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Returning 35 results for 'behind before down crafting read'.
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Magic Items
Dungeon Master’s Guide
’s authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it
benefits.
Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes
Monsters
Forgotten Realms: Adventures in Faerûn
formative influence.
Manshoon made many enemies and sought to preserve his power by crafting several clones. A magical accident decades ago caused all his clones to activate at once and fight against
clandestine coup. It’s widely believed he’s turned his attentions elsewhere, but another Manshoon clone lurks in that city, manipulating the Zhentarim behind the scenes to amass
Shield of Far Sight
Legacy
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Magic Items
Volo's Guide to Monsters
A mind flayer skilled at crafting magic items creates a shield of far sight by harvesting an eye from an intelligent humanoid and magically implanting it on the outer surface of a nonmagical shield
Blast action as though it were standing behind the shield.
If a shield of far sight is destroyed, the mind flayer that created it is blinded for 2d12 hours.
Book of Exalted Deeds
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to
digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read
Magic Items
Eberron: Rising from the Last War
To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is
inside you, you can speak, read, and write Deep Speech.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15
Sword of Kas
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. The world was made brighter thereby.
The Sword of Kas is a magic, sentient longsword that
its wielder and can speak, read, and understand Common.
Personality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and
Charlatan
Legacy
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Backgrounds
Player’s Handbook (2014)
You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read
Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe, and how they see the
Backgrounds
Guildmasters’ Guide to Ravnica
journals or hidden away in someone’s mind. Even you might not be aware of all the reasons behind the missions you carry out. Sometimes a mission’s sole purpose is to conceal the
motivation behind another strike performed in a different part of the city, or simply to spread fear.
As part of your covert work for House Dimir, you maintain a false identity as a member of another guild
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
above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of
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
follow those suggestions or to ignore them. Whichever scores you decide to increase, none of the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one
Species
Mordenkainen Presents: Monsters of the Multiverse
changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation
can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Backgrounds
Baldur’s Gate: Descent into Avernus
can tease out their hearts’ desires after a few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a useful talent, and
.
Suggested Characteristics
Charlatans are colorful characters who conceal their true selves behind the masks they construct. They reflect what people want to see, what they want to believe
Backgrounds
Guildmasters’ Guide to Ravnica
construction and architecture — primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders.
You have a
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->Acquisitions Incorporated
their character. In addition to their various mechanical benefits, the features of each company position are intended to offer players and DMs the opportunity to collaborate on crafting campaign narrative
. Sometimes this is straightforward, as when a feature allows a character to learn useful information about enemies or allies, as with the obviator’s Read the Opposition feature. Sometimes this calls
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2. Entrance If the characters pass through the archway between the statues, read: Icy steps descend ten feet to a time-ravaged hallway with arrow slits in the walls. Beyond the hall lies a vast
, sepulchral darkness. The hall connects areas X1 and X4. There are no guards in the rooms behind the arrow slits (areas X2a and X2b).
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
35. Office of the Demogorgon This area houses an ettin, originally brought here for Thessalar’s experiments. The giant is kept both for his blood supply, which Thessalar uses in the crafting of new
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Getting Started This cave is connected to cave I via the the secret door in area H5 (see map H). If the characters approach from outside the cave, read the following boxed text aloud to begin: A
tunnel of rough stone is tucked behind several bushes. Within, you hear two deep voices in a heated argument. The conversation is unintelligible at this range.
The voices belong to a pair of bugbears quarreling in the war room (area H2).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
actually raw stones used in the crafting of spell gems. Werz met Kazook in Mantol-Derith (see chapter 9), and the two have been trading recently behind their superiors’ backs. He declines to mention this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Surfacing in Sigil When the characters exit the Mortuary, read or paraphrase the following description: You emerge from the Mortuary into a dilapidated city square. Stacks of jumbled tenements—grimy
spreading along the inside of a gigantic torus. The metropolitan ring curves upward into passing clouds, disappearing behind the haze.
Here ends chapter 1. Each character should gain a level before starting the next chapter.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Rahadin’s Revenge If Strahd dies but Rahadin yet lives, the dusk elf chamberlain appears moments after Strahd’s demise. When that occurs, read: “Master!” says a voice from behind you. An elf with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Xeleth’s Big Entrance When the last arena match ends, but before the characters have time to rest or take any further actions, read: A portion of the dome above the arena shatters, startling the
face is hidden behind a visor.
The figure calls out, “I am Prince Xeleth of the Xaryxian Empire. I’ve come for my sister, Xedalli. Surrender her to me, you rats, or be annihilated.”
