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Returning 35 results for 'coins wandering return'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become permanently invisible. Only children can see a skulk
a vague likeness of its master.
Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so many
Monsters
Curse of Strahd
attack.
Brothers and Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is
spell component, a ritual object, or a potion ingredient.
Barovian witches use the find familiar spell to call forth familiars. They are particularly fond of cats, though snakes and toads are also common. These animals lurk amid the clutter of the witches' lairs, seldom wandering far from their vile masters.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
time in preparing for his return. He amassed an army of devils and monsters and left them to make final preparations for invading the Nine Hells, while he ventured to the Material Plane in search of an
until he leaves. Thus, he lives a split existence, sometimes plotting in Malbolge or other layers of the Hells and at other times wandering the planes in search of magical might or secrets that might help
Monsters
Fizban's Treasury of Dragons
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
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
Magic Items
Tasha’s Cauldron of Everything
fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
Random Properties. The artifact has the following random properties, which you can
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
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, wandering tabaxi are catlike humanoids driven by curiosity to collect interesting artifacts, gather tales and stories, and lay eyes on all the world’s wonders. Ultimate travelers, the inquisitive
tabaxi rarely stay in one place for long. Their innate nature pushes them to leave no secrets uncovered, no treasures or legends lost.
Wandering Outcasts
Most tabaxi remain in their distant
Monsters
Mordenkainen's Fiendish Folio Volume 1
help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak away with in return
its long nose. In return, it then uses its magic to enhance the travelers' comfort as they rest.
A Bitter Reproach. A killmoulis will follow after any party that has provided it with a tasty snack
Monsters
Mordenkainen's Fiendish Folio Volume 1
wealth and power with a bitter mix of longing, regret, and shame, seeking always to replace the grandest treasures they once possessed. Simple coins, gems, or trade goods do nothing to satisfy the
down the gate of a backwater duke’s castle, slaying a dozen or more guards, then calling for parley is a typical fog giant strategy—followed by an offer to leave the duke alive in return
Bugbear
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
wandering children unless they clearly have something to gain by doing so. From the viewpoint of the rest of the world, their aggression and savagery are thankfully offset by their rarity and lethargy
. Cunning Grankhul is the younger one, and in the stories bugbears tell, he gifted them with stealth but in return he sapped their vigor, so that bugbears sleep in his stead while he remains eternally alert
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a safe place to rest and perhaps get a good meal. The characters might have heard that they can sell demon ichor to a crazed wizard in the Wandering Emporium. The characters might have collected more soul coins than they feel comfortable carrying and need a place to spend them.
Story Hooks The characters could arrive at the Wandering Emporium for one or more of the following reasons: The characters need supplies, weapons, or even an infernal war machine. The characters need
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
histories and hands stained with hate and blood, now raise their voices as one in the wake of true love lost. Heed their plea and carry their wandering hearts home.”
Nafas then teleports the
characters to a door that leads to Sybar. After the adventure, the characters can return to the staircase through the same portal.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Wandering Emporium Businesses The characters are free to visit any establishment in the Wandering Emporium. You can create your own businesses and add them to those presented here. Infernal Rapture
weeks in advance and can be costly. Mahadi charges from five to ten soul coins for an exotic request, depending on the difficulty involved in fulfilling it. Consuming a meal at Infernal Rapture has the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
simply slips away into the Ethereal Plane and doesn’t return until they leave. The night hag can divine the location of the Wandering Emporium by spilling some of her own blood on the ground and
, expecting them to figure it out on their own. Characters who return from the Wandering Emporium with confirmation of Red Ruth’s appointment must watch over the grove for a few hours while the hag leaves
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld. During the River Guide’s ages of toil, he has inspired a number of legends.
The Athrean Obols. Some claim that Athreos doesn’t collect coins out of greed but because he’s looking for five
offering to each of Theros’s five mightiest deities, hoping to receive a peaceful place among them in return.
