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Returning 35 results for 'billowing bards diffusing cave records'.
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Monsters
Fizban's Treasury of Dragons
to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that
without excavation or magic, as the dragon can simply open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
residence in a nearby cave, attacking the clan’s herd of giant goat;giant goats.
6
An assassin and a young emerald dragon train together to master the art of stealth.
Fire, Psychic
Monsters
Fizban's Treasury of Dragons
surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military history and tactics, and magic items that protect against psychic damage or mental
open doorways in walls whenever necessary.
The lair has the following features:
Disguised Entrances. An otherwise unremarkable cave (shown at the top of the map) provides the main access to the lair
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cave behind the waterfall to the entrance to area 2, its surface slick from billowing mist. A character must succeed on a DC 12 Dexterity (Acrobatics) check or a DC 12 Strength (Athletics) check to
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
fine, billowing robes—this is Zisatta. Zisatta Zisatta The aloof Zisatta is a member of the High Court and commands Janya’s security forces, called the Billowing Patrol for their sable robes that
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the
Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, “Wave Echo Cave.”) Developments Because Iarno and his rat familiar share a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the
Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, “Wave Echo Cave.”) Developments Because Iarno and his rat familiar share a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
done so.) In addition, Urmon records that a magic mace named Lightbringer was commissioned by priests of Lathander, the god of dawn, from the mages working with the gnomes and dwarves of the
Phandelver’s Pact. The mace was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the mace in part 4, “Wave Echo Cave.”) Developments Because Iarno and his rat familiar share a
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
periods, the waters surge up into the nearest halls and corridors before draining away.
Underwater Cache. The dragon stashes gold and gems in an underwater cave (at the bottom of the map), the entrance
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
gems in an underwater cave (at the bottom of the map), the entrance to which lies 40 feet below the surface of the subterranean pool.
Hatchery. The dragon has lovingly arranged the three small
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with a successful DC 10 Wisdom (Perception) check. If the characters take the groom figurine out of the room, read the following if they return to the room at a later time: Billowing drapes draw your
doesn’t appear again. If the characters attack the ghost, it attacks them in turn. Treasure The lute, though old and covered in dust, has survived the passage of time. It is a magic instrument of the bards called a Doss lute.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
with a successful DC 10 Wisdom (Perception) check. If the characters take the groom figurine out of the room, read the following if they return to the room at a later time: Billowing drapes draw your
doesn’t appear again. If the characters attack the ghost, it attacks them in turn. Treasure The lute, though old and covered in dust, has survived the passage of time. It is a magic instrument of the bards called a Doss lute.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
Luthic. He predicts that the war will end with Luthic the only deity standing, as the cave mother ascends to rule her warrior children.
Life in the Tribe
Orcs survive through savagery and force of
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->Curse of Strahd
with a successful DC 10 Wisdom (Perception) check. If the characters take the groom figurine out of the room, read the following if they return to the room at a later time: Billowing drapes draw your
doesn’t appear again. If the characters attack the ghost, it attacks them in turn. Treasure The lute, though old and covered in dust, has survived the passage of time. It is a magic instrument of the bards called a Doss lute.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
security for lodgers and their possessions than you’d find at an inn. An adventurer’s guild is an excellent source of information. By studying records and working with other guild members, you can
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
security for lodgers and their possessions than you’d find at an inn. An adventurer’s guild is an excellent source of information. By studying records and working with other guild members, you can
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
security for lodgers and their possessions than you’d find at an inn. An adventurer’s guild is an excellent source of information. By studying records and working with other guild members, you can
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
N1), except the tunnel slopes down to area N13. N5: Eastern Boulder Cave Several boulders are scattered about this small cave, and three of them raise their heads to look at you as you enter. Crooked
grins full of rocky teeth appear in their faces as the creatures rumble what might be a greeting.
Three gregarious Galeb Duhr dwell in this cave. They are pleased to have company, and ask in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
H3. Hall of Rainbows The tunnel opens into a cave fifty feet long, thirty feet wide, and twenty feet tall. Bats chitter near the ceiling, and the floor reeks with mounds of their guano. Colorfully
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
H3. Hall of Rainbows The tunnel opens into a cave fifty feet long, thirty feet wide, and twenty feet tall. Bats chitter near the ceiling, and the floor reeks with mounds of their guano. Colorfully
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
H3. Hall of Rainbows The tunnel opens into a cave fifty feet long, thirty feet wide, and twenty feet tall. Bats chitter near the ceiling, and the floor reeks with mounds of their guano. Colorfully
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
canyon. Within lies a cave with green-tinged vapor flowing from it. This passage leads to area C1 of the Crystal Caves (see below) and the source of the gas. A creature that enters this trail of gas
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
vapor billowing along the path. Above, a shattered ship teeters atop a higher ledge.
The stream’s waters are deadly, as detailed in area A1. The cleft in the ridge is the opening to a short, narrow
canyon. Within lies a cave with green-tinged vapor flowing from it. This passage leads to area C1 of the Crystal Caves (see below) and the source of the gas. A creature that enters this trail of gas
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Xanthoria learn the following additional information: Xanthoria was fearful of a surge in undead invading the forest near her home in the Lykortha Expanse, a cave complex. She was seeking a way to stop their
natural life and the undead. The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Xanthoria learn the following additional information: Xanthoria was fearful of a surge in undead invading the forest near her home in the Lykortha Expanse, a cave complex. She was seeking a way to stop their
natural life and the undead. The end of the book records several failed attempts by Xanthoria to extend her life through a process similar to becoming a lich. There are various drawings of dissected






