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Returning 35 results for 'broadcasted both diffusing contact residents'.
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Monsters
Planescape: Adventures in the Multiverse
Psychic Messenger. The swarm can use its sending spell to target someone familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and
residents of the City of Doors, whether by simply living together or by pursuing greater ambitions. When squeakers collect in large numbers, their swarms merge into a single intelligence with enhanced
Backgrounds
Baldur’s Gate: Descent into Avernus
; but what you learn you pass on to the Guild.
4
The inequality of Baldur’s Gate has driven you to take matters into your own hands. You steal from patriars and rich Lower City residents
arrested or killed with their idiocy.
FEATURE: CRIMINAL CONTACT
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their walls, clans of shield dwarves are spread thinly throughout the North, to the extent that it’s hard to find a settlement that doesn’t include at least a handful of dwarven residents. The dwarves
’ affinity for trade brings them in contact with other races; beyond that, there’s also a sense among shield dwarves that all of the North is their land, as evidenced by the ruins of long-lost dwarven kingdoms scattered throughout.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their walls, clans of shield dwarves are spread thinly throughout the North, to the extent that it’s hard to find a settlement that doesn’t include at least a handful of dwarven residents. The dwarves
’ affinity for trade brings them in contact with other races; beyond that, there’s also a sense among shield dwarves that all of the North is their land, as evidenced by the ruins of long-lost dwarven kingdoms scattered throughout.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
their walls, clans of shield dwarves are spread thinly throughout the North, to the extent that it’s hard to find a settlement that doesn’t include at least a handful of dwarven residents. The dwarves
’ affinity for trade brings them in contact with other races; beyond that, there’s also a sense among shield dwarves that all of the North is their land, as evidenced by the ruins of long-lost dwarven kingdoms scattered throughout.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
intentions were benign. Krokulmar hails from the Far Realm. In making its pact with Markos, Krokulmar corrupted the mansion and its residents, then eroded Markos’s sense of self until he became eager
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
intentions were benign. Krokulmar hails from the Far Realm. In making its pact with Markos, Krokulmar corrupted the mansion and its residents, then eroded Markos’s sense of self until he became eager
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
intentions were benign. Krokulmar hails from the Far Realm. In making its pact with Markos, Krokulmar corrupted the mansion and its residents, then eroded Markos’s sense of self until he became eager
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
beasts and trapped sailors.
3 Living. The island is actually a gigantic slumbering creature—potentially unbeknown to its residents.
4 Mirage. Magical phenomena surround a mundane island
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
together by cutting-edge magical scholarship, the enclave’s residents are hungry for secrets, reagents, and subjects. 3 Secret Monastery. Ageless secrets remain the focus of contemplation and rigorous
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
together by cutting-edge magical scholarship, the enclave’s residents are hungry for secrets, reagents, and subjects. 3 Secret Monastery. Ageless secrets remain the focus of contemplation and rigorous
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
together by cutting-edge magical scholarship, the enclave’s residents are hungry for secrets, reagents, and subjects. 3 Secret Monastery. Ageless secrets remain the focus of contemplation and rigorous
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Cranium Rat Squeakers The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the
familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Cranium Rat Squeakers The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the
familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of Kreeg, the residents of Elturel are bound by the Creed Resolute to fight and die for Zariel in her endless war. Zariel’s Struggle In some ways, Zariel is a jewel in Asmodeus’s crown — a former
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
details from the “Horn Enclave” section of episode 5 if you like. This might include information on residents and guards, gaining access to the hold, the general workings of its vaults, and so forth.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
organized faith exists in secret in the Styes, and it plays a central role in the adventure — the cult of Tharizdun. Health Disease and infection are real concerns in the Styes. Most residents suffer
it difficult to avoid. Sewer plague (also described in the Dungeon Master’s Guide) is common in the Styes as well, but avoiding contact with the district’s ubiquitous rodents and vermin is usually sufficient protection against it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
details from the “Horn Enclave” section of episode 5 if you like. This might include information on residents and guards, gaining access to the hold, the general workings of its vaults, and so forth.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
organized faith exists in secret in the Styes, and it plays a central role in the adventure — the cult of Tharizdun. Health Disease and infection are real concerns in the Styes. Most residents suffer
it difficult to avoid. Sewer plague (also described in the Dungeon Master’s Guide) is common in the Styes as well, but avoiding contact with the district’s ubiquitous rodents and vermin is usually sufficient protection against it.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of Kreeg, the residents of Elturel are bound by the Creed Resolute to fight and die for Zariel in her endless war. Zariel’s Struggle In some ways, Zariel is a jewel in Asmodeus’s crown — a former
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
details from the “Horn Enclave” section of episode 5 if you like. This might include information on residents and guards, gaining access to the hold, the general workings of its vaults, and so forth.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of Kreeg, the residents of Elturel are bound by the Creed Resolute to fight and die for Zariel in her endless war. Zariel’s Struggle In some ways, Zariel is a jewel in Asmodeus’s crown — a former
simply walk out of Avernus and step onto the Material Plane, they must rely on minions such as cultists and evil wizards, who can contact them and do their bidding in exchange for wealth and power. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
organized faith exists in secret in the Styes, and it plays a central role in the adventure — the cult of Tharizdun. Health Disease and infection are real concerns in the Styes. Most residents suffer
it difficult to avoid. Sewer plague (also described in the Dungeon Master’s Guide) is common in the Styes as well, but avoiding contact with the district’s ubiquitous rodents and vermin is usually sufficient protection against it.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Cranium Rat Squeakers The cranium rats squeakers of Sigil have no connection to the mind flayers that created their progenitors. Rather, these magical rodents cooperate with the residents of the
familiar to a creature in telepathic contact with the swarm.
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny rat
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
locket hangs on the wall near his bedroll. This is the top half, and no picture is inside. Offerings for the Dead After the characters speak with Doña Rosa, they see other residents of the vecindad
of supernatural gift detailed in the Dungeon Master’s Guide). You can cast speak with dead during a long rest to contact the spirit of a friend or family member without that spirit’s corpse. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
locket hangs on the wall near his bedroll. This is the top half, and no picture is inside. Offerings for the Dead After the characters speak with Doña Rosa, they see other residents of the vecindad
of supernatural gift detailed in the Dungeon Master’s Guide). You can cast speak with dead during a long rest to contact the spirit of a friend or family member without that spirit’s corpse. The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
locket hangs on the wall near his bedroll. This is the top half, and no picture is inside. Offerings for the Dead After the characters speak with Doña Rosa, they see other residents of the vecindad
of supernatural gift detailed in the Dungeon Master’s Guide). You can cast speak with dead during a long rest to contact the spirit of a friend or family member without that spirit’s corpse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac






