Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 21 results for 'consult cloak'.
Other Suggestions:
consult clan
consult clear
consult close
consult cloaks
consult claw
Backgrounds
Guildmasters’ Guide to Ravnica
Equipment: A Gruul insignia, a hunting trap, an herbalism kit, the skull of a boar, a beast-hide cloak, a set of traveler’s clothes, and a belt pouch containing 10 gp (Azorius 1-zino coins
.
2
A Boros soldier gives me gifts in exchange for information about other clans’ movements.
3
I once caught and released a Dimir spy.
4
I consult with a Golgari shaman for
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
officer’s armory, from which each character can choose one of the following magic items: +1 weapon of any type from the Player’s Handbook +1 wand of the war mage Cloak of protection Dimensional shackles
Kalar sees the characters paid and thanks them before heading off to file a lengthy report. After this, consult “Advancing in Level” in chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
officer’s armory, from which each character can choose one of the following magic items: +1 weapon of any type from the Player’s Handbook +1 wand of the war mage Cloak of protection Dimensional shackles
Kalar sees the characters paid and thanks them before heading off to file a lengthy report. After this, consult “Advancing in Level” in chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
A +1 weapon once wielded by Tyrza’s father, Flatnose Grim A cloak of protection embroidered with patterns of bariaur travelers Tyrza then hosts a daylong feast in the character’s honor. If no
. These function as three random Quaal’s feather tokens. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
A +1 weapon once wielded by Tyrza’s father, Flatnose Grim A cloak of protection embroidered with patterns of bariaur travelers Tyrza then hosts a daylong feast in the character’s honor. If no
. These function as three random Quaal’s feather tokens. Once the chapter concludes, consult the “Advancing in Level” section of chapter 4 and let the party determine their next destination.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table: d20 Vlonwelv’s Location 1–5 Area 25b 6–15 Area 26 16–20 Area 27a Treasure. Vlonwelv wears two webbed
. Treasure. Zress wears mithral armor (plate). Affixed to her spider silk cloak is an obsidian scarab engraved with the insignia of House Auvryndar (25 gp). Gorzil’s Gang Vlonwelv has twenty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters first meet Vlonwelv and her retinue, roll a d20 and consult the following table: d20 Vlonwelv’s Location 1–5 Area 25b 6–15 Area 26 16–20 Area 27a Treasure. Vlonwelv wears two webbed
. Treasure. Zress wears mithral armor (plate). Affixed to her spider silk cloak is an obsidian scarab engraved with the insignia of House Auvryndar (25 gp). Gorzil’s Gang Vlonwelv has twenty
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character in the adventuring party, roll a d8 and consult the Lost Things table to determine what was stolen from that character. If a player doesn’t like their result, let them choose an option they prefer
who claimed this prize has since used it to create a cloak of many fashions (see appendix A). The character regains their lost sense of fashion by donning this cloak for the first time. Three Inches of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character in the adventuring party, roll a d8 and consult the Lost Things table to determine what was stolen from that character. If a player doesn’t like their result, let them choose an option they prefer
who claimed this prize has since used it to create a cloak of many fashions (see appendix A). The character regains their lost sense of fashion by donning this cloak for the first time. Three Inches of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
whispering through their leaves — all these things call to us. A vast green cloak in the midst of the North, the High Forest is a reminder of ages past, when thick woods blanketed much of Faerûn, and
who seeks to unite the disparate tribes. She leads the Caerilcarn, the “Council of the Wood,” which periodically gathers many tribal leaders together to share information, consult, and deliberate. Her
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
whispering through their leaves — all these things call to us. A vast green cloak in the midst of the North, the High Forest is a reminder of ages past, when thick woods blanketed much of Faerûn, and
who seeks to unite the disparate tribes. She leads the Caerilcarn, the “Council of the Wood,” which periodically gathers many tribal leaders together to share information, consult, and deliberate. Her
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
convey information that the players might have missed earlier in the story. A random encounter occurs whenever you want one to. To determine what the characters find, roll a d8 and consult the Random
transpiring in Downfall at that very moment. Each character who looks might see something different. Roll a d8 and consult the Stream of Visions table to determine what each character sees. Each
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
convey information that the players might have missed earlier in the story. A random encounter occurs whenever you want one to. To determine what the characters find, roll a d8 and consult the Random
transpiring in Downfall at that very moment. Each character who looks might see something different. Roll a d8 and consult the Stream of Visions table to determine what each character sees. Each
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(Initiative 10). Air and gas boils from the trap. Roll a d6, and consult the following table. Tempest Effects d6 Effect 1 Hallucinatory gas scrambles the mind and senses. All Intelligence and
a successful DC 15 Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 (1d10). Once a character succeeds on the check, someone must remain next
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(Initiative 10). Air and gas boils from the trap. Roll a d6, and consult the following table. Tempest Effects d6 Effect 1 Hallucinatory gas scrambles the mind and senses. All Intelligence and
a successful DC 15 Strength check made to block up the statue with a cloak or similar object, decreases the poison damage by 5 (1d10). Once a character succeeds on the check, someone must remain next
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
1,000 gp, twenty +1 arrows, an arrow of giant slaying, a cloak of elvenkind, and a pair of boots of elvenkind. The reward will come to the characters a month or two after she is able to leave the
door hides a cache of 30 ep, 60 gp, and 21 pp. The guard wears a gemmed brooch (worth 100 gp) on his cloak. 8. Secret Room This place, pitch dark, is the lair of seven wererats. If the encounter is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
1,000 gp, twenty +1 arrows, an arrow of giant slaying, a cloak of elvenkind, and a pair of boots of elvenkind. The reward will come to the characters a month or two after she is able to leave the
door hides a cache of 30 ep, 60 gp, and 21 pp. The guard wears a gemmed brooch (worth 100 gp) on his cloak. 8. Secret Room This place, pitch dark, is the lair of seven wererats. If the encounter is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
contents of the chest, consult chapter 7 of the Dungeon Master’s Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result
successful DC 20 Dexterity check can be used to disable the valves. Chest 5 is locked. It contains nothing. Chest 6 is locked and trapped. It contains a cloak of elvenkind and a pair of boots of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
contents of the chest, consult chapter 7 of the Dungeon Master’s Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result
successful DC 20 Dexterity check can be used to disable the valves. Chest 5 is locked. It contains nothing. Chest 6 is locked and trapped. It contains a cloak of elvenkind and a pair of boots of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin gather. The lobster accompanies the characters if it senses they will help it escape. Shern hopes to hide in a backpack, a cloak pocket, or a hood while the characters explore the rest of the
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin gather. The lobster accompanies the characters if it senses they will help it escape. Shern hopes to hide in a backpack, a cloak pocket, or a hood while the characters explore the rest of the
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two






