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Returning 35 results for 'before bards diffusing chained remain'.
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Backgrounds
Sword Coast Adventurer's Guide
: Founded more than a millennium ago, disbanded and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
space is filled with creatures strapped down to tables or chained to the floor, all attended to by lizardfolk workers. In this north wing of the lab, two tables hold terrified-looking fish-folk of some
attempt to flee for area 2, hoping to escape the temple via the river. However, a successful DC 16 Charisma (Persuasion) check can convince them to remain with the characters for the duration of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
twelve females). Four operate the ballistae, one trims the sails, one controls the rudder, and fourteen pull the oars. Chained to the deck is Cryovain, a male adult white dragon. Behind the dragon are two
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and reorganized several times, the Harpers remain a powerful, behind-the-scenes agency, which acts to thwart evil and promote fairness through knowledge, rather than brute force. Harper agents are often
proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and innkeepers, rangers, and the clergy of gods that are
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblins and built their cities on the foundations of Dhakaani ruins. Galifar ended the practice of slavery, and these goblins are technically citizens of the Five Nations, but most remain as an
Dhakaani. The Heirs of Dhakaan are an agnostic society and don’t have clerics, paladins, or druids. Their focus is on martial excellence, and their spiritual leaders are bards, who inspire their warriors
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Rumors and Legends Countless legends have arisen regarding the mysterious Barrier Peaks, and those tales circulate constantly among adventurers, explorers, and bards. Rumors specific to Kwalish and
surround the foothills of the Barrier Peaks. A dryad queen once ruled there, and her grave is now hidden among the trees. Beware, for those trees remain guarded by sprites that still honor her. 31–45 Aye
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with the weapon (+4 to hit), dealing 5 (1d6 + 2) piercing damage on a hit. If a critical hit is scored against a terracotta warrior, it shatters and is destroyed. The terracotta warriors remain
any other noise. Without the use of magic, any creature walking through the tomb must succeed on a DC 12 Dexterity (Stealth) check to remain quiet. Moving through pottery shards imposes disadvantage on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, friendships, romances, teaching, or otherwise. Leonin women tend to remain part of their mothers’ prides, while males often leave to join new prides when they find partners. Councils of matriarchs
Swiftclaws, and many bards and wizards come from these prides as well. Speaker Brimaz looks beyond Oreskos and wonders
if there is a future for his people in the outside world
(PETER MOHRBACHER)
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
to the highest standards of behavior, and wields cold magic. The Brass Order could be a loose affiliation of good-hearted scoundrels, including rogues and bards, who favor fire magic and trickery. An
to the point of joining a war against a different overlord. Or they could remain independent, traveling from one dragon’s domain to another and dealing with the complex and sometimes violent political
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
runaways trade one punishment for another in the poisonous town, a dismal burg chained to the prison plane of Carceri. Betrayers and backstabbers ruminate on their pasts in captivity, agonizing over their
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
aarakocra are alert but remain perfectly still; they do nothing other than defend themselves and obey Sansuri’s commands. Any creature that jumps or falls into the hole plummets to the ground far below unless
, an adult bronze dragon, is chained to the back wall and floor of this spacious, windowless cell. Two locked manacles bind the dragon’s hind legs, preventing him from moving more than a few feet in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
necessary for newcomers to get around safely. Beneath the citadel proper, miles of dwarf-sized caverns form a confusing maze that frustrates most non-dwarf visitors. These tunnels are what remain of the early
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
streets below. An unoccupied skycoach with a dragon-
shaped prow is chained to the south platform.
A crowd of 2d8 commoners and 1d4 nobles is gathered on the platform waiting to hire skycoaches. The
bloodied and unconscious on a large mattress.
Nur, a Daask gnoll, is burning Garra’s documents as ordered by the half-ogre. Of the documents that remain on the floor, two are of interest. One is a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
rafters and remain out of melee weapon range while attacking with her breath weapon or waiting for it to recharge, but she isn’t reluctant to drop down on ranged attackers. If the characters attempt to
she knows that they keep Cryovain chained aboard their biggest ship (she doesn’t know its name or whereabouts). Like most white dragons, Isendraug is not to be trusted. She has no intention of sparing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
remains on the sea. The crown does its best to make sure the roads are safe, but otherwise it is generally content to leave the monsters and vicious tribes of the wilds alone as long as they remain in
is perhaps the most dangerous location in the region. The trees remain standing, but they long ago lost their foliage and are little more than dead, rotting timbers projecting out of the mud
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
believe that their appearance derives from the primal fear inspired by fiendish creatures, while bards assert that panic, being such a repulsive emotion, is embodied by an equally ugly creature
terrible creatures can be lulled into silence in two cases. They remain quiet when they stalk their prey, unleashing their shrieks only when they are about to attack. They also still their cries in the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hyena skulls that bite into the flesh of a screaming devil with sharp spines covering its thin, man-sized body. Jabbing the chained fiend with their long proboscises are three droning flies as big as
horses.
The chained fiend is Alazub, a barbed devil with 25 hit points remaining. The giant flies are three chasmes. Characters who enter the chamber are susceptible to the chasmes’ Drone trait. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Another four-armed gargoyle animates whenever another such door is opened. This process continues for as long as any gargoyles remain in the alcoves. The gargoyles don’t leave the room. Pillars of
courtyard to have disadvantage on Wisdom checks and saving throws. Being chained to the pillars causes hypnotic dreams that, after a period of weeks or months, improve combat skill and imbue most
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities remain a mystery — with a curious exception. We know that at some point during this
Waterdeep’s acquired wealth and strength of arms to create a northern empire. Ahghairon defied him before all the people, and Raurlor ordered the mage to be chained. But when Ahghairon magically turned aside
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
and remain here, they reset the trap within a day after it has been triggered. Secret Stairwell. The secret door behind the east statue is well hidden, requiring a successful DC 18 Wisdom (Perception
). ARUNDIL'S ANIMATED OBJECTS
A century ago, the dwarf mage Arundil animated a number of objects to defend the Foundry against intruders other than dwarves. Many of these creations remain in place today
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
, Oberon, and Hyrsam, the Prince of Fools. Those inclined to remain sullen in the face of such frivolity had best stay home, for celebrants do their utmost to evoke a smile from those they meet. Ches 21
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
going up.
Between 1 p.m. and 5 p.m., Sythian’s students relax here. Three quasits lurk by the stuffed wolf and use their Invisibility action to remain unseen. They attack characters who try to break
duration of the spell). Once the glyph is triggered, the trunk is safe to open. Treasure. The trunk contains, among personal items and clothing of little value, the instrument of the bards (Canaith mandolin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
southeast chamber, those in the other chamber hear the sounds of battle and rush to assist. The troglodytes in the southwest chamber remain there to protect the hatchlings; if the characters attack the
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
in this cave. They are desperate to avoid the unwelcome attention of Lashlo, the djinni in area N10, and try to remain as silent as possible. Development. The galeb duhr’s caution is unwarranted
clasps an Instrument of the Bards (Ollamh harp), which she acquired in her youth. Taking the harp, plucking one of its strings, or removing the glass key from around Yemi’s neck ends the Sequester spell
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Most elves who return to their homes from the Mysteries are forever transformed. These participants generally remain silent about their experience, out of reverence and appreciation. Those who speak
be with. Stories of Hanali’s romantic adventures among elves and other mortals are perennial favorites when sung by elf bards and poets. In Arvandor, Hanali maintains a hidden pool called Evergold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
most, squeezed in between the ship’s stern and the adjacent cabin, appears to be a holding cell. A slim humanoid figure cowers in the far corner, chained to the hull.
The figure is that of a sea
stays with them throughout the conclusion of this adventure. He will, if requested to do so, remain with the characters for further adventures (assuming that they continue with Danger at Dunwater and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
quite bright, and he will not be rash. Cell 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
type (roll a d10: 1–2, acid; 3–4, cold; 5–6, fire; 7–8, lightning; 9–10, thunder). Any creature that enters the rift can choose to remain here or go to an elemental plane. Characters who go to an
) that is shackled and chained to the floor in four places. The undead attack interlopers, using pikes as weapons (1d10 piercing damage). The undead have magic weapons (see “Treasure” below). Shackled
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet wide, with wooden decks and iron-plated hulls fashioned to resemble dragon turtles. The boats are magically immune to fire damage and remain cool to the touch, even when floating in lava. Each
characters proceed to area B25, the salamanders accompany them and remain there for the duration of their visit. B23: Administrative Office The walls of this office are decorated with paintings depicting
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
roll if its target is prone. Prisoners. Three captives are chained to the walls. Two are fire cultists, while the third is a riverboat crewman captured a few days ago by Crushing Wave river bandits. The
coinage or other valuables remain, but the characters can scrounge up cloaks, surcoats, or robes sufficient to create five air cultist disguises, four earth cultist disguises, and one fire cultist
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers — not surprising, given that many Harpers are wizards and bards. Grand and
mound a haunted place best avoided. In truth, the Blue Bears prowl the High Forest and the eastern Delimbiyr Vale, doing their best to remain hidden. Their members visit Stone Stand infrequently, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
elsewhere, the arena is empty but under surveillance (see “Scrying Sensor” below). If Xanathar is present, it hovers in the southeast alcove and uses its ring of invisibility to remain unseen. Standing
here. They’re so drunk that, for the next few hours, they awaken only if they take damage. Also, they are poisoned while they remain intoxicated. X10. Noska’s Quarters Xanathar’s enforcer, Noska Ur’gray






