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Returning 35 results for 'bustling brink diffusing contact rites'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
to find one previously unknown piece of information, unless that contact would have the information on hand. Gather Rumors Characters can go to public gathering places to attempt to obtain
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
to find one previously unknown piece of information, unless that contact would have the information on hand. Gather Rumors Characters can go to public gathering places to attempt to obtain
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
a character has an appropriate contact to press for information, they can reach out to that contact for assistance. It takes 1 hour to arrange a meeting with the contact and 1d6 hours for the contact
to find one previously unknown piece of information, unless that contact would have the information on hand. Gather Rumors Characters can go to public gathering places to attempt to obtain
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Bargains Characters who don’t have a Dark Gift might gain one in the course of their adventures. At the DM’s discretion, sinister forces might contact a character and offer them a Dark Gift in
on the brink of death. A mysterious voice offers to save the character’s life, but only if they accept its Dark Gift. An experiment or magical accident goes wrong. The DM allows a character to accept
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Bargains Characters who don’t have a Dark Gift might gain one in the course of their adventures. At the DM’s discretion, sinister forces might contact a character and offer them a Dark Gift in
on the brink of death. A mysterious voice offers to save the character’s life, but only if they accept its Dark Gift. An experiment or magical accident goes wrong. The DM allows a character to accept
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Dark Bargains Characters who don’t have a Dark Gift might gain one in the course of their adventures. At the DM’s discretion, sinister forces might contact a character and offer them a Dark Gift in
on the brink of death. A mysterious voice offers to save the character’s life, but only if they accept its Dark Gift. An experiment or magical accident goes wrong. The DM allows a character to accept
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bustling cities full of Humanoid peoples where they might attract attention but not necessarily open hostility. Giants who live among smaller folk tend to gravitate to positions of importance. They
secret cult conducting sinister rites in a vast mansion where a giant lives in luxury. 3 A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bustling cities full of Humanoid peoples where they might attract attention but not necessarily open hostility. Giants who live among smaller folk tend to gravitate to positions of importance. They
secret cult conducting sinister rites in a vast mansion where a giant lives in luxury. 3 A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
cult wagons when they arrive. Frume’s contact is a human trader named Ackyn Selebon. He operates an equipage business in the Outer City north of the city wall, in a district called Blackgate. There
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
bustling cities full of Humanoid peoples where they might attract attention but not necessarily open hostility. Giants who live among smaller folk tend to gravitate to positions of importance. They
secret cult conducting sinister rites in a vast mansion where a giant lives in luxury. 3 A giant takes up residence in a city and demands a huge share of tax revenue in exchange for protecting the city
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
cult wagons when they arrive. Frume’s contact is a human trader named Ackyn Selebon. He operates an equipage business in the Outer City north of the city wall, in a district called Blackgate. There
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
cult wagons when they arrive. Frume’s contact is a human trader named Ackyn Selebon. He operates an equipage business in the Outer City north of the city wall, in a district called Blackgate. There
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
cult wagons when they arrive. Frume’s contact is a human trader named Ackyn Selebon. He operates an equipage business in the Outer City north of the city wall, in a district called Blackgate. There
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
cult wagons when they arrive. Frume’s contact is a human trader named Ackyn Selebon. He operates an equipage business in the Outer City north of the city wall, in a district called Blackgate. There
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
cult wagons when they arrive. Frume’s contact is a human trader named Ackyn Selebon. He operates an equipage business in the Outer City north of the city wall, in a district called Blackgate. There
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Procan, approaches the characters in hopes of recruiting them. He has long maintained ties to the inhabitants of the island hermitage in this adventure. When he loses contact with them, he asks the party
to investigate. The Styes This adventure can be placed in an isolated harbor city located on an island in the Azure Sea. Once a bustling port town, it fell into ruin due to the depredations of the Sea Princes. When the characters visit the port to stock up on supplies, they become involved in the intrigue.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Procan, approaches the characters in hopes of recruiting them. He has long maintained ties to the inhabitants of the island hermitage in this adventure. When he loses contact with them, he asks the party
to investigate. The Styes This adventure can be placed in an isolated harbor city located on an island in the Azure Sea. Once a bustling port town, it fell into ruin due to the depredations of the Sea Princes. When the characters visit the port to stock up on supplies, they become involved in the intrigue.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Procan, approaches the characters in hopes of recruiting them. He has long maintained ties to the inhabitants of the island hermitage in this adventure. When he loses contact with them, he asks the party
to investigate. The Styes This adventure can be placed in an isolated harbor city located on an island in the Azure Sea. Once a bustling port town, it fell into ruin due to the depredations of the Sea Princes. When the characters visit the port to stock up on supplies, they become involved in the intrigue.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chapter 7) has at least one nimblewright aboard. The docks are bustling and chaotic during the day, except in winter. At night, darkness provides sufficient cover for characters to approach the
nothing more.” If the characters ask to speak to the owner of the fleet, a sending spell is used to contact Zord, who invites the characters to dine with him aboard the Eyecatcher. Dining with Zardoz
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chapter 7) has at least one nimblewright aboard. The docks are bustling and chaotic during the day, except in winter. At night, darkness provides sufficient cover for characters to approach the
nothing more.” If the characters ask to speak to the owner of the fleet, a sending spell is used to contact Zord, who invites the characters to dine with him aboard the Eyecatcher. Dining with Zardoz
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chapter 7) has at least one nimblewright aboard. The docks are bustling and chaotic during the day, except in winter. At night, darkness provides sufficient cover for characters to approach the
nothing more.” If the characters ask to speak to the owner of the fleet, a sending spell is used to contact Zord, who invites the characters to dine with him aboard the Eyecatcher. Dining with Zardoz
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the unhallowed brink of the Abyss. Rotting shacks, crumbling stone edifices, and derelict streets lie in the shadow of a silvery keep atop a gray hill. An imposing fortress of demonic construction
the following effects in and around the gate-town: Demon Ichor. Demon ichor pollutes nearby water sources. Local wildlife that come into direct contact with the unholy gunk acquire demonic attributes