The gods realized what Athreos’s spirit represented: the first of an endless flood of mortal
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Wandering Outcasts Most tabaxi remain in their distant homeland, content to dwell in small, tight clans. These tabaxi hunt for food, craft goods, and largely keep to themselves. However, not all
curiosity are compelled to wander far and wide. They seek out stories, artifacts, and lore. Those who survive this period of wanderlust return home in their elder years to share news of the outside world. In this manner, the tabaxi remain isolated but never ignorant of the world beyond their home.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
patron. In his role as the master of the Wandering Emporium, Mahadi has received special dispensation from Asmodeus to travel freely between the Material Plane and the Nine Hells to operate his
business, as well as to pursue information and broker contracts and other such arrangements as needed. In addition to managing the Wandering Emporium, Mahadi is also the proprietor and host of Infernal
compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
associated with law enforcement to leave and never return; those who defy these instructions become Reigra’s victims. Further, representatives of criminal organizations make regular payments of coins
Predators The rampant criminality at Rat’s Run means purses frequently disappear from drunken patrons, bar fights occasionally turn deadly, and sometimes individuals go missing and never return. For the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
accidentally wandering into the Feywild or the Shadowfell. They might never return, return with no sense of how much time has passed, or return dramatically changed. 3 A long-dead oracle is the only
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
one of the stasis pods (area 5) or, if they resisted the detention drones, one of the isolation chambers (area 20). Alternatively, the character might have escaped already and be found wandering in the
sphere. If it would better fit your group, a trapped character can mysteriously reappear after a few in-game hours or days, rejoining the party on their own. Those who return from the sphere in this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
— particularly of dangerous beasts and kidnapped souls — know to drop a few coins into the water as they pass into the harbor to appease Umberlee. Umberlee’s adherents work out of the Water Queen’s House, a
displeasure to the clergy by sending them omens, urging the priests to advise the finder to return the plundered item to the depths at once — or else. Murderous servants of the Dead Three corner their prey near the statue of Minsc and Boo.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
: if the characters give the pair all the coins from Challidax’s lair (to disperse among the locals), the dragon’s body, and three months, Grahlista and Tafarge promise to make the party a remarkable
reward. The two won’t say what or push the matter, but if the characters agree, hold up their end of the bargain, and return after three months, the pair give the party a Frost Brand with Shivering
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
give the characters 500 talons for each coin. Bringing three or more Soul Coins to Kaylan earns his admiration, and he offers the characters access to Dragon’s Pride in return (see the “Dragon’s
found throughout the maze typically contain talons, though some also include Soul Coins. A character who succeeds on a DC 15 Wisdom (Insight) check notices a flicker of hunger appear in Kaylan’s eyes
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
— particularly of dangerous beasts and kidnapped souls — know to drop a few coins into the water as they pass into the harbor to appease Umberlee. Umberlee’s adherents work out of the Water Queen’s House, a
displeasure to the clergy by sending them omens, urging the priests to advise the finder to return the plundered item to the depths at once — or else. Zoltan Boros Murderous servants of the Dead Three corner their prey near the statue of Minsc and Boo
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dead, under mountains of gold coins.
The treasure lies in a crypt in Castle Ravenloft (chapter 4, area K84, crypt 31). 5 of Swords—Myrmidon Look for a den of wolves in the hills overlooking a
womb of darkness, the devil’s lair: the one place to which he must return.
The treasure lies in Strahd’s tomb (chapter 4, area K86). Stars (Clubs) 1 of Stars—Transmuter Go to a place of dizzying
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
The Returned Walking the Path of Phenax doesn’t restore a soul to its life. Those who return from the Underworld are hollow shells inhabited by grim and purposeless spirits. These Returned are
separated from their memories, which become wandering eidolons (see chapter 6). They retain their personalities and skills, but each Returned tends to be a very different being from who they once were
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
they learned within, then figure out their next move. If the characters didn’t find the rotor of return when exploring the lighthouse, Wizzy can reveal where the relic is hidden if he survived. He is
another search of the lighthouse. Talanatha Three-Coins Assuming that the tiefling Talanatha is rescued, she is both grateful and beholden to the characters. She can fill in any information regarding
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering
return the few Lantanese merchants seen in Sword Coast ports have said little about the present state of their homeland.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fellows during the Great Modron March, these modrons have been wandering the Underdark for a long time. As the party travels deeper into the Labyrinth, any character with a passive Wisdom (Perception
. Under the mouth, a single arm grips a spear in its hand.
Twelve monodrones and a tridrone have been wandering the Labyrinth since the last Great Modron March. The modrons became separated from their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
coins for Fellik). If the characters agree to help, Valder encourages them to wait until nightfall, then return, collect Fellik, and head to the dump. He urges the characters to leave so he and Fellik
association. Valder offers the characters no reward—their reward is escape from Curst. If pressed, Valder flips them 2 electrum coins, which is most of the money he has in the shack (he saves another 5
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Sisters of Strahd. Barovian witches have no scruples. They will deal with anyone in return for power. They will also betray anyone for the same reason. The only thing they fear is Strahd, and his
amid the clutter of the witches’ lairs, seldom wandering far from their vile masters. Barovian Witch
Medium humanoid (human), chaotic evil
Armor Class 10
Hit Points 16 (3d8 + 3)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
deduce who summoned it, because the skulk assumes a vague likeness of its master. Cruel and chaotic, skulks carry out their orders in the most violent manner possible. A summoned skulk can’t return to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Skulk Skulks are the soulless shells of travelers who became lost in the Shadowfell, wandering its gray wastes until they lost all sense of self. They are so devoid of identity that they have become
the most violent manner possible. A summoned skulk can’t return to the Shadowfell until it dies, so it has every motivation to throw itself into creating bloodshed and mayhem. Hollow Lives. After
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ground. These coins, stolen from the tavern’s lockbox, spilled from the goblins’ bag as Grista chased them away. There is a total of 5 sp and 7 cp. Following the trail of coins leads to the tavern’s
. Encounter: Rooftop Stash When the goblins fled, they accidentally dropped the bag of stolen coins on the roof. Now, three of the goblins have returned to retrieve the bag. Use map 5.4 for this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of the staircase ahead is covered in shadowy webbing. The hazard is the Iron Shadow manifesting as a memory web (see appendix B). 15–21 Three aarakocra return to the Censer of Dreams (detailed later in
between demons and devils. 36–42 A stubborn dwarf commoner bumps into the characters. He’s been wandering the staircase for decades but won’t admit he’s lost. 43–49 A masked deva loyal to Selûne offers to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
an act of charity to help a tired or lost traveler. Emerging from the shadows near the site of the deed, the creature takes to the road, wandering to seek out travelers who might have food it can sneak
away with in return for the benefits of its magic. Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce






