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Returning 35 results for 'brown before device coming reborn'.
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Species
Van Richten’s Guide to Ravenloft
Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless
veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured
Magic Items
Acquisitions Incorporated
feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes the artifact even more potent.
The Orrery of the Wanderer was
scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Reborn in the Domains of Dread When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains of Dread (detailed in chapter 3): Har’Akir
of an amoral scientist. They consider you their finest creation or have a task for you to fulfill. Mordent. You emerged from the mysterious device known as the Apparatus, your body a lifeless shell
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
level and don’t recall what came before, ascribe it to the multiversal glitch the characters are experiencing. CoupleOfKooks “I am a mimir, a magical device designed to provide information. If you have
stolen me, please be aware that, even now, bounty hunters are coming to claim me for justice.”
–Standard mimir introduction
Character Creation Characters of any origin are suited for this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
argument that’s on the verge of coming to blows.
Beds. Four stone-framed beds line the south wall.
Secret Trapdoor. A secret trapdoor in the 30-foot-high ceiling leads to area 23. The trapdoor is a
set with six red-brown carnelians (50 gp each) and four ambers (100 gp each). Vlaadric’s plate armor is set with eight chalcedonies (50 gp each) and two aquamarines (500 gp each).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Strength of 20 or higher can force the gate open with a successful DC 25 Strength check. The first thing you notice as you enter the room is a heavy, unpleasant musk in the air, coming from cages
the cave’s center. Both are talking while apparently ignoring each other. In the cages, three hulking brown bears appear to be resting.
The two derro (see appendix C) are cultists. One of them is
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
neutral good and one of the Nightsea chil-liren (see below). He greets the characters warmly, saying his friend Gurau sent word of their coming, and asks what brings them to the city. Once the characters
as Nightsea chil-liren, the people of Janya look similar to the humans of Djaynai, but their brown skin is often tinged shades of gray, and eel-like fins run along their arms and legs. Nightsea chil
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
deep snoring coming from beyond it. 34a. Master Bedchamber Maddgoth slept as little as possible and spent almost no time here. The room’s features are as follows: Decor. The wood-paneled walls are
decorated with six framed portraits of a fat, smiling wizard clutching a wand. A thick, brown, wall-to-wall carpet covers the floor.
Game. In the southwest corner, two wooden thrones face an impressive
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
courtyard of Tresendar Manor, they find they are not alone. Numerous brown-and-gray jackals prowl the ruins. Some gnaw on bones, while others sniff and dig at a pile of stones at the center of the manor
impossible to understand her. Oddly, that something is a complex clockwork device, which Gildha stuck in her mouth to keep out of enemy hands during the attack. If the device is removed, the characters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
intricate overhead contraption upon which several more masked goblins are perched. The sounds of chains clanking and gears turning can be heard coming from somewhere under the mountaintop.
Plays and
stage is an intricate wooden device operated by four unarmed goblins (neutral noncombatants) in theater masks. Mounted to the rig are a dozen shuttered cylinders, each one with a continual flame spell
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the soldiers claim—because time is short and the dead are coming. Falkovnia is a land besieged. Empty countryside surrounds ruined or crumbling cities. A few desperate pockets of civilization survive
, having fled their homeland’s zombie plague. Such individuals have likely seen horrors and know tragedy. Falkovnia’s residents often have brown hair and varied skin tones with warm undertones. Their names
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. In the course of the battle, Tullus speaks mechanically, making threatening declarations such as “You can’t stop what’s coming.” A character who succeeds on a DC 12 Wisdom (Insight) check can tell the
. Throughout the battle, Tullus clutches the green orb. The wicked mage Murgaxor controls her through this device, but separating her from the orb doesn’t break Murgaxor’s control. When Tullus is defeated or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
listening to a priest in stony armor. He was preaching about how destruction was coming, and only the chosen would be spared, and they were listening to him!” She shakes her head. “When I tried to
town openly are met by a haggard orchardist named Jendon (a human commoner), who wears a cloak with a brown patch made of the same fabric as the robes the earth cultists wear. Jendon tries to persuade
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crossroads openly see each other coming down different paths toward the intersection. The number of paths that converge here equals the number of characters. First Meeting. Give the characters time to meet
investigates the spot the figure vanished from finds a number of sizable black feathers, one for each character. They also find a planchette—a device tied to communicating with the dead—decorated with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
represent the complex interplay of planar and magical realms. Standing two feet high, the orrery housing is a wondrous device imbued with magic of its own, but the power of its six clockwork components makes
components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again — and moving closer to each other all the time. Random
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tools, while the crafting a magic item activity can cover the construction of the portalometer. The details of the portalometer are left to the imaginations of the players (including coming up with a
to show brief glimpses of possible locations, or any other device channeling suitable magic. If you really want to dig deep, you could experiment with the idea that the orrery’s power gives it a kind
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
between as you approach the Rattle.
After about four miles, the trees give way to rocky hills of a golden-brown hue. The entrance of an old copper mine is blocked with boulders and serves as a
”) or might reconnoiter the area (see “Tunnels to the Dragon’s Lair”). Use the “Surface” half of Nakiri’s Lair map for either approach. Hill Giant Camp If the characters follow the sounds coming from the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
and sleek.
Scrying Sphere. The silver sphere is a scrying device that allows Teremini to remotely communicate with Lord Soth, who has a similar sphere in his home, Dargaard Keep. A creature that
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fastened on the north wall inside area 2, on the east side of the gate. Under normal circumstances, it takes 3 rounds to raise or lower the gate, but an emergency device allows the raised gate to be
gate, but an emergency device can drop the raised gate in a split second (not audible in any of the occupied areas on this level). The gate (AC 18, 50 hit points, damage threshold 14) can be forced
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
The orb is sentient and has the personality of a
small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
chamber, read: The tunnel opens into a round room. Dirty brown water — sewage, judging by the smell — streams from pipes in the ceiling into a massive cesspool at the center of the room. A ten-foot
manage. Townsfolk are likely to be terrified at the prospect of a dragon coming into their shops and taverns. Moreover, caring for Dabshabah to her own high standards, including meeting her needs for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dim light and silt in the water. As the characters approach the sunken temple, read the following, making adjustments depending on whether they are coming from above or below the water: Below the
marks that writhe around the pit are a unique magical channeling device concocted by Sgothgah. The two aboleths from the Endless Nadir didn’t recognize it or understand its purpose, which led to their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. When hands are thrust into the treasure, a mechanical vise in the wall of the chest grabs the limbs within. A character must succeed on a DC 15 Dexterity saving throw or become grappled by the device
boy chosen at birth to be sacrificed to the sun upon his coming of age. Treasure. The items at the corpse’s feet include an agate carved in the shape of a heart (worth 15 gp) that is actually a stone
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
beneath the forest canopy. Growths of green, brown, and gray lichen cover the cave mouth, and a small stream flows deeper into the yawning darkness.
The character who has the highest passive Wisdom
(Perception) score hears faint crying coming from a small stand of stones. Investigating the cries reveals a tiny winged figure, head in hands. This is Thunderwing, a sprite. She immediately gravitates
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stat block with these changes: It speaks Common, though its responses are programmed. A successful DC 11 Wisdom (Perception) check notes a small clockwork device attached to the inside of a
characters who don’t get in the way. The door leading north into Lottie’s domain is not locked. Lottie assumes that anyone coming this way is a staff member on legitimate business, or is looking to die
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
claimed one of the largest caverns as a common room and food storage area. They defend it against all intruders. Characters coming from area 16 might not be able to see everything at first. Floundering
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floor is covered in shards of rock and bone. A rough five-foot wall separates the two halves of the room.
Two ogres in plate armor (AC 17) and four half-ogres challenge anyone coming from outside the
area E13. It is operated from area E17. Despite its age, this device still functions perfectly. E13. Foundry The temperature rises noticeably as one approaches this room, and characters can hear
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
friend, Macreadus, who’s trying to build a device that can end the Everlasting Rime and return summer to Icewind Dale. Copper asks the characters to bring provisions to Macreadus at the Black Cabin and
understand the message (which is in Deep Speech) but know the direction it’s coming from. They offer the characters 250 gp to investigate the source of the signal and silence it, if only so they can get
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
1 A criminal enterprise 2 Monsters or a unique monster 3 A planar threat 4 A past adversary reawakened, reborn, or resurgent 5 A splinter faction 6 A savage tribe 7 A secret society 8 A traitorous
gods. A discovery is a doomsday device or a portal to eldritch dimensions where world-shattering cosmic horrors dwell.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Daveras tried to talk to him, but Figaro used a magical device to erect an impenetrable barrier around the room.
Personal History. Daveras wasn’t part of the Lambent Zenith’s crew. When his
located on the bed’s headboard. Z9: Brig Small cells with thin iron bars line both sides of the center hallway. You hear shouts for help from one of the cells.
The shouting is coming from a couatl
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
insanity. Large, artificial wings unfold from its back. Prince Ariel was a terrible man who longed to fly. He attached artificial wings to a harness and empowered the device with magic, but the
the coldest hell you can imagine. Every surface inside the crypt is covered with thick, brownish mold. A patch of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the characters don’t know they’re coming. If the bandits fight in this area and two are defeated, the last bandit might reveal the secret door by fleeing in that direction. Treasure. The waterproof
characters burst into the room, they surprise its occupants. Several worn tables and chairs are scattered around this large room. Wooden benches are drawn against walls decorated with brown-and-red
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cabinet cannot be used again for 24 hours. Folding Screen. The folding screen in the corner of the room conceals a magic self-cleaning toilet. ALESSIA BASEER
Alessia’s curly brown hair is tied into
which it was used to slay her. Not willing to destroy the weapon for fear of thwarting the first vision, she has kept the hilt hidden in an attempt to keep the second vision from coming to pass. Each
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
southeastern wall of area T5. If the characters investigate, they find cloth wrapped around the body of a young human man with short brown hair and deep cuts across his neck. This corpse belongs to Werth
: “Welcome to the Primordial Alliance. Your Para-elemental Queen, Ulsedra Vox, awaits your service in the coming calamity. First, I must assign you to your order. To which element do you pledge: ash, ice
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
small reptilian humanoids guard this room, the walls of which have niches carved into them. Each niche is lined with moss and holds a brown egg the size of a small orange.
Seven kobolds guard this room
. (The urds easily hear it coming and get out of the way.) Everyone in the sphere’s path must succeed on a DC 13 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. Instead of






