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Returning 35 results for 'before bonding deciding crack read'.
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Wand of Orcus
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality. The wand’s purpose is to help satisfy Orcus
imprisoned the hero’s soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss.
Human
Legacy
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
racial pride and actually treat you like an equal, you can learn a lot from them.”
Halflings. “It’s hard to beat a meal in a halfling home, as long as you don’t crack your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1a. Pool Bypass A relatively small cave branches off the main tunnel. If the characters are shadowing Droki, read the following boxed text aloud to the players. Droki stands before a tall yet narrow
crack in the wall. He stares at the crack for a moment, then leans down and rummages among the fungi, cackling with glee as he plucks a short mushroom and eats it whole. As he finishes the last bite
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
2. Statue of Umberlee A 10-foot-tall statue of the sea goddess Umberlee stands to the east of the palace’s portico. The statue, described in the read-aloud text for area 1, is harmless. The ground
slopes up to the south, rising 5 feet until it meets a 5-foot-wide, 8-foot-high crack in the palace wall that provides access to area 7. The crack is clearly visible to anyone who enters this area.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Opening the Way When the characters reach the wall of the Reghed Glacier at the spot specified by Vellynne Harpell or Professor Skant, read: An immense, glistening wall of blue ice stands before you
one of the characters to read aloud the “Rime of the Frostmaiden” (see appendix E). Reading the poem aloud while standing before the glacier has the following effect: As the last words of the poem
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Into the Astral Sea As the characters leave Wildspace and enter the Astral Sea, read: The colors of Wildspace grow more muted, fading into a deepening silver haze. Soon your ship is immersed in the
edge of Doomspace in 21 days. Bonding with the Crew As they travel to Doomspace, the characters can engage with other crew members. Commodore Krux, Grimzod Gargenhale, and Topolah are particularly fun
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K84, crypt 11) is placed in the indentation, both the holy symbol and the indentation vanish. Then read: A ray of golden sunlight breaks through the clouds to the west and shines upon the grave. The fog
and the gloom shrink from its brilliance as the sunlight causes the gravestone to crack and crumble, revealing a ring within. The sunray lasts for 1 minute. If the characters smash the gravestone
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach the ruins of Iniarv’s Tower, read the following boxed text aloud: Atop an escarpment on the eastern side of the High Road stands a crumbling keep with thirty-foot
). There are three entrances to the keep: the hole in the wall (area I2), the gatehouse (area I3), and the rubble-sealed crack in the main tower’s first floor (area I5). The characters do not notice
Orc
Legacy
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Species
Volo's Guide to Monsters
relieved of their other roles and taken to the lair’s whelping pens, where they are tended to by Luthic’s followers.
Orcs don’t take mates, and no pair-bonding occurs in a tribe
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters arrive, read the following: The landscape around you bears the scars of a purple worm’s habitation, a complex of caves that collapsed as the worm created its rubble-filled tunnels. You see
a crack in the face of a cliff that looks like an entrance to an undamaged cave. Around it, a few fifteen-foot-diameter, rubble-filled holes provide clear evidence of a purple worm’s passage. Vultures
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
her temple collapses to ash and bone is a memorable way to wrap up a campaign — but the characters might not survive as anything more than memories. During the battle in the temple, read the following
crack of thunder.
The gargantuan heads of five dragons begin to tear and gnash their way out of the rune-lined pit of fire that forms there. Tiamat the Dragon Queen is about to burst bodily from her
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
her temple collapses to ash and bone is a memorable way to wrap up a campaign—but the characters might not survive as anything more than memories. During the battle in the temple, read the following
text aloud after 10 rounds of the summoning ritual have been successfully focused by five or more Red Wizards. The maelstrom filling the central apse of the temple suddenly splits open with a crack of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
The Citadel’s Destruction If the characters destroy the brazier in area S23, read the following text: With a cacophony of whispered sighs, the violet flames vanish. You feel the flying island beneath
you lurch to a stop. Everything is silent for a moment, then with the sound of a distant crack, the ground begins to shudder. A split runs through the floor and up a nearby wall. The citadel is
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. The stalkers fight to the death. Storm Galas Windrage creates a storm to distract the characters and their allies before the coming battle. When the storm begins, read the following boxed text aloud
: Lightning and thunder suddenly crack a dark sky as heavy rain pours from above. Cries of, “Hurricane! All hands on deck!” can be heard throughout the vessel. The sailors need all the help they can get
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the god’s service, if necessary. You gain the following traits. Ears of the Oracle. You can speak, read, and write Celestial, the language of the gods. In addition, a god might deliver a message
roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can’t use it again until you finish a short or long
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
guides the characters across the eastern extent of the Llanos, growing more excited as he recognizes familiar terrain. Read the following description when the characters reach the plains near the bend
for it. Characters who investigate the 18-foot-tall mound find it crawling with termites but also discover a sizable crack in one side. This supernaturally dark gap is wide enough for a Large
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
marching order, and read the following text to that character’s player: You feel a gentle tap on your shoulder but see nothing behind you. If the character who is touched by Ezmerelda reacts in an
, he doesn’t leave until after they do. Shadows If one or more characters have a passive Wisdom (Perception) score of 16 or higher, read: You can’t shake the feeling that something is behind you. When
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Angels in the Outlands CoupleOfKooks “If you think you’re prepared for the ultimate struggle between good and evil, the deciding contest between all that is righteous and all that is foul, then to
between a god and a demon lord. The victors of this match claim a priceless trophy: the fate of an innocent soul. The encounter begins when the characters happen on the playing field. Read the following
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
listen to what both have to say before deciding how to act on royal edicts. Most humans know Citadel Felbarr from a distance. They see only a great raised road winding through a vale of broken rock
information. Dwarves, even those visiting from other realms through the connections with the Lowroad, have little trouble finding their way around, but humans, especially those who can’t read Dwarvish
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Clever Beast When a roll on the Lake Events table indicates that the lake monster takes an interest in the characters, read: Ripples disrupt the surface of the lake, causing your boat to bob from
boats from Bremen but does not attack indiscriminately, trying to gauge the strength and determination of the crew before deciding what to do. Roll on the Plesiosaurus Behavior table to determine how
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
the demiplane, read or paraphrase the following: You appear in a chamber enclosed by thick walls of thorns. Behind you, the glowing portal back to the woods shimmers. Cold mist coils through the air
this area, they hear three Bullywug Warriors approaching from area C3. Read or paraphrase the following: Slapping footsteps and gurgling voices emanate from a nearby path.
Loud, grumpy-sounding
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust oppose the party’s interference. The factorylike assembly spans multiple floors; map 1.1 depicts a portion of it. When the characters arrive, read or paraphrase the following text
incorporeal Undead that periodically escape from below. Map 1.2 depicts the Spirit Sump. When the characters arrive, read or paraphrase the following text: Metal catwalks spiderweb above this vast
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Intelligence (Arcana) check, discern that the goop leaking from the crate is used to soften planar bonds, thus making summoning easier. The crack can be easily sealed with mending or similar magic. Crate of
, conclude that a big creature with powerful jaws and sharp teeth tore the crate open. Enter the Hydra. When the characters reach the broken crate, read or paraphrase the following: You hear the sound
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
by fire, lightning, and acid, having borne the brunt of centuries of destructive spellcasting. A spiral staircase ascends to the topmost chamber. When the characters arrive here, read: Red orbs of
"Rite of the Arcane Octad"). Y21. Obelisk A sixty-foot-tall obelisk of black stone, its surface covered in arcane runes, projects from the ground. A thin crack has formed on one side, stretching from
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
your patron. 3 Magical Message Drop. Magically recorded messages from your contact or your patron appear in odd places. You know to check a predetermined location, such as a crack in an ancient
stores their secrets in a mind vault on the Astral Plane. That means they can’t be tricked or coerced into revealing anything, nor can their thoughts be read. You must find the vault and travel through the rival’s deadly memories to find the knowledge your patron desires.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
loud crack from higher up the mountain, followed by a rumbling noise as the ground starts to shake. It’s an avalanche!
The party finds itself in the path of an avalanche (see “Avalanches”). The
characters until they return to Ten-Towns, then parts ways with them after deciding that her adventuring days are over. Against one wall, hidden under the shattered remains of a dogsled, is a mess kit, an
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cellar by descending the stairs from area V7, or they might enter through the eastern door. Read the following boxed text to establish what they see from either direction: Four stone pillars brace
enough to alert the room’s occupant. Read the following when the characters enter: This room is lit by a pair of tall wrought-iron candlesticks in the northeast and southeast corners. Nine candles burn
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
section sees faint Abyssal runes in each chamber. A character who understands Abyssal can read them as Drill Field, Guard Hall, Planning Chamber, Vault, and Miska’s Prison Hall. Tower of Mystery. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
little more than halfway down the hall, a section of the western mural has broken off, forming a heap of shattered tile on the floor. A crack in the wall conceals a black pudding that gushes out and
total cover. V9. Main Vault When the characters arrive here for the first time, read: Although deep underground, this vault is lit by streams of sunlight that pour down from the ceiling, catching motes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
downward. The floor has been cut into hundreds of shallow steps, but the walls and ceiling are still natural rock. About sixty feet down, a rushing stream spills from a narrow crack to the south and
, scorching ray
If the characters make a lot of noise or tip off their presence in some other way, Kaarghaz begins this encounter invisible (see below). Otherwise, read: Behind the lizard, a hulking
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the ziggurat’s peak, a once-secret entrance
13 Intelligence (Investigation) check spots a tripped pressure plate on the floor and an empty crossbow in the wall. When the characters enter the chamber, read or paraphrase the following text: The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hill on the eastern perimeter of the camp, read the following text: Standing quietly in front of this house, bathed in the warm light of its lanterns, are three sullen, gray-cloaked figures, their
watch the homes, the dusk elves are out searching for Arabelle.) N9c. Vistani Tent Piled outside the wagon are several empty casks of wine. From inside the tent comes the crack of a whip followed by the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Stickwhackers. Halflings rush an intruder in waves, swatting the enemy with sticks on all sides. Fiddle and Crack. A halfling fiddler lures the monster into a trap, usually a net or a pit, followed by
approaches and evade it before it brings her harm. The stories of her accomplishments read like an adventurer’s wildest dreams: she escaped from an army of sahuagin, solved the Chamber of a Thousand Traps
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
. See “Treasure” below for more information on Okuzor’s canopic jar. Sarcophagus. Whenever the characters are in a position to see down into the pit, read: At the bottom of the pit is a dais
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
damage the character. Read or paraphrase the following to describe the vision: As if through the eyes of a soaring bird, you see a titanic stone statue standing amid a circle of glowing sigils. A dozen
has the incapacitated condition for 1 minute. On a successful save, the creature experiences a vision of what happened to Landro on the Day of Mourning (use the read-aloud text of the vision in area






