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Magic Items
Tales from the Yawning Portal
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a
DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
If you blow the whistle in darkness or
Monsters
Waterdeep: Dungeon of the Mad Mage
casting elder runes on them. Halaster’s gates connect the different levels of Undermountain, thus enabling him to bring new monsters into the dungeon to replenish those that die or escape. Even as
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
monsters
.
Although gugs may seem bestial, they have keen and wicked intellects. Gugs lair far underground, but they sometimes come to the surface to hunt during dark nights, either alone or in small groups. As
prints. Victims are taken to rancid lairs marked with strange runes and sacrificed to the gugs’ wicked gods of blood, darkness, and nightmares. Dire rumors tell of lightless gug cities made of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
government. The true rulers of the nation conduct business in the offices of faceless mercantile ventures and the back rooms of avant-garde clubs. The commoners of Levkarest glimpse this world of toxic
glamor only from afar, or when nobles exploit street-level fads. Beyond the nobles’ elaborate rivalries, another force moves in Levkarest. At the Great Cathedral, pious commoners and aristocrats alike beg
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
government. The true rulers of the nation conduct business in the offices of faceless mercantile ventures and the back rooms of avant-garde clubs. The commoners of Levkarest glimpse this world of toxic
glamor only from afar, or when nobles exploit street-level fads. Beyond the nobles’ elaborate rivalries, another force moves in Levkarest. At the Great Cathedral, pious commoners and aristocrats alike beg
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
these creatures’ statistics.) The prisoners aren’t shackled together, but most of them are weak from starvation. Ten human commoners can fight alongside the characters if they acquire weapons. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
common. Most professional guilds operate in the Lower City, but prefer to provide their goods to the wealthy patriar families of the Upper City. Commoners grumble that they can’t even buy from their
yesterday’s catch from an unlicensed seller. In many cases, guilds intersect with crews. Such groups take an interest in their members beyond a professional level, working to assure that they’re safe on the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
common. Most professional guilds operate in the Lower City, but prefer to provide their goods to the wealthy patriar families of the Upper City. Commoners grumble that they can’t even buy from their
yesterday’s catch from an unlicensed seller. In many cases, guilds intersect with crews. Such groups take an interest in their members beyond a professional level, working to assure that they’re safe on the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
common. Most professional guilds operate in the Lower City, but prefer to provide their goods to the wealthy patriar families of the Upper City. Commoners grumble that they can’t even buy from their
yesterday’s catch from an unlicensed seller. In many cases, guilds intersect with crews. Such groups take an interest in their members beyond a professional level, working to assure that they’re safe on the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
16, 17, 18. Prisoner Pens Prisoners captured by the cult have been held in these dark, filthy chambers pending the day of the ritual and their eventual sacrifice. Two groups of guards patrol these
these creatures’ statistics.) The prisoners aren’t shackled together, but most of them are weak from starvation. Ten human commoners can fight alongside the characters if they acquire weapons. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
common. Most professional guilds operate in the Lower City, but prefer to provide their goods to the wealthy patriar families of the Upper City. Commoners grumble that they can’t even buy from their
yesterday’s catch from an unlicensed seller. In many cases, guilds intersect with crews. Such groups take an interest in their members beyond a professional level, working to assure that they’re safe on the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past. If you
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level B10-B13 B10. Ossuary This dark, dead-end chamber holds a mound of charred bones, desiccated body parts, and skulls scattered across a linen sheet. Strange red-black runes mark the sheet’s
proficiency in the Arcana skill or who succeeds on a DC 15 Intelligence (Arcana) check can interpret the runes to realize that these remains are being collected to fuel a huge ritual at a later date—one
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level B10-B13 B10. Ossuary This dark, dead-end chamber holds a mound of charred bones, desiccated body parts, and skulls scattered across a linen sheet. Strange red-black runes mark the sheet’s
proficiency in the Arcana skill or who succeeds on a DC 15 Intelligence (Arcana) check can interpret the runes to realize that these remains are being collected to fuel a huge ritual at a later date—one
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
is sent to the asylum, the shop owner who suddenly strikes down his faithful clerk — these are the crimes that lead to panic and wild rumors. Some commoners claim that something about the city itself
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
is sent to the asylum, the shop owner who suddenly strikes down his faithful clerk — these are the crimes that lead to panic and wild rumors. Some commoners claim that something about the city itself
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is strewn with gnawed bones — the remains of dead dwarves and drow. A circular pit, nine feet deep, holds six captives — two drow and four shield dwarf commoners. These unfortunates were separated
from larger groups (see “Random Encounters” earlier in this chapter) and captured by the troglodytes. Every couple of days, one of them is eaten by the tribe. The captives are filthy and weak; each has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is strewn with gnawed bones — the remains of dead dwarves and drow. A circular pit, nine feet deep, holds six captives — two drow and four shield dwarf commoners. These unfortunates were separated
from larger groups (see “Random Encounters” earlier in this chapter) and captured by the troglodytes. Every couple of days, one of them is eaten by the tribe. The captives are filthy and weak; each has
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and piers. More common is the situation of groups like the Greengrocers’ Guild or the Brethren of Barbers, who operate out of all corners of the city and therefore claim no physical territory at all
pirates (both thugs) 2 1d4 + 1 crass merchants (commoners) 3 1d6 kenku minding their own business 4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality 5 2d4 Flaming Fist
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
and piers. More common is the situation of groups like the Greengrocers’ Guild or the Brethren of Barbers, who operate out of all corners of the city and therefore claim no physical territory at all
pirates (both thugs) 2 1d4 + 1 crass merchants (commoners) 3 1d6 kenku minding their own business 4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality 5 2d4 Flaming Fist
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and piers. More common is the situation of groups like the Greengrocers’ Guild or the Brethren of Barbers, who operate out of all corners of the city and therefore claim no physical territory at all
“Something hatched in the yuck!”
