposter; she is a bit too tall, and her voice a bit too low. If the characters allow, the false Corlie and squires move to the siege weapon and begin attacking it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
(see “Elder Runes”). A creature that passes through the gate appears in area 22 on level 7, in the closest unoccupied space next to the identical gate located there. Pneumatic Tubes The tubes connect to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Invisibility when the characters happen upon them. The hateful, xenophobic duergar enlarge themselves and attack. They are too stubborn and determined to back down or surrender. Each duergar carries a small
, green-skinned giant with glowing eyes and white-feathered wings.” Any character who succeeds on a DC 18 Intelligence (Religion) check realizes, based on this description, that Fazrian is a planetar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
run away, Gahg checks on Duhg to make sure he is unharmed, allowing the party a head start back to Good Mead. If the characters run back into the verbeeg lair and try to hide, Gahg searches for them
weapon’s wreckage and took some of it. A character who examines the fragments and succeeds on a DC 20 Intelligence (Arcana) check realizes that the metal is not something one could expect to find on this world. Treasure. The metal bits are worth a total of 75 gp to a tinkerer or blacksmith.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
curse that prevents its wielder from dropping it. If the blade is pried from its wielder’s grasp, it instantly teleports back into the wielder’s hand. The curse can be ended by casting a remove curse
the ceiling connect to shop cellars in the city above. These passages carry voices from Waterdeep, but the sound is distorted so badly that words at one end can’t be discerned by creatures at the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Underdark with active trade routes. For the characters, this means a potential chance to find a way back to the surface world — and just as importantly, to shake off the drow that pursue them. However, the
an open shore along the Darklake, while several caverns and passages connect Gracklstugh to other parts of the Underdark to facilitate travel and trade. The characters have a chance to witness and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling.
Scales. The floor is littered with red dragon scales.
Gate to the Crystal Labyrinth. A stone arch set with glowing red crystals is embedded in the back wall of an alcove.
Pedestal
a DC 15 Intelligence (Nature) check realizes that the scales came from multiple owners. Most were shed by an adult red dragon, while a few were cast off by one or more young red dragons. 12b. Tiamat
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
befriended them with a few sweet fruits and brought them back to the night market. He now bribes his invisible friends with fruit to cause disruptions around Tyenmo Noodles and Xungoon Family Seafood. He
character who succeeds on a DC 14 Wisdom (Insight) check realizes Kasem is trying to keep them from getting involved in market politics. If confronted about this, Kasem insists he just wants them to have a delightful time at the market and departs soon after.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
of the panel, as well as the silver wires that connect it to the rest of the tower structure. A successful DC 10 Intelligence (Investigation) or Wisdom (Perception) check notices two gemstone-like
the transmutation school of magic—and specifically, with the transmutation of time. If the components are placed back in the panel, a successful DC 14 Intelligence (Arcana) check allows them to be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
under the covers is an illusion. If the covers are pulled back, the snoring stops as it’s revealed that there’s no one in the bed. Casting dispel magic on the bed also ends the illusion. A detect
. The Dragonchess set weighs 30 pounds and has beautifully carved and enameled pieces. A character who succeeds on a DC 25 Intelligence (History) check realizes that the set is one of four made by
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D8. Holding Cells Rising from the soggy earth is a sturdy wooden hut with an open doorway on one side of it. At the back of the hut are two holding cells. Thick mangrove roots serve as bars, with a
small round door closing off each cell. The floor of one cell is covered with several inches of stinking water. The other cell holds a figure in rags slumped against the back wall.
This hut is round
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
horse to pack the field-dressed game back to the camp. Hunters don’t necessarily return to the camp every evening. They stay out until they have a load of meat to bring back. Hunting on the Greenfields
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to make haste and catch up with him!”
Characters who have reason to suspect Gargosh might be lying or holding back information can make a DC 16 Wisdom (Insight) check. A character who succeeds on
the check realizes that Gargosh’s amazement seems a little rehearsed, suggesting that Gargosh knew Drannin was involved all along. If one or more characters accuse Gargosh of withholding information
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
1 gp each to watch Noska’s back. The characters can turn them against Noska by offering a larger bribe (at least 5 gp each). If the characters turn the hooligans against Noska or reduce the dwarf to
the stone for herself. She now realizes that decision was a mistake. Grinda tells the characters that she gave the stone to her rat familiar and told the creature to stash it in her family’s mausoleum






