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Returning 35 results for 'both before defends contacts read'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Backgrounds
Guildmasters’ Guide to Ravnica
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
Suggested Characteristics
Skilled at infiltration
Species
Mordenkainen Presents: Monsters of the Multiverse
physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Creating Your Character
At 1st
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
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
questionnaire, “What’s Important to Me?”, in this chapter. Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play. Read the guild
descriptions in chapter 2 and choose one that appeals to you. Read the descriptions of races and classes in this chapter. Guild membership recommendations are provided for each race and class, should
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Review area S18 in “Upper Level Locations.” If you find it too complicated, feel
free to skip this section. Step 3. Familiarize yourself with the Key NPCs table below. The characters will interact with these NPCs throughout the adventure. Step 4. Read about the Bag of Devouring
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
you’ll need a job that will help you prove your worth.
Today is your lucky day. This afternoon, you received a brief note from one of your contacts: “I heard today from someone who is looking for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
wears a loose, comfortable robe over a steel breastplate. Whether Varrin approaches the characters or invites them to a meeting, read the following text: “Thank you for hearing me out. My name is
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
wears a loose, comfortable robe over a steel breastplate. Whether Varrin approaches the characters or invites them to a meeting, read the following text: “Thank you for hearing me out. My name is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ruz Bazaar The main entrance to Ruz Bazaar is near Three Sun Square. When the characters enter the bazaar, read or paraphrase the following text: The covered stone halls of the Ruz Bazaar echo with
-aged merchant (neutral, halfling noble) and the proprietor of a sizable black-market business. If the characters enter his shop, read the following text: The cramped, musty shop is filled with ornate
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, read or paraphrase the following: Thunderous footsteps shake the ground as you approach a horned, red-furred demon over twenty feet tall. Two winged shapes flank its towering form. On its back is a
palanquin to defeat the demons within while the characters slay the goristro. The goristro defends itself. If the vrocks see that the goristro is losing, they join the fight. The three erinyes easily dispatch
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Meeting Captain Zodge Captain Zodge is expecting the characters. If they choose not to speak with him, he tracks them down eventually. The Flaming Fist has contacts throughout the city, so hiding
in return. When the characters are ready to hear what he has to say, read the following boxed text aloud to the players: “The refugee crisis,” says Captain Zodge, “has stoked fears that Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
giff, reporting on his activities and contacts. When word of the recent altercation between the characters and the astral elves gets back to Hastain, the reigar decides to punish the characters for
casts dimension door on their first turn, using the spell to board the party’s ship. When that happens, read: A magical doorway appears on the main deck of your ship. The flamboyantly dressed figure
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Rookledust’s Workshop As the characters come within sight of Rookledust’s home, read the following text: On a hill stands an unusual structure that resembles both a cottage and a metal fortress. The
turn. The inventor Tatina Rookledust defends her home from Dragon Army goblins The goblins flee after half their number are defeated. The hobgoblin tries to make the goblins hold their ground but
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
Gravenhollow. Despite their attack upon him, the archmage contacts the characters again in an attempt to forge an alliance (see chapter 12, “The Tower of Vengeance”).
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Don’t feed yourself to their machine!”
–Legis, former Council of Anarchy member before being imprisoned in Mechanus
As the characters approach Automata, read the following description: Rigid beings
the gate. Read or paraphrase the following when the characters approach the gate: A forest of stanchions creates a mile-long path to the great mechanized gate at Automata’s center. Hundreds of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter the alley from either end. Determine their marching order, then read the following text once they reach the alley’s midpoint: A cart laden with apples comes careening toward you from the opposite
Waterdeep and joined the Guild of Chandlers and Lamplighters. Until recently, Fenerus supplemented his income by spying for the city of Luskan and providing his contacts with information on the political
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spindle Cavern If the characters follow the tracks into the cave, read: The fifteen-foot-wide passage opens into a large, rough chamber with a sunken floor. A misshapen, vaguely oblong lump of metal
characters to claim the meteorite under their watch. If combat erupts, the spectators defend the meteorite, the gazers scatter and flee in terror, and the cyclopean ogre wearily defends itself and its lair.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well as treasure with which to reward characters for their assistance. When you’re ready for the characters to meet with Syndra, read: You have been invited to the home of Syndra Silvane, a retired
offer. They’re stymied by what is happening.” “My contacts in the Harpers have learned that the cause of the death curse is a necromantic artifact called the Soulmonger. According to their sources, the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
punoView Player Version Map 10.2 represents Pangil ng Buwan’s lair. When the characters arrive, read the following description: Charred roots the size of buildings surround an open clearing with a
; vulnerability to fire and radiant damage; and immunity to acid, necrotic, and psychic damage. Pangil ng Buwan defends the spirit blisters and prioritizes attacking any creature that damages the blisters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters arrive there, read the following: The walls of this circular tower chamber are punctuated by arched windows that are currently shuttered. Bookcases filled with eldritch volumes stand
shield with Sylvira, Gargauth telepathically contacts the character with the most influence in the party and suggests an alternative course of action: “Take me to the Nine Hells, and I’ll swear to serve
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->Dragon Delves
rusty protrusions among the vines; these are the heads of water sprinklers that now merely drip rusty water. If any character comes within 5 feet of the plant bed, read: The rotting vegetation gathers
defends the modrons. Civil but unhelpful, Qaara wants to find out why the alarm was triggered, then return to the Astral Plane. She has no interest in the characters’ quest or the dragon’s claim to the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
drawbridge is down, and the portcullis is up. Read or paraphrase the following if the characters get close enough to see into the moat: The bottom of the dry moat is littered with bones as well as complete
Gremorly’s ghost and this golem is still intact, it becomes their ally and defends this courtyard on their behalf. 5: Crypt Entrance This room is mostly empty. One outer wall has a stained-glass
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
several years older and wiser than they look. The magic of the Feywild has kept them young. Speaking to the Getaway Gang about Loomlurch yields the following information: A squad of tin soldiers defends
comfortably. Rope ladders climb from the ground to a pair of trapdoors in the floor. When the characters can see inside the treehouse, read: The floor of the treehouse is covered with blankets
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
scroll. Research. Relying on an ancient being’s network of contacts, the being’s vast collection of lore, or perhaps the being’s direct teaching helps you unearth hidden secrets. If you can contact
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
ice to enter the city. As the characters approach the end of the causeway, read: Green and purple lights cast an otherworldly glow upon the frost draping the silent city. Clawing spires, broken domes
, with bridges leading to their entrances. If a character approaches one of these outer towers, read: A stone walkway leads to a tower that claws upward and inward, its pointed roof leaning menacingly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Witchlight Carnival. To kick off the adventure, read the following boxed text to the players whose characters aren’t part of the carnival: You have been summoned to the abode of a human warlock named Madryck
delighted to make your acquaintance.
“I’ve acquired many treasures and made important contacts during my lengthy adventuring career,” says Madryck. “I would like to pass the treasures I possess and the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Grimskalle Locations (G15-G23) G15. Tests of the Frostmaiden The first time the characters enter one of these chambers, read: The walls of this oddly shaped room are etched with elaborate panoramas
one or more of the characters are transported here, read: Your surroundings vanish in a flurry of snow and ice. When your vision clears, you find yourself standing at the edge of a camp, its tents
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->Keys from the Golden Vault
, which are posted on placards near the docks. The placards read as follows: RULES IN THE AFTERLIFE:
Stay out of the River Styx.
Don’t cheat. (Cheaters never prosper.)
Don’t accost or threaten other
the first time, read the following: This room smells like hay and musk. Three crates rest on the floor in one corner, and a portable cage on rollers sits beside them. Floor-to-ceiling bars form two
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
move out of sight of the fresco and defends it to the death. If forcibly moved away from the fresco, the creature tries to find its way back. The creature can’t rest while under this effect. After 24
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->Icewind Dale: Rime of the Frostmaiden
in a 15-foot radius and dim light for an additional 15 feet
Scroll of Tarrasque Summoning Scroll, legendary
Using an action to read the scroll causes the tarrasque (see the creature’s entry
.
Scroll of the Comet Scroll, legendary
By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
detect magic. X7: Voalsh’s Lounge The door to this room from the hall bears small dots that read, in Qualith, “Relax with Voalsh, she of sacred flight, and know only the truth.” This room contains four
defends itself if attacked, but the alhoon prefers to engage in conversation long enough to determine why the characters are here (and, hopefully, to ascertain which character is the smartest and therefore






