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                        Returning 35 results for 'coming calls'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     The party hears chattering voices and the music of panpipes coming from a secluded area. 5 In the distance, the party sees a descending dragon pulling a caravan of wagons. 6 A dragon’s gentle voice
                                                
                                            
                                                
                                                     calls out to the characters in their dreams, giving them directions to the market but no further details.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     one faction of fish-folk from the other, but they see the archpriest of the Sea Mother and his whip moving toward the altar. Bloppblippodd calls for the sacrifices to be brought forth, and one kuo-toa
                                                
                                            
                                                
                                                     see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     ground trembles slightly, and a thunderous voice echoes against every wall.
 “Gartokkar,” the voice calls as a reptilian behemoth comes into view, it scales the color of lava, its bright yellow eyes
                                                
                                            
                                                
                                                     glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
 The dragon chuckles at his own wit. His massive body gives the distinct
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     crowbars to open the crypt door, while Ghald keeps watch. Unferth is the group’s spokesman, although Ghald is in command. If the Kraken Society agents see the party coming, Unferth calls out a warning
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Tales Remembered The funeral reception is a simple but crowded affair. Yalme, the Brass Crab’s proprietor, keeps bread, cheese, and local ale coming for the dozens of attendees. Practically everyone
                                                
                                            
                                                
                                                     calls for everyone’s attention and shares one of Ispin’s favorite stories: the tale of the time the High Sub-Senior Artillerist of Mount Nevermind launched her pet weasel all the way from the gnome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     evil being that calls itself the Scholar. It is curious about the characters and seeks to expose them to its corruptive ideas. Should a character converse with it, the Scholar speaks cryptically while
                                                
                                            
                                                
                                                    . 3 The Whispered One is coming, but there’s still time to prevent him from claiming power over the spokes of the Great Wheel. 4 The entire multiverse is inside an impossibly vast bag of holding.  The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     hat; wolf’s tooth necklace; and violin, which he calls Bleeding Heart. Hungry for Fame. Despite being Darklord, Harkon Lukas numbers among the least feared of Kartakass’s people. He ever seeks to win
                                                
                                            
                                                
                                                     response, Harkon reinvents himself time and time again, striving to win the domain’s love. To this end, he often exploits ambitious and naive new talent. He collects promising up-and-coming performers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     successful DC 25 Strength (Athletics) check. The room contains the following: Drow. Rizzeryl the drow mage sits on a chair in the southwest corner while resting in a trance. If he hears someone coming
                                                
                                            
                                                
                                                     calls for them. Rizzeryl offers the adventurers a reward if they destroy both Xanathar Guild outposts on this level (areas 9 and 20) and return with the heads of both guild leaders, whose names, he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Adventure Start Red Larch is a little town on the Long Road, a few days’ travel north of Waterdeep and south of Yartar. It’s a way station for caravans coming to or from the cities of the North, with
                                                
                                            
                                                
                                                     motivated by their personal calls to action. The mystery of a missing delegation might not seem to be directly connected to whatever personal goal the character brings to the adventure, but then again
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     empty, but cries of pain can be heard coming from beyond the door. 7b. Unused Torture Chamber The walls of this room are lined with coiled whips, daggers, and other menacing tools. A small table in the
                                                
                                            
                                                
                                                     coming from areas 7d and 7e.
 Circle. In the middle of the floor is a 10-foot-diameter circle of entrails surrounded with ghastly script written in blood (see “Abyssal Circle” below).
 Furnishings. Four
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     adventures and heroes, and for the adventurers to meet some of their favorite characters from the world of the Forgotten Realms.
 The echoes belong to those who managed to find Gravenhollow, coming there to
                                                
                                            
                                                
                                                     the characters into telling it what they have discovered, but of its own purpose, Xetzirbor reveals only that it came to Gravenhollow to find a way to save a dying elder brain it calls Cyrog. Yauln A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     tomes in area T5. After this, or if the characters are hostile toward it, Ylch telepathically calls upon the lingering crew of the Girscamen to aid it and then attacks. Sunken Souls. At the aboleth’s
                                                
                                            
                                                
                                                     in area T4 occurred. Derek and Violette have been protecting the books hidden in this chamber. Upon recognizing the characters, Derek thanks them for coming to recover the tomes he and Violette have
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     least one crime scene, read or paraphrase the following: A cheery voice calls out to you, and you see a dwarven woman clad in blue robes waving to your group. Her forearms are marked with numerous
                                                
                                            
                                                
                                                    ’ investigation proceeds, they find clues about the goblins’ goals, base of operations, and leader. The possible clues are as follows: Duergar Site. The goblins are coming from a place that’s duergar in origin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     are exhausted and have recently seen battle. If the soldiers spot the characters, their leader calls a halt and approaches the characters. Characters quickly recognize Cudgel Ironsmile (introduced in
                                                
                                            
                                                
                                                     introduction, in the coming days, Cudgel allies herself and her remaining troops with Kalaman’s military. Other Survivors. At your discretion, other folk from Vogler who were lost during the Dragon Army’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     burglars, con artists, smugglers, and other criminals. When a situation calls for physical violence, the Boromars usually hire freelancers—members of the Sharn Guard or agents of House Tarkanan. The
                                                
                                            
                                                
                                                     serious reprisals for a range of violent thefts and sabotages. Agents of Daask go out of their way to harm up-and-coming Boromar agents. Sharn Council. Despite four friends on the city council, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     rush through their days, scavenging what they can in hopes of enduring the coming night. Every twilight, Tsien Chiang climbs the spirit-infested Ping’On Tower and tolls the Nightingale Bell. This
                                                
                                            
                                                
                                                     renews the magic of her dream world and keeps her citizens asleep, but it also calls forth the legion of I’Cath’s undead ancestors whom she has bent to her will. Nightly these jiangshi (see chapter 5
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    . The heat from the glowing lava fall behind the bar keeps drink orders coming. Loose-lipped nobles regularly spill secrets and rumors to Sparax, who always keeps one antenna to the ground. Citadel of
                                                
                                            
                                                
                                                     Thalamra Vanthampur, a deceased duke of Baldur’s Gate, claws her way out of the depths of Avernus and emerges in Ribcage as a death knight. A vengeful conqueror, she calls on the characters to help topple
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     her servants, and so she allows her mortal followers to live out their lives, ever honing their talents, so she can put them to the best use when she finally calls in their debts. As a result, Zariel’s
                                                
                                            
                                                
                                                     moans coming from the burned victims chained to the stronghold’s wall, the dying remains of those who failed to impress the archdevil. The stronghold, covering five square miles, is surrounded by
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     castle is a mighty, pearl-colored dragon with branch-like horns. Its brilliant eyes fix on you. In a warm, slow voice that sounds as though it were coming from far away, it says, “My old friend. How good
                                                
                                            
                                                
                                                     it is to see you again.”
 This is Renesnuprah, an adult time dragon (see Morte’s Planar Parade). Renesnuprah warmly greets the characters by name and calls them friends. She can share general details
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     draconians and enter the camp. The guards ask in Draconic where the characters are coming from. A character convinces the draconians to let them through with a successful DC 16 Charisma (Deception) check
                                                
                                            
                                                
                                                     adventurers are beneath her, so rather than pursuing them, she uses her Acid Breath once, then calls for any Dragon Army troops remaining in the camp to pursue the characters. Akhviri doesn’t follow the characters beyond the camp.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . Splugoth’s Bargain When the characters have had a bit of time to adjust to their diminutive state, read: A loud voice calls from above, dripping with disdain. “Hello there, members of Acquisitions
                                                
                                            
                                                
                                                    , up-and-coming goblin. Like any other goblin, filled with hopes and dreams.” “A sorcerer named Kalarel employed me and other goblins to harry townsfolk while they opened a portal trying to free a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     priest of Boldrei wheels a cart of bread loaves through the city, giving food to the homeless. 11–15 A goblin pushing a cart of rusty weapons and broken clay pots calls out, "Real artifacts of ancient
                                                
                                            
                                                
                                                     calls for the crowd to place their bets. 31–34 Three harpies fly through the streets singing a jolly drinking song. Each carries a bucket around her neck, and passersby occasionally drop coins in one. 35
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     faint sound of chanting is audible coming from a corridor to the northwest. To the south are three cells with iron-banded wooden doors. A small, barred window is embedded in each door at the height of
                                                
                                            
                                                
                                                     any creature that wears a holy symbol of Asmodeus. The ghost is all that remains of Caladorn Cassalanter, a former Masked Lord and hero of Waterdeep. The ghost halts its attack and calls off the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     calls himself Great Ulfe. These raiders emerge from the Mountain Door to hunt and pillage in the surrounding area. To keep their lair secure, the orcs have blocked access to the lower levels of
                                                
                                            
                                                
                                                     to shut the double doors to area 3 (see “Mountain Door Defenses” above). If the heroes attack by coming through the secret doors that lead to these areas, the archers fire at characters descending
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     execution are among the best possible outcomes. Ideally, the players coming up with hilarious ways to escape will allow them to prevent such fates. Even if the characters have not used Flabbergast’s
                                                
                                            
                                                
                                                     high among the dwarf wedding guests, both for the coming events and for their first trip to the storied enclave. Read or paraphrase the following: On a gray morning with cloudy skies, three horse-drawn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     one would find us!” The sound isn’t coming from the weasel, but from the orb.
 If anyone tries to pry the orb from the dead wizard’s fingers or otherwise disturbs the remains, Nass Lantomir’s ghost
                                                
                                            
                                                
                                                    , which calls itself Professor Skant, is happy to be found. See appendix D for a description of Professor Skant. If she is present, Vellynne tries to reclaim the orb but won’t fight the characters for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     as long as the characters do nothing to antagonize her, she can provide them with useful advice and material aid against the myriad threats lurking in the jungle. Liara is puzzled by reports coming
                                                
                                            
                                                
                                                     spotted giant footprints south of Fort Beluarian. If the characters find out who or what is making the tracks, and discover where they’re coming from and what threat (if any) they pose to Fort Beluarian
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     services to place them in his debt. Once this is done, he calls in those debts whenever it’s convenient — and is not above asking the group to undertake morally questionable tasks as payment. Wester
                                                
                                            
                                                
                                                     characters take Minghee into their employ, Linene is heartbroken at first, but she soon sees the value in having her daughter working for an up-and-coming franchise. Opportunities might arise for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     tents and pack them onto dogsleds. A few of them spot you and brandish their weapons. A tall figure standing among them calls out, “We shall not lie down and die for your pleasure, emissaries of
                                                
                                            
                                                
                                                     that a massacre took place here recently. You hear the squawking of buzzards coming from the middle of the camp and see a half dozen vultures picking at two bodies outside one of the larger tents
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     on the south balcony (area G22), who calls out, “Hey, you, get lost! Can’t you read the signs?” If this warning is ignored, the lookout shouts the same thing again, putting the guildhouse on high
                                                
                                            
                                                
                                                     magical. G19. North Balcony A wooden railing encloses this balcony. Mounted on one corner of the railing is a copper spyglass.
 A bandit stationed atop this balcony watches for trouble coming from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     the corridor outside. All these youngsters have weapons and will readily attack any intruders they spot. Noise coming from here, even shrieks and swords clashing, will be regarded by others as the
                                                
                                            
                                                
                                                     unchallenged. 23. Guard Room A huge horn rests upon the small table in the center of the room; blowing it calls the dire wolves. Eight stools and two benches line the walls, and a sheaf of eighteen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    ” section), and has counter-bribed the militia that Dory has paid off, so that they ignore calls for help from the warehouse. No patrol ever arrives, forcing Mr. Dory to rely solely on his own guards and
                                                
                                            
                                                
                                                     circumstances. Dory is willing to give up this information because he knows its time in the Styes is coming to an end — and he wants to trigger as much final mayhem as it can. If he can’t use the cult for its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     window. Stairs lead to the crypt below. If the characters haven’t encountered the Gloved Hand (area 14) yet, they hear the faint echo of an argument coming from below. 6: Dining Hall Read or paraphrase
                                                
                                            
                                                
                                                     calls out. “And they are alive.” Before long, five other ghosts pass through the walls of the room, dressed in similar attire. They look at you curiously.
 In life, the six ghosts were a group of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the characters creep through the garden with uncommon stealth, the eblis see or hear them coming, in which case this nest will be empty. Three eblis move to Zalkoré’s lair (area 8), while the others
                                                
                                            
                                                
                                                    -Taya. When Zalkoré is reduced to 63 hit points or fewer, she calls out to her dead lover for protection. The spirit of Thiru-Taya answers the call, appearing as a barely visible 10-foot-tall apparition
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     their efforts against the fire cult. Miraj isn’t above offering a bribe to entice enemies, then reneging on the deal if they come back to collect. Miraj calls himself a “mud sorcerer” because he
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        





