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Returning 35 results for 'before behind defending consult relate'.
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
The Tortle Package
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
Backgrounds
The Wild Beyond the Witchlight
You crept into the Witchlight Carnival as a child or youth and never looked back, earning a place among those who work behind the scenes to keep the carnival in business. As a hand, you work hard and
Feywild Trinkets table), and a pouch containing 8 gp
Carnival Companion
Over the years, you have earned the friendship of another carnival fixture. Roll a d8 and consult the Carnival Companion table
Species
Van Richten’s Guide to Ravenloft
Memories table to inspire its details.
Lost Memories
d6
Memory
1
You recall a physically painful moment. What mark or scar on your body does it relate to?
2
A memory brings
itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
Species
Van Richten’s Guide to Ravenloft
unusual crown, often called an eldercross or a witch’s turn. This living, garland-like part of a hexblood’s body extends from their temples and wraps behind the head, serving as a visible
creating a hexblood, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling
Species
Mordenkainen Presents: Monsters of the Multiverse
cultivated over eons in the Astral Plane. Now all githyanki can use their psychic bond with that plane to access splinters of knowledge left behind by beings who travel, live, and die among the silver
the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the
Species
Spelljammer: Adventures in Space
branch.
Today, hadozees are sapient, bipedal beings eager to leave behind the fearsome predators of their home world and explore other worlds.
In addition to being natural climbers, hadozees have feet
randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Backgrounds
Guildmasters’ Guide to Ravnica
effects, such as flames smoldering behind your eyes or dancing over your hands.
Suggested Characteristics
Gruul ways aren’t the ways of civilized folk, and the Gruul have little patience for
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Magic Items
Tasha’s Cauldron of Everything
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. “I’ve a mind to know about the rumblings and rumors about goings-on in the depths outside my city. If ye relate to me what ye know, we can talk about what ye might want to do next.”
King Bruenor
answers questions from the characters if they have any. However, if asked about his overall plans, he says simply that he must consider all the information presented to him and consult with advisors
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
outnumbered. Rather than joining the Kalaman forces in their advance, the characters find themselves defending a retreat. The adventure unfolds in one of two ways: With Mass Combat. If you’re using
the Dragonlance: Warriors of Krynn game with this adventure, consult the “Warriors of Krynn: Scenario 4” sidebar. Without Mass Combat. If you aren’t using the Dragonlance: Warriors of Krynn game
Backgrounds
Guildmasters’ Guide to Ravnica
to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
city wall, the characters are offered their freedom in return for defending the city. Last Bastion. Far from Lekar, the characters fall in with local survivors who say the city is the country’s last
, or unprepared peasants preparing for the siege. Consult the “Survivors” section of chapter 4 for suggestions on how to represent soldiers bound to face the horde.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
perhaps you’re the team that handles situations that other teams bungle. As a group, work with your DM and consult the Espionage Missions table to decide what kinds of missions you might undertake
leave behind no evidence. 5 Disruption. You excel at infiltration and wreaking havoc via blackmail, misinformation, and subversion. 6 Sabotage. You slip into places, lay the seeds for their destruction, and escape without detection.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the wilderness in which to hunt, catch
by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, they carve out tunnels for the tomb. At night and while their handlers take breaks, they are kept behind a 10-foot-thick stone block that is magically slid across the tunnel. Creatures The two umber
) know the command words that compel the hulks into service. Unless ordered otherwise, the umber hulks stay in this area, defending themselves if necessary. If the characters are at the tomb site long
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, consult the Interim Events table below. Choose your favorite result or roll randomly as you see fit. Interim Events d6 Event 1 Determined to find answers about what happened to them, the
behind them, the characters hopped on a ship to the Moonshae Isles and escorted traders around the Sword Coast area. They fought privateers and oceanic monsters in their bid for high adventure. 3 The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
feel as if they’re being watched even when they aren’t. While defending its cavernous lair, the tyrant avails itself of its lair actions. Treasure. If the characters defeat the death tyrant, they can
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
courtyard climb to the tops of these walls, which are unmanned. Arrow slits in the outer walls of the guard towers and central keep provide three-quarters cover to those standing behind them. Most of the
for one cult member to sound the alarm simply by yelling. If an alarm is raised, the following cult members are tasked with defending the castle: Twelve cultists of various races and genders, who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
happy when he finds himself forced to deal with some mess his father left behind. Qualities that both share include striking good looks, a love of drink, and a flair for diplomacy. What Renaer lacks is
