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Returning 35 results for 'contacts warrens read'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
or Kezef—usually a warlock or other spellcaster—contacts the comet-borne emissary of an Elder Evil, the emissary can merge with a mortal consciousness to create a larva mage. None of the
available for communication. When the signs are right, cultists gather together, read aloud their blasphemous texts, and conduct the mind-searing rituals that guide star spawn into the world.
Elder Evil
Backgrounds
Guildmasters’ Guide to Ravnica
. You can choose your secondary guild or roll to determine it randomly. This secondary guild membership determines a portion of your starting equipment and is also where most of your contacts come from
) into a thought strand that others can potentially read, share, or steal. These thought strands are treated as valuable currency among the Dimir.
Suggested Characteristics
Skilled at infiltration
races
Mordenkainen Presents: Monsters of the Multiverse
physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona’s previous users.
Creating Your Character
At 1st
can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Perception) check can hear the faint yet grotesque scuttling of insects from within. Hundreds of tarantula-sized undead spiders crawl through these warrens. Nepartak’s Skull The skull in the crystal box
telepathy out to a range of 30 feet. When she attacks, swarms of mummified spiders pour out from the niches at the start of the following round. Undead Spider Warrens Six swarms of undead spiders inhabit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
questionnaire, “What’s Important to Me?”, in this chapter. Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play. Read the guild
descriptions in chapter 2 and choose one that appeals to you. Read the descriptions of races and classes in this chapter. Guild membership recommendations are provided for each race and class, should
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
questionnaire, “What’s Important to Me?”, in this chapter. Let its questions and your choice of answers direct you to a guild that appeals to you or that sounds like a fun character to play. Read the guild
descriptions in chapter 2 and choose one that appeals to you. Read the descriptions of races and classes in this chapter. Guild membership recommendations are provided for each race and class, should
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(Perception) check can hear the faint yet grotesque scuttling of insects from within. Hundreds of tarantula-sized undead spiders crawl through these warrens. Nepartak’s Skull The skull in the crystal box
telepathy out to a range of 30 feet. When she attacks, swarms of mummified spiders pour out from the niches at the start of the following round. Undead Spider Warrens Six swarms of undead spiders inhabit
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
you’ll need a job that will help you prove your worth.
Today is your lucky day. This afternoon, you received a brief note from one of your contacts: “I heard today from someone who is looking for
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Starting the Adventure Once the players are ready to begin, read or paraphrase the following introductory text: Life in the Tenth District is never dull. A hub of constant activity, it always offers
you’ll need a job that will help you prove your worth.
Today is your lucky day. This afternoon, you received a brief note from one of your contacts: “I heard today from someone who is looking for
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
wears a loose, comfortable robe over a steel breastplate. Whether Varrin approaches the characters or invites them to a meeting, read the following text: “Thank you for hearing me out. My name is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
wears a loose, comfortable robe over a steel breastplate. Whether Varrin approaches the characters or invites them to a meeting, read the following text: “Thank you for hearing me out. My name is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
wears a loose, comfortable robe over a steel breastplate. Whether Varrin approaches the characters or invites them to a meeting, read the following text: “Thank you for hearing me out. My name is
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Varrin’s Proposition Varrin Axebreaker (lawful good, dwarf noble) contacts the characters to enlist their aid in retrieving the key. Varrin’s braided hair and beard are black with streaks of gray. He
wears a loose, comfortable robe over a steel breastplate. Whether Varrin approaches the characters or invites them to a meeting, read the following text: “Thank you for hearing me out. My name is
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their old home, and now struggle to rid it of malign influences that have crept into the tunnels and warrens in their absence. Deep gnomes are lean with dark, earthen skin tones of gray. Males are bald
. Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. Extra Language. You can speak, read, and write Undercommon. DEEP
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
their old home, and now struggle to rid it of malign influences that have crept into the tunnels and warrens in their absence. Deep gnomes are lean with dark, earthen skin tones of gray. Males are bald
. Your darkvision has a radius of 120 feet. Stone Camouflage. You have advantage on Dexterity (Stealth) checks to hide in rocky terrain. Extra Language. You can speak, read, and write Undercommon. DEEP
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ruz Bazaar The main entrance to Ruz Bazaar is near Three Sun Square. When the characters enter the bazaar, read or paraphrase the following text: The covered stone halls of the Ruz Bazaar echo with
-aged merchant (neutral, halfling noble) and the proprietor of a sizable black-market business. If the characters enter his shop, read the following text: The cramped, musty shop is filled with ornate
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ruz Bazaar The main entrance to Ruz Bazaar is near Three Sun Square. When the characters enter the bazaar, read or paraphrase the following text: The covered stone halls of the Ruz Bazaar echo with
-aged merchant (neutral, halfling noble) and the proprietor of a sizable black-market business. If the characters enter his shop, read the following text: The cramped, musty shop is filled with ornate
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
giff, reporting on his activities and contacts. When word of the recent altercation between the characters and the astral elves gets back to Hastain, the reigar decides to punish the characters for
casts dimension door on their first turn, using the spell to board the party’s ship. When that happens, read: A magical doorway appears on the main deck of your ship. The flamboyantly dressed figure
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Meeting Captain Zodge Captain Zodge is expecting the characters. If they choose not to speak with him, he tracks them down eventually. The Flaming Fist has contacts throughout the city, so hiding
in return. When the characters are ready to hear what he has to say, read the following boxed text aloud to the players: “The refugee crisis,” says Captain Zodge, “has stoked fears that Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
giff, reporting on his activities and contacts. When word of the recent altercation between the characters and the astral elves gets back to Hastain, the reigar decides to punish the characters for
casts dimension door on their first turn, using the spell to board the party’s ship. When that happens, read: A magical doorway appears on the main deck of your ship. The flamboyantly dressed figure
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Meeting Captain Zodge Captain Zodge is expecting the characters. If they choose not to speak with him, he tracks them down eventually. The Flaming Fist has contacts throughout the city, so hiding
in return. When the characters are ready to hear what he has to say, read the following boxed text aloud to the players: “The refugee crisis,” says Captain Zodge, “has stoked fears that Baldur’s Gate
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first time the characters visit the Traders’ Grotto without an escort, a clanging bell sounds near the main entrance. When this happens, read the following boxed text to the players. The deep gnomes
gelatinous cubes seep through a collapsed tunnel between the Traders’ Grotto and area 24 of the Goldwhisker Warrens. Both cubes advance, attempting to engulf and consume any other creatures in their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first time the characters visit the Traders’ Grotto without an escort, a clanging bell sounds near the main entrance. When this happens, read the following boxed text to the players. The deep gnomes
gelatinous cubes seep through a collapsed tunnel between the Traders’ Grotto and area 24 of the Goldwhisker Warrens. Both cubes advance, attempting to engulf and consume any other creatures in their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
Gravenhollow. Despite their attack upon him, the archmage contacts the characters again in an attempt to forge an alliance (see chapter 12, “The Tower of Vengeance”).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters first encounter Vizeran and Kleve, read the following boxed text to the players. Two figures approach — a withered drow clad in dark flowing robes, and a hulking gray-skinned monster resembling a
Gravenhollow. Despite their attack upon him, the archmage contacts the characters again in an attempt to forge an alliance (see chapter 12, “The Tower of Vengeance”).
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Don’t feed yourself to their machine!”
–Legis, former Council of Anarchy member before being imprisoned in Mechanus
As the characters approach Automata, read the following description: Rigid beings
the gate. Read or paraphrase the following when the characters approach the gate: A forest of stanchions creates a mile-long path to the great mechanized gate at Automata’s center. Hundreds of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Don’t feed yourself to their machine!”
–Legis, former Council of Anarchy member before being imprisoned in Mechanus
As the characters approach Automata, read the following description: Rigid beings
the gate. Read or paraphrase the following when the characters approach the gate: A forest of stanchions creates a mile-long path to the great mechanized gate at Automata’s center. Hundreds of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter the alley from either end. Determine their marching order, then read the following text once they reach the alley’s midpoint: A cart laden with apples comes careening toward you from the opposite
Waterdeep and joined the Guild of Chandlers and Lamplighters. Until recently, Fenerus supplemented his income by spying for the city of Luskan and providing his contacts with information on the political
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enter the alley from either end. Determine their marching order, then read the following text once they reach the alley’s midpoint: A cart laden with apples comes careening toward you from the opposite
Waterdeep and joined the Guild of Chandlers and Lamplighters. Until recently, Fenerus supplemented his income by spying for the city of Luskan and providing his contacts with information on the political
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well as treasure with which to reward characters for their assistance. When you’re ready for the characters to meet with Syndra, read: You have been invited to the home of Syndra Silvane, a retired
offer. They’re stymied by what is happening.” “My contacts in the Harpers have learned that the cause of the death curse is a necromantic artifact called the Soulmonger. According to their sources, the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Roleplaying Prisoner 13 The first time the characters encounter Prisoner 13, read the following: This tightly muscled dwarven woman keeps her red hair cut short. Her bronze skin is covered in tattoos
of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well as treasure with which to reward characters for their assistance. When you’re ready for the characters to meet with Syndra, read: You have been invited to the home of Syndra Silvane, a retired
offer. They’re stymied by what is happening.” “My contacts in the Harpers have learned that the cause of the death curse is a necromantic artifact called the Soulmonger. According to their sources, the