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Returning 6 results for 'chanting friendly'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
thousand chanting voices. Great sculptures in honor of a multitude of gods gazed across an array of shrines and altars. Priests stood ready by night and day to tend to the spiritual needs of their people
upon the characters to be on their guard, or to take guards with them, if they visit. From time to time, the sound of combat rings through the tabernacle hallways, a contrast to the chanting voices of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
asks for aid. She tries to be warm and friendly, but her imprisonment in Harrowhall has damaged her memory. She explains that none of the ghosts can escape the keep or pass on due to a ritual
. Gus is friendly to anyone who offers him food, even if he can’t eat it, and he follows the characters as they explore the keep, meowing whenever doing so won’t alert an enemy. (Gus might be old, but
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
still chanting at the end of round 2, the cultist on the altar (or closest to it) transforms into a gibbering mouther with all its hit points. Read or paraphrase the following text: “I have been
duergar loyal to Zargon work to expand this fleshy chamber. When the characters enter, two of the duergar are arguing over the quality of their tools. The duergar are friendly to characters who wear the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
apprentice wizards (see appendix B) stand outside the circle, chanting an incantation. A barlgura is slumped motionless within the circle. The three wizards here are Manshoon’s apprentices — Ered
that the three are reciting has quelled the barlgura and rendered it unconscious. If any of them stop chanting, the demon awakes and becomes enraged, though it remains bound within the circle. Whenever
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
it. If the characters are friendly with the water elemental (see area C7) or Shanzezim (see area C10), either is happy to flow into the crack around the door and burst it open from the inside, much
at the opposite end. C26: Sacrifice Gallery This enormous room features raised galleries at the east and west ends. Six chanting figures ring the east gallery, their hands raised toward a spherical
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
characters. If a character mentions that the party opposes Teremini’s plans or engages the naga in polite conversation and succeeds on a DC 14 Charisma (Persuasion) check, Casivus becomes friendly toward the
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters






