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Returning 24 results for 'concerns reclusive glow to have records'.
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Monsters
Fizban's Treasury of Dragons
and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an
disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks
Monsters
Fizban's Treasury of Dragons
the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble
)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers
Monsters
Fizban's Treasury of Dragons
rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of an ancient dragon resemble glowing white or pale lavender orbs. Crystalline horns
used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon Adventure Hooks table offers suggestions for stories and adventures involving amethyst
Monsters
Fizban's Treasury of Dragons
vibrant and translucent. When the dragon is fully mature, their scales resemble rich purple amethyst crystals, refracting light to take on an inner glow. Their pupils fade with age, making the eyes of
mediate disputes when I can. (Good)
6
Power. Knowledge is power, power must be used, and I use it. Your concerns are irrelevant. (Evil)
Amethyst Dragon Adventures
The Amethyst Dragon
Monsters
Fizban's Treasury of Dragons
"}
Ideal
1
Endurance. We who dwell beneath the waves can weather all storms. (Any)
2
Indifference. What do I care for the fleeting concerns of those who crawl upon the land? (Any
, though some dragon turtles prefer coastal lairs with easier access to settlements they can trade with—or prey upon. Particularly reclusive dragon turtles seek lairs in even more remote locales
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
bookish frost giant, trips before the characters as she hurries to the Hall of Records, sending a stack of titanic papers into the air. 8 An obnoxious equinal guardinal (see Morte’s Planar Parade) brays
to serve their insatiable greed. Takers record financial agreements in the Hall of Records and revel in seizing properties at bargain-basement prices when owners default on payments. The Fated
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
features into spectacular forms. Where a volcano stands on the Material Plane, a mountain topped with skyscraper-sized crystals that glow with internal fire towers in the Feywild. A wide and muddy river
are evil, but their opposition to each other stems from their queens’ jealous rivalry, not abstract moral concerns. Ugly denizens of the Feywild, such as fomorians and hags, are almost never members of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
orange, rests amid a pool of bubbling, hissing water.
This is the crate that concerns Instructor Minexes the most, although the characters are likely unaware of this fact. Several flasks inside the
ascertain that the orange glow around the crate is a bad sign, for it suggests the crate’s contents might have been damaged in a dangerous way. The crate explodes if it is moved or jostled. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
lanterns cast a gentle glow upon a tall, black object in the center of this room. Although one could easily mistake it for a statue, this object is actually the figurehead of a ship and is carved in
demonic figurehead is a haunting figure, but not all is what it seems T7. Chair Storage Stacked neatly against the walls of this room are dozens of wooden chairs used for town meetings. T8. Records Room
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
animal. On close inspection, its eyes show a faint spark of unnatural intelligence and might glow red in the dark. Evil lycanthropes hide among normal folk, emerging in animal form at night to spread
terror and bloodshed, especially under a full moon. Good lycanthropes are reclusive and uncomfortable around other civilized creatures, often living alone in wilderness areas far from villages and towns
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
rubble from a purple worm’s passage. The brightly colored murals are intact, and detect magic or similar magic causes the magic ink that preserves the work to glow. Any Bedine with the party display
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of Light. Excelsior’s auriferous streets and temples produce a warm, ambient glow, even at night. Evil creatures find the light repulsive. Euphoric Utopia. Excelsior is perfection incarnate. Fruits
storm cloud fortress that belongs to Tygrant, a reclusive empyrean banished from Mount Celestia for his pride. Zephyr Stables, a floating pegasus ranch run by Cassandra Caeneus (lawful good, human
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
value has little if anything to do with monetary concerns. A typical halfling’s most prized possessions are those that have the most interesting stories attached to them. Indeed, entering an elderly
reclusive by nature, they are adept at finding out-of-the-way places to settle in. It takes a combination of luck and persistence for an ordinary traveler to find such a place, and often that’s not enough
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character can collect 10 gp worth of gems, to a total of 1,000 gp for the entire pool. 7. Office Lottie’s books are here — both those she likes to read and her financial records for the gambling hall. A
that Lottie keeps two sets of records — one that she discloses to her investors showing lower profits, and one she keeps to herself with the true profits. If used carefully, this information could
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
.
Creature. The fire elemental here flares out toward any creature it can see, but the runes on the wall glow more brightly when it does, and it stops short of making contact with any intruder. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.
Creature. In the glowing hall rests a fire snake. Belak used magic to
red dragon stands in the curve of the western wall. The eye sockets of the dragon are empty, but a red glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the vault’s keys. Any character who has read the vault records (found in Ironbeard’s quarters or Lady Kira and Lord Zardak’s quarters) has advantage on checks to open a vault door. Vault Walls
some point during the day. Rizwin knows the location, as does Ironbeard, Lady Kira, and Lord Zardak. The contents of all vaults are also noted in the vault records, a copy of which is kept in Ironbeard’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
scent of decaying plants hangs over an underground garden. White vines, trembling as if touched by an unfelt breeze, twine around cracked pillars that glow with pale light. Between the pillars, ashen
.
Creatures. Twelve unarmed humanoid skeletons wander the area, harvesting plant material in large baskets. As they tear off growths, a crackling sound accompanies an increase in the glow of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
human commoner). She is the fortyish matriarch of her family and a pleasant, sturdy woman. She is increasingly worried about “what’s gathering in the dark” in Red Larch and brings up her concerns with
displays samples of cut stone as well as “raw” samples from the quarry. Records of orders and old employment rolls are neatly sorted in cabinets behind a wooden counter. Dornen is a hard master to some
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
sealed doors to the sanctum (area H15) can be opened as detailed in “Haskasori Features.” H15: Sanctum A statue of a monstrous, basilisk-headed figure presides over this sanctum. The statue’s eyes glow
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
includes puffballs a foot across, weird shelf fungus growing on stalagmites, and large stalks and caps a good five feet tall. Some of the puffballs glow with an eerie green phosphorescence.
Two violet
lake several hundred yards across that offers access to several other passages and cave systems. The miners of the Phandelver Pact made preliminary explorations of those areas, but records of their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
see a logbook filled with records of Dran Enterprises trade transactions, which is worth 250 gp to Acq Inc Head Office. A character can steal the logbook with a successful DC 12 Dexterity (Sleight of
) check sees that the undead are drawn to the dark glow of the captain’s magic hammer. If Torwyn throws the hammer overboard into the sea, half the zombies follow it, reducing the forces the characters must
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
more ravens watch from the rafters.
The man is an oni named Gwish. Guildmaster Dusk is the only other guild member who knows Gwish’s true nature. Gwish is reclusive and rarely interacts with the
the “Elix the Saint” section earlier in the adventure) works here during the day. Armed with a crowbar, he examines containers stolen by the Agile Hand. He then records their contents (and the