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Returning 30 results for 'close circles'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
everlasting guardian.
The ritual to create a wood woad is a primeval secret passed down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the grove with its two circles, and Sovereign Phylo welcomed the new myconids gladly, grateful for Basidia’s offer to share the burdens of leading all the circles in the grove. The two sovereigns have
been close friends ever since, sharing authority and responsibilities with no conflict. Each knows that an individual myconid has only so much time in the cycle of life, and that when both have passed, a single sovereign will take their place after their bodies are returned to nourish the soil.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
grove of the Archdruid Oalian, the awakened greatpine, is a place of great primal power. The Wardens of the Wood are based around Greenheart, but all the druid circles of the Eldeen Reaches send
emissaries to Greenheart when they have important matters to discuss. The Twilight Demesne Located within the Towering Wood, the Twilight Demesne has close ties to the Faerie Court of Thelanis (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
that allows characters to gain the benefit of a rest. The adventure assumes the characters stay in or close to the dungeon for the duration of their exploration. If you want the characters to be able to
leave and return to the Doomvault, Syranna can use the circles in the gatehouse to send the party just about anywhere (except the Temples of Extraction or the Phylactery Vault). She can also allow
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
legitimate circles of power. Ilyra Boromar sits on the city council, and a number of other councilors are close allies of the clan. The family has ties by marriage to House Jorasco. A Boromar attends every
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
events occur in sequence: Crimson Flag. A blood-red pirate flag drifting in space becomes snagged on the Second Wind’s ballista. Drifting Corpses. Two human corpses drift close to the Second Wind. As
After the Second Wind passes through or circles around the wrecked ships, an invisible, chaotic neutral will-o’-wisp slips aboard the Second Wind and reveals its presence: A tiny ball of light appears
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, twisting caves, primeval woods, and the maze-like streets and passages of desolate ruins. A minotaur can visualize every route it might take to close the distance to its prey. The scent of blood, the
cults that reject the oppression of authority by returning to nature. Inductees often mistake these cults for druidic circles or totemic religions whose ceremonies involve entering a labyrinth while
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
effects of their droning and screeching. However, drow and quaggoths in the towers are close enough to be affected. The aerial battle eventually circles around the platform and the towers of the elite
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
time to load and aim the ship’s weapons before the creatures get close. A downside of traveling by airship is that the vessel is easily spotted. Characters can’t surprise hostile creatures while
giant 12–13 Mounted Uthgardt 14–17 Strong winds 18–19 1 young green dragon 20 1 young silver dragon Aarakocra These intelligent avians fly close to the airship to get a better look. They have had
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
primeval secret passed down through generations of savage societies and dark druid circles. Performing the ritual isn’t necessarily an act of evil, if the victim-to-be has entered into a bargain that
duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over. Wood woads are drawn to creatures that have close ties to nature, and that protect and respect the
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
down through generations of forest-dwelling societies and druid circles. Performing the ritual isn’t necessarily an evil act if the victim-to-be is a willing sacrifice. In the ritual, a living person’s
beauty or fey influence to watch over. Wood woads are drawn to creatures that have close ties to nature and that protect and respect the land, such as druids and treants (both appear in the Monster Manual
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
order. But, once that was done and the White-Robed Cleric had exhorted Paladine to intercede and hold the Portal open, they would enter. It would close behind them.
And he would face his greatest
— circles of standing stones, soaring towers, sailing ships, or even whole towns — that exist in multiple planes at once or flicker from one plane to another. Some are vortices, joining an Elemental
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
comfortable, high-backed chairs. They wear faded clothes, drink tea, and devour cake while a ninth woman, well dressed and very pleased with herself, circles the table and talks excitedly about decorations
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
walls are surprisingly sturdy and offer a 3-foot-wide path that circles the eastern side of the chamber. Any character with a passive Wisdom (Perception) score of 15 or higher spots the shelf path
, and exploration reveals it automatically.
F10. Foebreaker’s Crypt A stone sarcophagus rests on a dais in the southern half of this room. A worn frieze circles the monument about four feet above the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
filled with clay. Near the northern and southern corners are circles of sigils that glow with red light.
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact
do so and succeeding on a DC 15 Strength check. A creature that dies while trapped in the clay is transformed into a rough clay statue. Teleportation Circles. Set into the floor, these magic
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
circles, a pair of hands pressed palms together. In mythological stories, the Lovers are bored by the Talons and would rather make tragic deals with the Gem. When portrayed as a person, the Flames takes up
failed to notice the valuable Gem right behind her. Omen of Betrayal. Those born under the Rogue are destined to be betrayed by someone close to them, or to betray first in an act of self-preservation
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.
Close inspection of the statue uncovers a divot in the statue’s base big enough to hold one jewel. Gemstone Puzzle. All the jewels embedded in the walls are made of worthless crystal except for one
corrupted magic. Many more can you find in this forgotten place.” “The jade serpents crave offerings.” Treasure. Close inspection of Abalahin’s roots reveals an ebony wand decorated with bones and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
stone here and there. Balcony. A stone balcony circles the room 30 feet above the floor. This balcony is where spectators congregate to watch arena battles. Private Box. Twenty feet higher than the
clowns,* and one space guppy.* (Creatures marked with an asterisk are described in Boo’s Astral Menagerie.) Creatures released in this manner materialize in unoccupied spaces on the arena floor as close
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
), “farrl’v hrak,” which is Deep Speech for “forever changing.” The note contains a sketch of a wine bottle and a row of four circles. The second circle from the left is crossed out. (The circles
in plate armor. A sluglike creature has attached itself to the body’s neck, almost like a makeshift head. The slug’s form is covered with mouths and eyes that open and close in and out of existence
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. The orcs in area 4 continue to fire at characters in areas 1 and 2. One orc from area 4 moves through the secret door leading to area 3, intending to close and bar the double doors leading to area 2
) piercing damage on a hit. When the characters turn the corner into area 2, the archer in area 4a joins the attack while one of the archers from area 4 circles around through the secret door in an attempt
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dwarves don’t keep a close watch from the arrow slit to the north, since they know that the gargoyles in area B1 and Nartham’s guards in area B4 stand watch. If alerted by serious fighting or unusual
smiths still work in area B15, hammering and clattering chains can be heard coming from there. Characters close to that end of the chasm also see a ruddy red glow playing on the walls nearby. Explorers
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
staircase circles the interior, rising to the now-opened rooftop that allows the dragon easy access to its new home. Heavy wooden beams and stair supports crisscross the tower interior. Venomfang does
over with a successful DC 20 Strength check. 11. Old Garrison For the residents of Thundertree, living so close to Neverwinter Wood demanded constant vigilance. The barracks appears to have weathered
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. When a Small or larger creature ventures more than 10 feet into the room, the door slams shut and locks itself, and the walls to the east and west begin to close in. Roll initiative. On initiative
. Spilled amid the poles are five jacinth gems worth 300 gp each. P27: Flameskull Room Three flameskulls fly in circles around this room, whose domed ceiling is encircled by a narrow ledge. The flameskulls
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
living quarters. Their weapons are close at hand. Treasure. The coffers are all unlocked. A thorough search of the coffers reveals the following items: A total of 500 gp Twenty large pearls (10 gp each
upward past the sahuagin. Two large and squirming sacks flank the altar.
A massive two-headed shark, its fins adorned with bands of pearl and gold, swims in circles above the altar.
Noise of combat
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stay close to the reindeer herd they’ve been following. The herd is migrating eastward, and where go the reindeer, so goes the Elk Tribe. If the characters assure Jarund that they mean no harm, he gives
chieftain failed to find and kill her son as well. Isarr is determined to slay the child himself. Isarr circles the camp, letting out a terrible howl every minute or two. Aerix urges the characters to hide
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
counterclockwise circles) near her. Such a sight causes the hag to sneeze uncontrollably. B14. Cages If the characters are offered to Bavlorna as prisoners, they are locked up here. Three large iron
and finds a grease-stained tablecloth he can use as a robe. He also finds a bottle of wine and guzzles it down. Appendix D has additional roleplaying notes for Vansel. Treasure. Vansel stays close to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carved with eyes of all shapes and sizes. Many of the orbs have stone eyelids that open and close at irregular intervals. Characters who succeed on a DC 14 Wisdom (Perception) check notice a ghostly
smaller fishbowl, 3 feet in diameter, rests on a pedestal next to the larger bowl. A dwarf wearing a skullcap adorned with eyestalks feeds a trout-sized fish that swims in circles in this smaller bowl. A 10
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a circular, windowless room that contains a permanent teleportation circle, which high-ranking Harpers use to enter and leave the tower unseen (see the “Inner Circles” section at the end of this
to a one-eyed half-orc named Dral Thelev (LG male half-orc commoner). Both the Harpers and the Zhentarim keep a close eye on this place. Map 3.3: Everlund View Player Version Development If the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
closed monastery doors. The plain doors are made of heavy timber with iron studs. A dusty footpath circles the building.
If the characters scout around the other sides of the building, add the
an escort. Altar. Close inspection of the altar reveals that old runes and emblems in its surface have been recently chiseled out. A character who examines the marks can attempt a DC 15 Intelligence
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
) If the characters arrive at Raven Rock in the morning or the afternoon, they see 2d4 giant ravens (use the giant vulture statistics) flying lazy circles at a height of 300 feet above the spirit mound
of orcs lie strewn on either side of the road — grisly evidence of how close Silverymoon came to suffering the same fate as Sundabar. Southwood Hemmed in by the Delimbiyr Vale to the north and west






