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Returning 35 results for 'calls wandering records'.
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Monsters
Adventure Atlas: The Mortuary
calls throughout Sigil and the planes beyond.
The vagaries of undeath make spirits difficult to predict. Nevertheless, exorcists are well equipped for their work. Molded by experiences with
radiant energy from their staves to repel a host of supernatural entities.
An exorcist’s senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demon
Monsters
Fizban's Treasury of Dragons
. 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 spells that
found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair
Monsters
Mythic Odysseys of Theros
settlements. Whether it acts at the command of the god Thassa or to sate its own hunger, Tromokratis numbers among the most feared threats in the sea, having no fixed lair and wandering where it will
encounter with the kraken truly legendary, Tromokratis might use its Hearts of the Kraken mythic trait. When this happens, it calls upon a reserve of strength just as it appears to be vanquished. After
Monsters
Fizban's Treasury of Dragons
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military
and tactics with the dragon.
6
A kuo-toa archpriest believes a young sapphire dragon is a god named Sliploopdreegoo, and calls on other kuo-toa to worship the dragon.
Lightning, Thunder
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
are found weeks later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the
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
later roaming the forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a
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
forest. They have no memory of the emerald dragon who charmed them for wandering too close to the dragon’s lair.
5
Giant lizard;Giant lizards drawn to the lair of a legendary emerald
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
prevent fiendish incursions into the plane, while others try to align the Outlands closer to goodly philosophies. Outlands Celestials d4 Encounter 1 An empyrean calls for aid in taking back a
Limbo has color-changing wings and insists passersby convince it that they’re worthy of existing. If the couatl isn’t convinced, it has a 50 percent chance of either attacking or wandering off.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
that destroyed the castle and precipitated the Hour of Ascension. This mysterious force now calls to spirits across Darkon, drawing them in to feed an ongoing magical reaction. Despite the
devastation, Castle Avernus isn’t empty. Azalin’s treasures and former servants survived, including Ebbasheyth, the Darklord’s black shadow dragon advisor; a vast library that records the memories of all who die in Darkon; and the tomb haunted by Irik Zal’honen, Azalin’s son.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Vishtai records notes in a spellshard. When the pair notices the characters, Alden calls them over and asks their business.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
intellects to stalk through the Mists. A wandering scholar, Firan Zal’honan is quick to claim his descent from a noble pedigree. In another life, he claims, he could have ruled as a wizard-king. But his
the domains; visit accursed sites; and investigate inscrutable prophecy cycles, temporal conjunctions, and an unknown figure he calls “the escapee.” For all his arrogance, Firan dreads the Mists and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw a map
that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required. Track. A character can follow the tracks of another creature, making a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
group from becoming lost, making a Wisdom (Survival) check when the DM calls for it. (The Dungeon Master’s Guide has rules to determine whether the group gets lost.) Draw a Map. The character can draw
a map that records the group’s progress and helps the characters get back on course if they get lost. No ability check is required. Track. A character can follow the tracks of another creature, making
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
prevent the dead from being interred or jeopardize those already in repose. Though most Duster exorcists conduct their operations in the Mortuary, many heed calls throughout Sigil and the planes beyond
of supernatural entities. An exorcist’s senses pierce the veil of death to perceive wandering ghosts on the Ethereal Plane as well as shadow demons, wraiths, and other incorporeal entities hiding in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
leave every night. Though you can’t look right at me, I’m a welcome sight. Click to see the answer! Sun
A glowing eye that blinks all month, a wandering light to guide the wolf’s hunt. Click to see
all, I’m only as strong as whoever calls me their own. Click to see the answer! Throne
Upon my head a serpent’s nest, my friend and sister loved me best. Istus made the deck for us, and all its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sister, Yaeda, fell under Viallis’s sway and went to what Kara calls the noble’s “new estate” (the cult’s temple). She believes that Yaeda is working for or romantically involved with Viallis, not
doubles as an office. The place is filled with business records and correspondence, all of which concern Lord Viallis’s business and none of which appear suspicious or out of the ordinary. If the characters
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Gruul, so when he calls on the other clans to join a raid, they usually agree. Even the fractious Gruul can see the benefit of banding together. The clans sometimes gather at Skarrg, a ruined palace
toppling, overrunning, and destroying something larger than them. Trogs. Some wandering hermits, known as trogs, find even the company of a clan to be too suffocating, so they spend their days alone
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
renews the magic of her dream world and keeps her citizens asleep, but it also calls forth the legion of I’Cath’s undead ancestors whom she has bent to her will. Nightly these jiangshi (see chapter 5
jiangshi and the hungry ghosts? Did you find or lose something during your wandering? Do you bear a mark or scar from the experience?
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
in this room records the Knights of Solamnia who served at Castle Kalaman and died with honor. A character who reads the monument finds the names of Knight Vogler and Knight Jandin (whom the characters
destroyed. Sarlamir speaks as he attacks, making it clear he’s compelled by Soth’s magic. In a hollow voice, the armored skeleton proclaims the following: The cursed knight, Lord Soth, calls to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eyes and deep red hair tied in braids calls out a greeting as she approaches the caravan. “Welcome, guests and friends of Clan Dhargun and Clan Thunderwind! Horn Enclave is at your disposal for the
, Rizwin calls it the slaughterstone eviscerator, and explains that it’s there to protect Horn Enclave. “Moradin help anyone who crosses us,” she says, laughing. The construct can be activated by
Magic Items
Infernal Machine Rebuild
you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped.
14
You constantly see afterimages of all events that occurred within 30
wandering off. The DM determines the creature’s statistics.
78
You can cast the teleport spell, always arriving on target when you do. You can use this property once.
Each time you walk through a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
text assumes that the characters are staying at Northfurrow’s End (area G8). A mighty yell shatters the night’s silence. “We’re under attack!” the voice calls out. “To arms! To arms!” Gathering your wits
spots the Eye Stabbers while wandering through town, half-drunk, mulling over lyrics for a new song. Using his powerful set of lungs, he sounds the initial alarm and rushes back toward the inn. Defense
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
stairs have been warded with a magical alarm. When a creature ascends past the halfway point of the staircase, a magic mouth spell calls out in Dwarvish, “Alert! Alert! Intruders approach!” This sound
the south.
Suddenly a harsh voice calls from the shadows of the pillars, “Go back the way you came! This is the only warning you’ll get!”
The cavern was formerly Durgeddin’s throne room, banquet
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dagdra’s ledger, three items at a time (see the Dagdra’s List table below). The dwarf calls out the three items, and a character must make an ability check using one of the skills noted for an item to
tie down cargo, as a heavyset, bearded captain calls out orders. Looking across the bow, you see tall spires of rock emerging through the storm — and the ship is headed straight toward them
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
invitation of her husband, the burgomaster. She calls for the maid to take them to the den (area N3e) and then to inform Baron Vallakovich (see area N2l) that his guests have arrived. A serving table
quills. It also holds thick books of tax records dating back to the times of the baron’s father, grandfather, and great-grandfather. The baron wears a signet ring and carries three keys: one that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
performs a false ritual that calls upon “princes of darkness” to lavish their appreciation upon the cultists. The imp then sprinkles onto the floor a few electrum coins, which Lady Wachter allows the
, because they don’t like attending to their mother or listening to her tiresome prattle. The characters might encounter them at the Blue Water Inn (area N2) or wandering about town. The brothers are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovia, Strahd has many spies, from swarms of bats to wandering Vistani, who report to him at dawn and dusk each day. These agents constantly patrol the land of Barovia and report everything they see
travel to the Blue Water Inn in Vallaki to meet “some new friends.” It then flies off in the direction of the town. Werewolves If the werewolves are in human form, read: A deep voice calls out, “Who
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
services to place them in his debt. Once this is done, he calls in those debts whenever it’s convenient — and is not above asking the group to undertake morally questionable tasks as payment. Wester
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tents and pack them onto dogsleds. A few of them spot you and brandish their weapons. A tall figure standing among them calls out, “We shall not lie down and die for your pleasure, emissaries of
return with several haunches of reindeer meat loaded on dogsleds. Accompanying them are all the party members who went missing from the camp; the Tiger nomads found them, one by one, wandering in a daze
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, relaxing between shifts. Accompanying them is the garrison’s leader, Captain Mainwaring (lawful neutral, gnome knight). When she’s aware of the characters, Captain Mainwaring calls the guards to arms
takes 10 (3d6) psychic damage, gains 1 level of exhaustion, and finds the exit after 10 minutes of wandering. On a successful check, the creature takes half as much damage only and finds the exit after 1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
or similar magic opens the windows, as does speaking the command word “canzus” within 10 feet of them. Only Zybilna and her quasit, Iggrik, know the command word. P21. Records Room The door to this
inkpot, and his bloodshot eyes are fixed on a sheet of parchment in front of him.
This room contains records of Zybilna’s dealings with mortals, including contracts, pacts made with warlocks, and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the south balcony (area G22), who calls out, “Hey, you, get lost! Can’t you read the signs?” If this warning is ignored, the lookout shouts the same thing again, putting the guildhouse on high
the “Elix the Saint” section earlier in the adventure) works here during the day. Armed with a crowbar, he examines containers stolen by the Agile Hand. He then records their contents (and the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
Waterdeep” sidebar.) The wyrmling, which calls itself Dabshabah, entered a sea cave near Waterdeep that contained a passage leading to this complex of tunnels and caverns. She was hiding when the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
destroyed. These corpses are the remains of wizards who invaded the Briny Maze a few months ago to steal Ilvaash’s secrets. A wandering encephalon cluster (see area B12) shrugged off the wizards’ spells. The
Charisma (Performance) checks. Shalfi digs beneath a loyal flesh meld (see appendix A) that he calls Jitterjaws. Jitterjaws was a gift from Ilvaash to Shalfi for his devotion. It is loyal to Shalfi, and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
minutes; those affected by the gas are far more likely to attract the attention of wandering patrols and nearby inhabitants of the lair. Treasure. The chest contains the following items: a silver
escapes, it goes there and calls for help. Treasure. The guards carry no valuables. The scaleshield keeps the keys to the cells in area 43 on her belt. 43. Prisoner Cell Entry Hall A short flight of steep






