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Returning 32 results for 'chance wandering realizes'.
Other Suggestions:
channel wandering realities
change wandering realized
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Monsters
Acquisitions Incorporated
adventure. But adventure of the wrong kind came calling for the trio one day, when an underground ruin they had often explored — actually a creature called the Wandering Crypt — took Auspicia from the
in matters of love, and hopeless in games of chance. Omin is also often accused of being one of the Masked Lords of Waterdeep, though this bit of fancy earns little more than a chuckle in response
Monsters
Fizban's Treasury of Dragons
is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any
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
Magic Items
Tasha’s Cauldron of Everything
property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes
realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned
Monsters
Fizban's Treasury of Dragons
. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on
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
in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
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
retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
Inquisitiveness
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->Hoard of the Dragon Queen
Wandering Monsters Kobolds move freely through the caverns, going about their business. Characters have a chance to randomly encounter these wandering kobolds. Roll a d6 every time characters enter
description. Be sure to make this roll before characters enter the area, because both groups have a chance to gain surprise. Chapter 3 Encounters d6 Encounter 1 4 kobolds 2 6 kobolds and 2 winged
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Wandering Monsters Kobolds move freely through the caverns, going about their business. Characters have a chance to randomly encounter these wandering kobolds. Roll a d6 every time characters enter
mentioned in the area description. Be sure to make this roll before characters enter the area, because both groups have a chance to gain surprise. Chapter 3 Encounters d6 Encounter 1 4 kobolds 2
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Jander’s torturer, Haruman — a fallen Hellrider and one of Zariel’s infernal generals. Lulu eventually realizes she’s made a grave mistake and led the characters to the wrong place. She suggests two
hidden. At any time during their exploration of Avernus, the characters and Lulu might encounter the Wandering Emporium, a marketplace that wanders Avernus on the backs of giant infernal war machines
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
spoken in her dead friend Culley’s voice. Kianna shares that she blames herself for Culley’s death at Cradlelace Lake, and when she heard his voice, she thought the gods might be giving her a chance
character who succeeds on a DC 18 Wisdom (Insight or Medicine) check recognizes Kianna is no longer suffering any supernatural effects, but the character also suspects her experiences might have affected her more deeply than she realizes.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, they might hear water dripping, and perhaps once and once only a far distant echoing of stone striking stone. Random Encounters On the third level of the fire giant stronghold, the chance of a random
encounter occurs on an hourly basis. At the end of each hour, roll a d12. On a roll of 1, which indicates a random encounter, choose from the following possibilities: Two wandering trolls A fire giant
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Bond 1 Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt. 2 When an orc
survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Bond 1 Leosin Erlanthar, a wandering monk, once saved your life. He’s sent urgent word for you to meet him in a small town called Greenest. Looks like it’s time to pay off that debt. 2 When an orc
survived, but they think you’re dead. Now is your chance for vengeance! Your hit list consists of three names: a human cultist named Frulam Mondath, a half-orc named Bog Luck, and a half-dragon named Rezmir
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
a chance that characters searching the area find something of interest or value. Roll a d20 and consult the table below to see what, if anything, they find. Ambusher Lair Discoveries d20 Discovery
tunnels and caves for food. There is a 25 percent chance that the crawler is domesticated and outfitted with a leather saddle and harness, though there’s no sign of the rider. A character can approach and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
another encounter or event offering a distraction.
For example, a wandering stone giant, a purple worm, or a pack of savage gnolls whipped into a frenzy by Yeenoghu might show up just as the drow
have the characters cornered, giving them a chance to run. Likewise, a minor earthquake (caused by instability from the demonic incursion or a wild magic surge) might cause a cave-in, cutting off a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
privilege. Any creature that serves a cult of Elder Evil, including a star spawn, can be given one of these rewards — usually as compensation for faithful service, but sometimes as a chance for a creature
plane or world, or held in check somehow by wandering stars, imprisoned in the vastness of the night sky.
The names given to these terrible entities include such strange descriptions as Ityak-Ortheel
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards
Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
? Did you discover a secret way out of the city? Did a family member make a bargain with Tsien Chiang that gave you a chance at a better life? Did Tsien Chiang send you forth for a reason?
Whom did
jiangshi and the hungry ghosts? Did you find or lose something during your wandering? Do you bear a mark or scar from the experience?
Magic Items
Infernal Machine Rebuild
the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning
, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
its turns. A friend’s challenge rating should be 1 or 2 lower than the level of the characters. Flumphs are always friend-shaped.
Lurker Card. A lurker is a sneaky, wandering opportunist that attacks
increases the chance that characters will find it later in their exploration and ensures that a specific creature (the other twin card) is always encountered with the goal.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
percent chance they are attacked by two red slaadi that fight to the death. Sunward Fortress Features The ruin has the following features: Ceilings. The ceilings in the ruins are 10 feet high. Light
rapidly and is about to hatch. A character who succeeds on a DC 18 Intelligence (Arcana or Medicine) check realizes Rone is infected by a dangerous parasite that will soon kill him, though a lesser
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
made of a silvery metal with sharp serrations and elaborate designs. Anyone examining the greatsword who succeeds on a DC 14 Intelligence (Arcana or History) check realizes that it’s one of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chapter 2), and the other is buried elsewhere in the glacier (see chapter 6). The remaining twelve spires are intact, though two are almost buried in ice. There is a 20 percent chance per tower that 1d3
strike, the item disintegrates in a flash of blue light. Every time a character uses the anvil, there is a 25 percent chance that a tomb tapper (see appendix C) burrows its way into the tower to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters want to send her. Minghee has a great mind for numbers and a strong head for business, but if the characters take her into their franchise, she becomes restless if denied a regular chance
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->Waterdeep: Dungeon of the Mad Mage
looking to procure an item on the Adventuring Gear table or the Tools table in chapter 5 of the Player’s Handbook, there’s a 25 percent chance that Kinrob has the item in question and will trade it for
their stay in his settlement. Any character who interacts with him and succeeds on a DC 17 Wisdom (Insight) check realizes that the hobgoblin warlord is blind but is hiding that fact, never looking
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sell for 50 gp, but which is worth 100 gp in Waterdeep. More importantly, any character with herbalist or alchemist experience realizes that the algae can be mixed with other reagents costing 150 gp to
person is an evil act. An NPC victim of the curse has a chance to die of a terminal case of bad luck. For each day that passes, roll a d20 and a d12. If both dice show a 1, the NPC dies in a freak
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Large object with AC 15, 10 hit points, and immunity to poison and psychic damage. Destroying all the beams in an area has a 25 percent chance of triggering a roof collapse. Each creature under the
realizes that the stench is an indicator of flammable gas in the room. This gas disperses before reaching other areas of the dungeon, and the Dead Three cultists extinguish their torches before moving
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
weed has a 1 percent chance of instead becoming incapacitated for the duration of the plant’s effect. During this time it experiences terrifying visions of an enormous shark devouring great amounts of
wandering patrol, which arrives in 1d6 + 1 rounds. A direct attack is likely to wipe out a party that tries to kill the entire royal group; the characters’ mission was designed as a reconnaissance effort
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
traveling; otherwise, treat the result as no encounter. You stumble upon an old grave. There is a 25 percent chance that the grave is intact, appearing as an elongated earthen mound or a rocky cairn
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who interacts with Sarcelle and succeeds on a DC 14 Wisdom (Insight) check realizes that something is bothering the sorcerer. If asked about what’s upsetting her, Sarcelle shares her vision
, they might not have the chance to do so, as the encounter likely ends with them being shunted through a planar rift. The six neutral evil cult fanatics on the raised east gallery don’t fight, since
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
lanterns, have a 50 percent chance of being extinguished. A cloud of sand swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around
, and lend a helping hand in unseen ways. In the guise of an animal, the dragon might befriend a lost child, a wandering minstrel, or an innkeeper, serving as a companion for days or weeks on end
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
subtle creature, a green dragon bends other creatures to its will by assessing and playing off their deepest desires. Any creature foolish enough to attempt to subdue a green dragon eventually realizes
forest crosses over into other terrain. A green dragon typically pretends to back down, only to wait and watch — sometimes for decades — for the chance to slay the other dragon, then claim its lair and