Here ends chapter 8.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
unapproachable, or they are curious and manipulative, pulling strings behind the scenes or trying to influence the world in arcane ways. Most dragons live on the mystery-shrouded continent of Argonnessen and
Khorvaire without contact with Argonnessen, and some dragons have been twisted by the daelkyr or corrupted by fiends; any of these could be an antagonist if the adventure you’re crafting calls for a cruel
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters’ goals through research, crafting, social encounters, and so forth. This lets the players direct behind-the-scenes activities even as the characters focus on the more rarefied pursuits of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
25. Scrying Pool Behind the secret door, water fills a carved stone font.
Withers uses this font to speak to creatures outside the tomb and contact his tomb guardian. A detect magic spell or
similar effect reveals an aura of divination over the water. When any character gazes into the font, read: As the water begins to swirl, eerie light emanates from within the basin. Slowly, an image resolves
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
vine blights and one druid (NE female human) are in the room unless they have been drawn elsewhere, If they are here, read: Three creatures are here. One appears human but is so caked with dirt and mud
that it’s hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters enter the tavern, read the following: The pulquería’s walls are painted with murals that depict a series of armed conflicts, with locals celebrating victory at the end. A candlelit altar behind
(detailed in the “San Citlán” section at the end of this adventure). The altar behind the counter is an ofrenda, a memorial made to commune with the dead during the Night of the Remembered festivities
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
4: Smithy The smithy is where the keep’s residents purchase metal goods and have them repaired.
When the characters arrive at the smithy, read the following boxed text aloud:
The stench of hot
smoke and the sound of clanging metal fill this smithy. Lit by the orange glow of a forge, a dark-haired dwarf pounds a molten ingot at an anvil behind a low wooden counter. Sparks fly with every
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Nib’s Cave A miser toils inside a cave, spinning his gold into gifts for those who visit him. When the characters happen upon Nib’s cave, read: Cozy torchlight radiates from a cave in the wooded
invite them inside the cave. If they enter, read: Inside the cave, a wizened old man wearing a blindfold sits at a spinning wheel, surrounded by piles of gold. As he spins, he reaches down and grasps
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Town When the characters first approach Vallaki, read: The Old Svalich Road meanders into a valley watched over by dark, brooding mountains to the north and south. The woods recede
a set of sturdy iron gates with a pair of shadowy figures standing behind them. Planted in the ground and flanking the road outside the gates are a half-dozen pikes with wolves’ heads impaled on them
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
), though not very well. The wolves are huddled behind him and go where he goes. Though well past his prime, he fights to the death to defend the den, and he takes umbrage at anyone who kills any of his
, read: The old man cackles. “When Kiril returns,” he says to you with his last breath, “he’ll skin you alive.” Treasure Skennis’s electrum flute is nonmagical and worth 250 gp. Skennis also carries a pouch containing four 50 gp gemstones.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
34. Peephole If one or more characters approach this area from the south, read: The corridor turns sharply to the left. At the corner just before the turn, a peephole is carved into the stone wall at
of the gold medallion in area 35A and the hieroglyph visible on the dial behind it. In addition, a creature looking through the peephole can communicate telepathically with creatures in area 35B. Using
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Twilight Rose The Twilight Rose is a few minutes’ walk from Three Sun Square. As the characters approach the theater, read or paraphrase the following text: Colorful geometric tiles emboss the
exterior of this two-story circular theater. People pass along the street, but all is dark behind the boards that cover the structure’s windows. A tattered awning shades the theater’s stout wooden
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Journey to Candlekeep When the characters are ready to leave for Candlekeep, read the following boxed text to the players: As the Basilisk Gate opens, Flaming Fist soldiers hold back the tide of
Elturgardian refugees. You cut a path through these wretched souls, whose wails intensify as the Basilisk Gate closes behind you. The dirt road cuts through the slums of the Outer City, past the walled
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
arrive, read or paraphrase the following text: For the past two days, you have been ascending the steep crags of the Barrier Peaks. Finally, through a dense stand of trees in a hidden dell, you spot a
of the vessel. Once all characters enter, the hatch silently shuts behind them, opening again in 24 hours.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
arrive at one of these locations, read the following boxed text to the players: Colossal spiked chains extend across the hellscape, their links partially buried under the ash and large chunks of masonry
. Each broken chain is roughly a mile long.
Long ago, these giant chains tethered an abducted city to Avernus. That city somehow tore free, leaving behind its broken bonds and scattered chunks of






