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                        Returning 10 results for 'canaries wandered receive'.
                    
                
                        
                            
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                                        cantrips wanderer receive
                                    
                                
                                    
                                        cantrips wandered received
                                    
                                
                                    
                                        cantrips wandered receive
                                    
                                
                                    
                                        cantrips wander receive
                                    
                                
                                    
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     they are mounted.) 2 The path leads into a lonely grove that serves as the grave of a former dryad queen. If appropriate respects are paid, the characters have a 50 percent chance to receive a
                                                
                                            
                                                
                                                     who get in its way. 6–7 Some strange creature has wandered down from the Monastery of the Distressed Body. Such creatures might include an ancient security construct gone mad (use oaken bolter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    . Once a character chooses a college at the start of second year, they receive a set of college robes, a knit hat, a scarf, a tunic, and gloves free of charge. (This set normally costs 5 gp.) In
                                                
                                            
                                                
                                                     quiet areas, students sit on the grass and study among lush foliage. Sometime last year, three awakened shrubs wandered in here and settled in each garden, and the university has welcomed them to stay
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     your group as the adventuring arm of the organization, or perhaps a legion of paladins who call on your group’s finesse where swords and shields fail. You might receive orders directly from the immortal
                                                
                                            
                                                
                                                     serve your deity.  Religious Order Quests   d6 Quest   1 Safe Escape. A band of the faithful wandered into territory hostile to your order. You must find them and escort them to safety. 2 Relic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     one additional trinket. 7 You once performed a service for a local temple. The next time you visit the temple, you can receive healing up to your hit point maximum. 8 A friendly alchemist gifted you
                                                
                                            
                                                
                                                     becomes indifferent at best, though they might eventually forgive you. 10 For a reason you were never told, you were exiled from your community. You then either wandered in the wilderness for a time or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     the Feywild, they petitioned spellcasters to transport them to the palace, arriving in the ring of standing stones (area P4). They had hoped to receive audiences with Zybilna upon their arrival but
                                                
                                            
                                                
                                                     representatives. They’ve been here a long time (how long they aren’t sure exactly), yet they remain patient and well fed. The guests have wandered the garden but can offer no information about the palace. They
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     character who tries to rouse the warrior and succeeds at a DC 18 Charisma (Persuasion) check wakes the warrior, who identifies themself as Filch. Filch wandered in here shortly after the Day of
                                                
                                            
                                                
                                                     receives this vision gains the benefits of a short rest. No character can receive the vision more than once. L11: Workshop Fine tinkering tools, woodcarving equipment, and metal plates hang from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     searching the floor notices the pit with a successful DC 10 Wisdom (Perception) check. A character unaware of the pit falls into it. The pit is 10 feet deep and contains a rust monster that wandered into
                                                
                                            
                                                
                                                     the ogre skeleton.
 This room houses three Emberhorn minotaurs waiting to receive the “blessing of Imix” (the ability to breathe clouds of burning embers). The ogre was a minion of the earth cult
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     pass by. If pressed for more details, he says she was “see-through.” 
   2  A priest from the Church of the Last Hope entreats the party to help find a patient who’s wandered off. 
   3  An
                                                
                                            
                                                
                                                     visitors might bring with them. Few seek the church’s services on their own. Rather, most who come to dwell at the church either have a room rented for them by concerned family or receive a somewhat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     details, he says she was “see-through.” 2 A priest from the Church of the Last Hope entreats the party to help find a patient who’s wandered off. 3 An obviously magical axe menaces passersby as it floats
                                                
                                            
                                                
                                                     rented for them by concerned family or receive a somewhat mysterious — and usually unexpected — invitation from the institute’s superintendent, Mother Aramina, a lawful good female human priest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     Fifteen straw mattresses are placed around the room, each with a small wooden chest at its foot. A long table is in the center of the room, with benches to each side.
 Four lizardfolk warriors receive
                                                
                                            
                                                
                                                     trophies.
 The hatchlings, one male and one female, wandered here from area 24. They have no treasure and are fearless and quite harmless. On encountering the characters, they exhibit great
                                                
                                            
                                        






