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Returning 35 results for 'contain refuse grabbing to have rites'.
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certain refuse granting to have rules
certain refuse granting to have races
certain refuge grabbing to have rules
certain refuse grabbing to have rules
certain refuge grabbing to have races
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
intruders. Others might refuse to enter for any reason other than during funerary rites to inter a family member’s remains. Remains laid to rest within the grotto remain peaceful, and the power of the cave is anathema to Undead.
Orc
Legacy
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Species
Volo's Guide to Monsters
they are more interested in grabbing plunder and food rather than in wanton slaughter. The elderly, children, and any who seem weak or meek enough might escape death. If they leave the population more
return from a raid.
The gaze of the One Eye brings madness to many an orc.
— Elminster
Roleplaying an Orc
When you’re roleplaying an orc, the following tables contain possible
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Special Effects These areas contain some of the Mad Mage’s harmless regional effects (see “Halaster’s Lair”). The earthen floor throughout is covered by a 2-foot-thick layer of fog. 6a. “Help Me
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
succeeds on a DC 15 Intelligence (Religion) check discerns that these materials describe various rites practiced by Orcus worshipers. Ghostly Librarian. The spectral figure in the alcove is the Ghost of
destroy the Ogre Zombies. If the characters oblige, Melindra becomes Friendly toward them. If they refuse to help, she remains Indifferent. If the characters converse with Melindra while she is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. During the day, the priests lead funeral rites, care for the graveyard, and offer counsel to those praying for acceptance of their fates. Larger graveyard complexes might also have a vault for storing
level of the temple contains a chapel with benches and a raised dais, which holds an altar and a viewing table for bodies of the deceased. The other chambers of the temple’s first floor contain the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. Characters might retrieve the gem by one of the following means: Flying or teleporting to the boat Grabbing the gem with a spell such as Mage Hand Lassoing the boat with a rope and shimmying across
damage and has the prone condition at the base of the pyramid. Treasure. The star-gem of Mo-Pelar lodged into the floating boat is a Gem of Seeing. The ten ornate vases in the boat each contain 200 pp
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
here, the owlbear loses interest and returns to its den. G4: Smelly Refuse This cave contains heaps of food scraps, rotting carcasses, and a scattering of halfling-size bird pellets composed of fur
characters beyond the ledge. G6: Cult Barrack These cult quarters contain beds, a table, and several chairs. Tapestries on the walls depict evil creatures and obscene rituals. Four humans in hooded red
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a successful DC 12 Strength (Athletics) check—though the partially buried sarcophagi in crypts C and E need to be dug out before they can be opened, taking 10 minutes for each one. The crypts contain
lid caked in crumbling candle wax and rotted offerings. Whatever rites were performed here were overseen by a larger-than-life statue in the alcove to the south, a sculpture depicting the upper body of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep Vasilka safe. The music comes from
mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahd’s bride, he believes that she is the key to freeing the land from its curse. The insane Abbot
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features.)
Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
planetar, whom they admire. Those who refuse to accompany the arcanaloths are left behind as Aximus and Exekarus proceed to area 23b to inform Fazrian that visitors have arrived. Obedience to Fazrian is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
them). The characters gain no XP for “defeating” Halaster in this fashion. If they refuse to leave, Halaster becomes annoyed and attacks them. If the characters took any actions to hinder Halaster’s
. Collectively, these spellbooks contain every spell on the wizard’s spell list in the Player’s Handbook. Individually, each book holds the spells of a specific level, 1st through 9th. Add spells from
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chilly here.
If they accompany the characters openly, Wiggan and Bertram cower at the edge of the hill. The halflings refuse to set foot upon the “cursed” ground. Map 6.6: The Barrow Mound Barrow
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demon’s
, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
contain the gate-town’s armory and vehicle-storage facilities, as well as secluded administrative chambers where officials negotiate and strategize. Fetchtatter—a contemptible arcanaloth loyal to Bel, a
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
leather boots. The verbeeg is fashioning a small knife he can use to carefully unstitch the boots and reuse the leather. V4. Refuse Pit This dead-end cavern has a crudely excavated, ten-foot-wide pit
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, which contain their belongings but nothing of value. The Dancing Fire Stanimir introduces himself and welcomes the characters to his camp. If they deliver Duchess Morwen’s warning, read: Stanimir laughs
?”
