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                        Returning 26 results for 'carry were refer'.
                    
                
                        
                            
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                                        carry were revere
                                    
                                
                        
                    
                
                        
                                                     Species
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     shaped by it. Some drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of
                                                
                                            
                                                
                                                     Xen’drik.
High Elves
High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
                                                
                                            
                                                
                                                     clang of a mace against armor or the sound made by a breaking bone. Non-kenku refer to the kenku by describing this noise. Examples of this type of name include Smasher, Clanger, Slicer, and Basher
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                     tampering with the crate in any way. Obey Mirt’s orders to the letter. If the characters carry the crate to Mirt’s room, proceed to part 3. The guards at the Bridge quarters nonchalantly wave them past
                                                
                                            
                                                
                                                     bears a large label that reads “For Mirt.” It weighs roughly 100 pounds. One strong character can carry it awkwardly, or two characters can carry it easily. Unknown to anyone at the academy, the crate
                                                
                                            
                                        
                                                    Yuan-ti Pureblood
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     poison children to carry out a threat against their parents, or turn one person into a broodguard in order to show her family the consequence of resistance. They might refrain from provoking others
                                                
                                            
                                                
                                                     can more easily pronounce the name in this altered form. An adopted name of this sort is recognized as a variant of the birth name, rather than a unique name unto itself. A yuan-ti might refer to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     feet high by 2 feet wide. Grumink and his team have been hard at work, trying to dig through the stone behind the altar. If Grumink is unaware of the characters, refer to the “Dwarves at Work” section
                                                
                                            
                                                
                                                    . If Grumink knows the characters are coming, refer to the “Dwarves Alerted” section instead. Grumink is hostile toward the characters in either scenario, mistaking them for competitors. Dwarves at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . Barovians refer to him as “the devil Strahd.” Strahd has taken many consorts, but he has known only one true love: a Barovian peasant girl named Tatyana. (The Vistani don’t know what happened to her
                                                
                                            
                                                
                                                     who is undeserving of such punishment can have grave consequences for the one who utters such a curse. Ravens carry lost souls within them, so killing one is bad luck. (The ravens don’t carry souls within.)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik. High Elves
                                                
                                            
                                                
                                                     High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call themselves sun
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     in area 2. They know certain command words that magically compel the hulks’ obedience. The handlers carry long hooked poles to prod the hulks, and which are also enchanted to magically open and close
                                                
                                            
                                                
                                                     the stone slab in area 2. If approached, the handlers refer characters to Moghadam in area 1. If combat breaks out, they flee to area 2 and release the umber hulks, ordering them to dispose of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     to carry the buckets outside and dispose of the waste. R15. Hexagon This corridor allows guards and visitors to access the outermost rooms of the prison while avoiding the panopticon (area R16) and
                                                
                                            
                                                
                                                     its prison cells (area R17). The guards refer to this corridor as the hexagon because of its shape. R16. Panopticon The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit at night.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     drow individuals and societies avoid the Underdark altogether yet carry its magic. In the Eberron setting, for example, drow dwell in rainforests and cyclopean ruins on the continent of Xen’drik
                                                
                                            
                                                
                                                    . High Elves High elves have been infused with the magic of crossings between the Feywild and the Material Plane. On some worlds, high elves refer to themselves by other names. For example, they call
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
                                                    
                                                
                                            
                                                     survivability depend on the training and expertise of their mentor, a retainer’s proficiency bonus is equal to their mentor’s proficiency bonus. Some of a retainer’s statistics refer to their
                                                
                                            
                                                
                                                     attack at 7th level (as noted in their stat block), allowing them to make two signature attacks per round instead of one. Gear When a retainer joins the party, they typically carry clothes appropriate
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     the Inverse are dark unless otherwise noted. Locals carry their own light sources as necessary. Seeds of Chaos The residents of the Inverse are largely freethinkers and anarchists, with a smattering
                                                
                                            
                                                
                                                     chambers at the edge of the Inverse (depicted on map 5.1). It takes 30 minutes to find the lair if the characters know the way. Refer to the “Finding Beltha” section if the characters don’t know where to go
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     appendix C) and doesn’t carry a longbow. He has the Spellcasting feature described below. He has a challenge rating of 4 (1,100 XP). Spellcasting. Withers is a 9th-level spellcaster. His spellcasting
                                                
                                            
                                                
                                                     flesh out the journals further, refer to the “History of Omu” section in chapter 3 and “History of the Tomb” earlier in this chapter. Treasure Withers has enough equipment on his desk to assemble a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     mention that his cantankerous father, Davian Martikov, owns the local winery and vineyard, the Wizard of Wines (chapter 12). There’s bad blood between Urwin and his father (whom Urwin and Danika refer
                                                