Table E: Lower City Denizens d10 Denizens
1 2d6 gang members or pirates (both thugs)
2 1d4 + 1 crass merchants (commoners)
3 1d6 kenku
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and piers. More common is the situation of groups like the Greengrocers’ Guild or the Brethren of Barbers, who operate out of all corners of the city and therefore claim no physical territory at all
“Something hatched in the yuck!”
Table E: Lower City Denizens d10 Denizens
1 2d6 gang members or pirates (both thugs)
2 1d4 + 1 crass merchants (commoners)
3 1d6 kenku
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, though: Growls and excited yipping resound from the field surrounding a nearby farm. The source isn’t clear, but from the motion of the tall crops, something moves swiftly through the fields parallel to
the road.
A character who succeeds on a DC 12 Wisdom (Perception) check realizes two groups are moving through the fields, one in pursuit of the other, though the dense crops block their view
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
outside.
A vestige of the Drought Elder’s obscene consciousness lingers here. Beyond, its maw opens into the void. Runes. The runes are manifestations of the Drought Elder’s obsessive thoughts
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, though: Growls and excited yipping resound from the field surrounding a nearby farm. The source isn’t clear, but from the motion of the tall crops, something moves swiftly through the fields parallel to
the road.
A character who succeeds on a DC 12 Wisdom (Perception) check realizes two groups are moving through the fields, one in pursuit of the other, though the dense crops block their view
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
is sent to the asylum, the shop owner who suddenly strikes down his faithful clerk — these are the crimes that lead to panic and wild rumors. Some commoners claim that something about the city itself
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other abilities that detect such creatures. Prisoners. The two prisoners in the south cell are the sisters Ebella and Ocheri Splintfig (N female half-elf commoners). When the characters enter, the
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
is sent to the asylum, the shop owner who suddenly strikes down his faithful clerk — these are the crimes that lead to panic and wild rumors. Some commoners claim that something about the city itself
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhentarim. Members in good standing of any of those groups can contact their organizations and convince them that an expedition must be mounted to find the Morkoth, for the sake of all civilization. Roll
custody and returned to her ship, Stormsword gathers a crew of twenty half-trained scalawags (commoners of various races and alignments) and whips them into shape for the voyage, the completion of which
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhentarim. Members in good standing of any of those groups can contact their organizations and convince them that an expedition must be mounted to find the Morkoth, for the sake of all civilization. Roll
custody and returned to her ship, Stormsword gathers a crew of twenty half-trained scalawags (commoners of various races and alignments) and whips them into shape for the voyage, the completion of which
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
runes is etched into the ground. The symbols move, crawling in a circle. Above them hovers a mass of insectile limbs encompassing an alien light. Beyond it, a narrow passage opens into the vast void
outside.
A vestige of the Drought Elder’s obscene consciousness lingers here. Beyond, its maw opens into the void. Runes. The runes are manifestations of the Drought Elder’s obsessive thoughts
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
other abilities that detect such creatures. Prisoners. The two prisoners in the south cell are the sisters Ebella and Ocheri Splintfig (N female half-elf commoners). When the characters enter, the
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
pallets currently hold a sleeping goblin and two goblin commoners (like those in area 40). Southwest Chamber. The goblins use a crude mashing, straining, and casking facility to create goblin wine, which
they and Belak are quite fond of. Two goblin commoners currently stand barefoot in the mashing-tun, squashing roots and fungi into pulp. A dirty straining bin stands nearby, as well as ten 2-gallon
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
into by winding coils of copper and adamantine throughout the forge like webs and using them as conduits to transfer magical heat to their furnaces. Runes of power carved into the walls and etched
always occupied by either Helgrim or Rollo, their apprentices and assistants (2d4 shield dwarf commoners), and shield dwarf veterans working in squads of six to guard the active furnaces. The