. As a Harper, he spends a lot of time defending Waterdavians against those who, like his father, would deprive them of their coin and rights. He owns Neverember House, a four-story residence in the Sea
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dropped by a frightened adventurer. Roll percentile dice and consult the Trinkets table in chapter 5 of the Player’s Handbook to determine the trinket. Shields Sixty old shields hang on the walls; they
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Cache The party finds a cache of supplies left behind by other explorers. There’s no way to tell from the cache whether those who left it are still alive and coming back for it, or dead. Roll a d20
and consult the Caches table to determine what the characters find. Caches d20 Cache 1 Rain catcher (see chapter 1) and mess kit 2 10-day supply of preserved rations 3 20-day supply of preserved
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Infamy Even among the notorious Boromar Clan, your group has a distinct identity and a reputation. What’s the event or unique trait that makes your crew stand out? Consult the Group Infamy table for
everyone knows the truth behind it. You’re part of that facade of legitimacy, but you have a reputation for getting away with (literal) murder. 6 Legends. You have an air of mystery, and people whisper that you command strange powers. True or not, this reputation keeps people out of your way.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
House Occupants If the characters explore a residence other than the burgomaster’s mansion (area N3), roll a d20 and consult the following table to determine the house’s occupant. d20 Occupant 1–3
who listens at the door hears chatter from within. Townsfolk won’t willingly invite strangers into their homes, but they will speak with characters from behind closed doors or while standing in their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
carved with frescoes depicting dwarves defending their mountain homes against ankhegs, purple worms, umber hulks, and other burrowing monsters. (Hidden behind a fresco of a dwarf battling a bulette is a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Meeting. A Knight of Solamnia saves a group of elf travelers from ogre raiders. An elf woman falls into the knight’s arms. Behind him, the silhouette of a human woman turns and fades away. Disgraced. The
scenes have played out, skeletal visages leer at them from the flames, then vanish. Characters who recalled Lord Soth’s legend in the “Caught in the Act” section recognize that these scenes relate to his
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
have advantage. Ice Slides. As remorhazes burrow through ice, the heat radiating from their bodies smooths out the sides of the tunnels behind them to a glass-like finish. Many of these passages are
for a psychic haunting, in which case roll a d20 and consult the Psychic Haunting table to determine if the area contains a haunting. If one is present, its image or its effect can’t leave the cave
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
left to you to choose, depending on the story you want to tell. Consult the Secrets of Phenax table, which presents several options for what divine secret Varyas’s eidolon might relate. The veracity
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
each. Purple Worm Roll a d6 and consult the Purple Worm Direction table to determine where the purple worm comes from. Purple Worm Direction d6 Direction 1–2 The purple worm comes from behind the
Random Encounters As the characters explore the Wormwrithings, check for a random encounter once per day. Roll a d20 and consult the Wormwrithings Encounters table to determine what, if anything, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
3d6 drow nobles and scores of slaves, 6d6 of which can be pressed into defending the house. These fighting slaves are usually bugbears, ogres, orcs, or quaggoths. Doors and windows are protected with
Narbondellyn district, roll a d20 and consult the Narbondellyn Encounters table, or choose an encounter that you like. The party can avoid random encounters in Narbondellyn by succeeding on a DC 13 Dexterity
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Avernus, the characters encounter the valiant Ulder Ravengard, who has been placed in the most unusual situation of defending a city he has long opposed. The beleaguered Ravengard urges the characters to do
on acquiring the Sword of Zariel or helping Zariel find redemption, as Gargauth is quick to point out should the characters consult with him. There are other ways to free Elturel, but only if the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
anything that tries to damage or topple the caryatids. Walk in a counterclockwise circle around the caryatids when not defending itself or the pillars. The quadrone speaks and understands the Modron
creature to flesh, he uses a telekinesis spell to transport it to area 25a, then relies on the magic of the pillars there. Area 25h. This room is hidden behind a secret door and contains a lifelike statue
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
encounters instead of using the tables in chapter 2. Once every hour, roll a d20 and consult the table to determine what, if anything, the party encounters. Drow Defenses d20 Encounter 1–10 No
located a mile away. Defending the drow outpost are a female drow elite warrior (the commander), a male drow mage, and sixteen drow. The outpost is a four-story tower carved out of a 60-foot-tall, 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s magic gates once stood between the pillars but was destroyed during the Spellplague. The gate’s destruction left behind a lingering aura of wild magic that can be perceived with a detect
magic spell. When a creature passes between the pillars, roll a d12 and consult the following table to determine what happens: d12 Effect 1–2 The creature must make a DC 12 Constitution saving throw






