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Returning 35 results for 'being before danger coin returns'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
takes the Dodge action and uses its movement to avoid danger. The domestic wonder is destroyed if it drops to 0 Hit Points.
Flying Wonder (Common). An activated flying wonder uses the Flying Wonder
required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.
Gyrocopter Wonder (Rare). This wagon
Magic Items
Forgotten Realms: Heroes of Faerûn
any, it takes the Dodge action and uses its movement to avoid danger. The domestic wonderis destroyed if it drops to 0 Hit Points.
Domestic Wonder
Medium Construct, Unaligned
AC 9 Initiative -1
, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger
Monsters
The Wild Beyond the Witchlight
, perhaps while blowing out the candles on a birthday cake or tossing a coin down a well, an echo of that wish becomes lodged in a stone buried deep in the earth of the Feywild. Brigganocks seek out these
size and never turn down a good meal.Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Backgrounds
Tomb of Annihilation
and ruins. Though you managed to sell a few of your discoveries and earn enough coin to buy proper adventuring gear, you have held onto an item that has great emotional value to you. Roll on the
exploring is part of a plan to find the secret of everlasting life. (Any)
6
Danger. With every great discovery comes grave danger. The two walk hand in hand. (Any)
d6
Bond
Monsters
Tomb of Annihilation
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
presence in the party might put the characters in danger.
Artus Cimber’s Traits
Ideal. “The preservation of knowledge and history is important to me.”
Bond. “I long to be
Rogue
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
avoiding danger, and a few learn magical tricks to supplement their other abilities. A Shady Living Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the
coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find
Magic Items
Guildmasters’ Guide to Ravnica
hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
The creature exists for a duration
over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
strikingly similar to Grand Messer Amos Nir, but the Kings of Coin refuse to investigate. (False) 5 A diviner revealed that the firstborn children of the Kings of Coin are in danger of having their souls
Rumor 1 A witch is keen to collect coven members from the heirs and families of the Kings of Coin. (False) 2 Foul spirits known as biza haunt the forest and sometimes tempt innocent souls with
Monsters
Fizban's Treasury of Dragons
points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency. The oldest
the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The increased Hit Die recovery ends immediately. The existing abundance of
Monsters
Fizban's Treasury of Dragons
clear crystalline points, allowing the Crystal Dragon Wyrmling;wyrmlings to blend in to rocky terrain in the face of danger. As they age, their scales turn snow white, then slowly fade to transparency
made with advantage.
If the dragon dies, the animal population near the lair returns to normal levels over the course of 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Days"} days. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
45. Alchemist’s Laboratory Otto removed anything it considered valuable from this chamber but periodically returns to see if it missed anything. If the faerie dragon hasn’t been encountered and
defeated elsewhere, there is a 25 percent chance that it’s here when the characters arrive, in which case the door to the room is open. If Otto is not present, the door is closed and has a silver coin
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Aftermath The characters have defeated Bak Mei, left the Order of the Immortal Lotus in disarray, and recovered the stolen pages from The Book of Inner Alchemy. Now what? When the party returns to
Candlekeep with the stolen pages, the Avowed are grateful and set about repairing the book. They hail the characters as heroes and provide them the promised 8,000 gp worth of coin or transcribed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
recently disturbed their remains and claimed the lore they were guarding. The wraith was one of the haints’ captors. The haints are free now, but the tomes they protected are in danger. They entreat
. Please help us, or our people’s secrets will be lost forever!” Then the mist roils away to nothing and the haints vanish. The common room returns to normal, but where the spirits vanished, two
Orc
Legacy
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Species
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
rarely keep records or write down their thoughts. When orcs need to communicate in writing, they use crude symbols to convey basic information, such as “food stored here,” “danger close
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters attack Nykaia or attempt to take the Venatrix by force, Kypris and Mykale emerge from the war machine and join the fight. If the erinyes are in danger of losing the fight, they surrender and
Venatrix’s engine or shut it off. Cause the Venatrix to take the Dash or Disengage action while the vehicle’s engine is running Insert a Soul Coin into the engine’s furnace Soul Fuel. The Venatrix’s engine
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
area G8, but it will devour more gnomes once its hunger returns unless it is dealt with. It can move around and adopt other disguises as needed, though its forms are limited to Medium objects such as
to see if they fight back. The gnomes aren’t adventurers, however, and they flee at the first sign of danger (real or imagined). The mimic completely devours and dissolves its victims, leaving no
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, Poisoned, Restrained
Senses Darkvision 60 ft.; Passive Perception 14
Languages Celestial, Common
CR 10 (XP 5,900; PB +4)
Traits
Celestial Restoration. If the naga dies, it returns to life in
for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
a settlement. After the characters force a second cult to abandon its shrine, run the “Reckless Hate” encounter when the party returns to a settlement. After the characters force the third cult to
sending or similar warning from a faction NPC that a town is in great danger, providing them with a chance to stop the event.
Dire Tidings While the characters were busy in ruined Tyar-Besil
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Introduction Welcome to Ghosts of Saltmarsh. This book collects seven D&D adventures, each famous for their unique challenges, for their deadly threats, and for embracing the danger and wonder of
have been updated for the current edition of the game, revealing deadly shores for brave crews to explore anew. Along with these adventures returns one of D&D’s most famous seaside settings: the port
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
followers your character might gather — and, more importantly, how much pain and suffering you could put those followers through before they abandoned you. The world of Acquisitions Incorporated returns
present them with even more hurdles to overcome. The often bizarre, unfeeling, and surreal elements of corporate and business life can add a degree of danger or absurdity to even the most run-of-the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
when the characters arrive. As time passes, the children can move about the lair, at your discretion. They stay clear of danger and play no role in combat. All of them are chaotic good. Children free of
area L13) insists on remaining in Thither to care for the children if no one else will. If Zybilna is freed from her stasis, she returns the children to their proper homes.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters to peruse the book and assures them it’s safe to do so. (The lichen covering the book poses no danger.) She also shares the following information with the characters: Xanthoria was a druid of
information could be helpful in preventing further outbreaks. Zelyth allows the characters to spend as much time with the book as they need. When they’re done with it, Zelyth returns the book to its vault.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
pass unseen make them skillful spies and adept at fleeing danger. Imps sent to surveil other creatures relate what they discover to their masters, but they frequently omit important details or cast
.
Shape-Shift. The imp shape-shifts to resemble a rat (Speed 20 ft.), a raven (20 ft., Fly 60 ft.), or a spider (20 ft., Climb 20 ft.), or it returns to its true form. Its game statistics are the same in each form, except for its Speed. Any equipment it is wearing or carrying isn’t transformed.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
give the characters 500 talons for each coin. Bringing three or more Soul Coins to Kaylan earns his admiration, and he offers the characters access to Dragon’s Pride in return (see the “Dragon’s
and three Soul Coins. 10 One of this room’s walls has a simple stone doorway, which leads out of the maze and returns the characters to the maze lobby. Challenge Chambers d10 Chamber 1–3 Five
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the experiment, Bazelsteen taps on the bathysphere before lowering it into the water and tells its occupants, “Whichever of you sucks up the most silted souls gets a soul coin.” Tortured souls
and remains there until salvaged. Once the glabrezu has taken three turns, Bazelsteen returns and scares the demon away if it hasn’t been defeated by then. If the bathysphere’s chain breaks, Bazelsteen
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Brigganock Brigganocks are frantic, mouse-sized creatures that live in mines. Whenever a mortal makes a nonmagical wish, perhaps while blowing out the candles on a birthday cake or tossing a coin
, move a pile of stones, or tie a dozen knots in a length of rope.
Bonus Actions
Move Soul Light. The brigganock moves its soul light up to 30 feet in any direction to an unoccupied space it can see. At the end of the current turn, the light returns to the brigganock.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
baby. He neither helps nor harms the characters. Never Fear, Wizpop Is Here! If the characters are in danger of being defeated by the githyanki, help comes from an unlikely source. The dormitory near
noncombatant but has found his courage and wants to help in this dire situation. The characters might have him go to get additional help or cause a distraction. If he goes to find help, a few rounds later he returns with two guards (use the veteran stat block) to aid in the fight.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the victim of such a curse suppresses the burden for 1 hour. A greater restoration spell suppresses the burden until the victim finishes a long rest. Death usually ends a curse, but the curse returns in
full force if the cursed character returns to life without resolving the curse. Persistent Curses. When a curse is resolved, its effects usually end immediately. Some more insidious curses might
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, shields leap from the walls to protect him (see “Flying Shields” below). During waking hours, Ras Nsi returns here only if he’s in danger. If the characters defeat Ras Nsi and question him, he reveals the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, outside the perimeter of tents, several empty sleds are clustered together.
Hulking figures dressed in thick hides and holding spears patrol the camp perimeter, looking outward for signs of danger. Other
Parties Between two and four hunting parties, each consisting of 1d6 + 4 tribal warriors, are away when the characters arrive. Each one returns after 2d4 hours with fresh meat (such as a reindeer carcass).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters when they return to this cave. Otherwise, the creatures remain motionless and pose no danger. If provoked into attacking, the galeb duhr animate boulders. The galeb duhr and their boulders can
. Jarûk wears a pair of golden hoop earrings studded with obsidian (500 gp for the pair) and an amber diadem (7,500 gp). These baubles vanish with the dao when he returns to the Elemental Plane of Earth
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
they approach peacefully, Oggdug assumes they must want to hire him for mercenary work. He tells the characters to cough up some coin or get out, threatening to clobber any who refuse. A character can
the party pays the ogre his asking price, he joins them for a single fight in any of the caves except for the two caves he says are off-limits (cave G and cave K). After the fight, the ogre returns to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Lord of Waterdeep to secure Fenerus’s release. Mirt has personally lost coin to the Blood Hawk Posse, so helping Fenerus squirm out of jail stings him deeply. A character who has at least 4 renown in
where it is hidden, shares the information with the characters, and returns Fenerus to his cell. Where’s the Stone? Fenerus hid the Stone of Golorr on the top floor of an old tower in the Dock Ward
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
a matching gate elsewhere in the Spire, but the portal no longer functions. 4 A character finds a coin from a familiar world or nation, but its markings refer to a land or ruler no one has heard of
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that sweet coin on your own. In your role as the party’s bodyguard, your unmatched training and sense of honor drive you to take untold risks as you put others’ lives before your own. Your heavy armor
your insistence on using a witty catchphrase to raise their spirits in the midst of the greatest danger. Your companions take great pride in your catchphrase, even if they’re too shy to admit it