                                            
                                                
                                                     black wardrobes stand against the wall by the door. The door to this room can be locked from the inside, and each guest gets a key. Urwin and Danika carry spare keys. The footlockers and wardrobes are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     sometimes refer to him as “the banished son,” “the forgotten one,” or “the king that crawls.” A few cults revere him, beseeching him for sinister magical secrets or to consume their enemies. Memnor When
                                                
                                            
                                                
                                                     pray to Stonebones, the Great Creator, in a much broader range of circumstances, eager for divine insight as they carry out their daily lives. His priests undertake frequent pilgrimages into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
                                                
                                            
                                                
                                                     prison cells (area R17). The guards refer to this corridor as “the hexagon” because of its shape. R16: Panopticon This hexagonal chamber is a large open space at the center of the prison. Cells line the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
                                                
                                            
                                                
                                                     prison cells (area R17). The guards refer to this corridor as “the hexagon” because of its shape. R16: Panopticon This hexagonal chamber is a large open space at the center of the prison. Cells line the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     utensils upon them. 4. Outpost This room holds eight bugbears, alert and ready for trouble. They carry 2d4 gp each. 5. Barracks This small barracks holds nine sleeping bugbears. 6. Barracks This small
                                                
                                            
                                                
                                                     entire area. If such a search is conducted, refer to the Treasure Hoard: Challenge 5–10 table in Chapter 7 of the Dungeon Master’s Guide. Roll once for each type of coin, then roll d100 to determine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     wall has no parapets and provides no cover to those atop it. A pile of gardening tools lies at the base of the east stairs, next to wooden buckets used to carry water from the cistern in area 3 to the
                                                
                                            
                                                
                                                     hags have lived in the area for years, and they witnessed the first drowned one attack ten years before. They refer to the drowned ones as “walkers,” because the creatures plod along the floor of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    , north, and east walls. Each depicts an armed dwarf. The eastern and western ones carry axes and shields. The center statue is armed with two axes. The ceiling rises in a dome almost thirty feet above
                                                
                                            
                                                
                                                     shields remain.
 Creature. If the characters approach this area from the secret door to the south before entering area 43, Arundil the ghost confronts them here; refer to the encounter in area 43
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    : “Neverember’s dragons are an answer to our prayers.” “The Cassalanter mausoleum. Inform Y. G.” (The initials refer to Lady Yalah Gralhund.) “Golorr is an aboleth. Now it all makes sense.” If the characters are
                                                
                                            
                                                
                                                     closed. Otherwise, it’s locked shut, and Victoro and Ammalia carry the only keys. When the characters first open the door, read: You are greeted with a wave of incoherent howling, as if opening the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ). If the guard gets away, refer to the “Development” section in area 3. 3. Barracks The lizardfolk here likely join the guards in area 2 during any disturbance. If they are not alerted, the four of them
                                                
                                            
                                                
                                                     real sahuagin. Treasure. None of the lizardfolk here have valuables. The queen and the subchief carry the keys to the chests located in their quarters. 41. Thick Gate A wooden gate bars your way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     carriages roll up the mountain, heavy with cargo. Dwarves can be seen steering the carriages and peering out of windows, and their voices carry a sense of excitement and wonder as they approach Horn
                                                
                                            
                                                
                                                     using the ability scores of their new form. However, any spellcasting characters discover that they have left their original magic in their original brains. Let each player refer to the entry in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    . The coral itself isn’t valuable. Several of the giants carry treasure as well: Mirran, the elder storm giantess, wears a gold-inlaid conch shell headdress (worth 750 gp). Nym, the younger storm
                                                
                                            
                                                
                                                     from a cluster of islands that humans refer to as the Red Rocks. One of the storm giants who found the queen also found a wooden coin painted with a golden goose insignia and gave it to Serissa
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     small collection that Marlos Urnrayle assembled during his life as a human aristocrat. The tomes include academic texts on the elemental planes, holy texts that refer to earth deities or elemental powers
                                                
                                            
                                                
                                                     The garden gate leading to the monastery exterior is normally locked. Hellenrae and Qarbo carry keys to the gate. A walled garden shelters beneath the northern wall of the monastery. The garden is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     “Watch out for my pets” refer to challenges in area G29. “Follow the arrows, but don’t let them hit you” refers to the set-up in area G31. “Trust your ears” and “A little pressure can be a good thing
                                                
                                            
                                                
                                                     days. The mimic attacks any character who tries to steal the block of butter but otherwise prefers to be left alone. The mimic can carry on conversations in Common. Secret Door. Hidden in the room’s
                                                
                                            
                                        