These Vistani refuse to speak the name of their “dread lord” and provide no additional information. If the characters press them for details, the Vistani reply, “Madam Eva has the answers you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
has some valuable item with it in the ice. Beginning with the northernmost one and proceeding clockwise, the ice blocks contain: A dwarf and a +1 battleaxe An elf with a long case at its feet
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
This room is empty. 3 A laser rifle with a depleted energy cell rests under a rusty bed. 4 Display cases against the walls contain a collection of rocks and minerals from other worlds. 5 Parts of a
along the way. If the combat robot was destroyed, Aphelion sends a friendly worker robot to accomplish the same task. If the characters refuse, Aphelion’s visage appears on a nearby screen, and the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
characters still refuse, Captain Sartell makes good on her threat and boards the vessel herself in search of salvage. When she doesn’t return, Flapjack urges the party to go and find her, refusing to leave
are not described below are assumed to contain nothing of interest. 1: Captain’s Chair An impressive chair is posed at the end of a catwalk so its occupant can look down onto the bridge floor. Green
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
recognizable), the githyanki tear the debris from its resting place and throw it into a refuse pile or cast it adrift into the astral sea, to be eventually replaced by a new specimen. Nonetheless, the city does
. Soldiers and officers occupy several areas around the city, most of which contain defensive works and armories. The githyanki also maintain barracks that serve as mustering points in advance of raids. All
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
complex, or that it’s possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. The characters might disguise themselves as orcs using captured gear
otherwise.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed through vents that lead to the surface. These vents are individually too small for any but Tiny creatures to navigate.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
blank face, and Joho the monkey coughs on its stuffing when it tries to talk. Given a chance, the dolls share the following information: The Sewn Sisters are three night hags. The dolls refuse to mention
first be opened. The five adjoining rooms (areas 72 to area 76) contain trials that can be overcome to open the five keyholes. The dolls don’t know the nature of the trials in areas 72 through 76, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
open, her face alight with excitement. She cries out, “The sword, the sword! I know where it is!”
As the dream ends, the characters and Lulu wake up in the ritual space. Lulu can barely contain her
endure the ritual a second time. Mad Maggie is unhappy if she doesn’t get to see the whole dream, and is less likely to help the characters get to where they need to go if they refuse to see the dream
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
commoners are struggling to survive. 4 The ghost of a character’s loved one is trapped on the island. Hostile Hostile islands contain creatures that want to harm the characters. These creatures fill
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
giant spiders on the web roof. The contents of the pen are as follows: Goblins. Twelve armed but weary-looking goblins are gnawing on bones and resting on straw pallets.
Refuse. The pen is littered
their liberators. 18i. Gardens These earthen fields provide much of the food that feeds House Freth’s forces in Undermountain. Edible moss is grown in the east garden, while the other two gardens contain
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
small gold locket on a fine chain (50 gp); if the locket is opened, it is seen to contain a miniature portrait of a human girl and a lock of blonde hair, which floats away into the surrounding water A
headbands and silver bracelets are performing a ritual over the eggs.
Two sahuagin priestesses are conducting rites to Sekolah over the unhatched eggs. If the priestesses notice the party, they
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the fiendish magic coursing through the webs here. Krell and the other cultists spent many hours here sanctifying the webs and offering rites to Lolth, and the goddess has rewarded them with these
scuttle for cover. These areas contain nothing of interest. 10. Unholy Shrine The floor of this chamber is covered with runes written in blood. A circle has been carved into the floor’s wooden planks
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
their remains. These warnings are empty threats. The sarcophagi contain only the mummified corpses of the githyanki. G3: Passage of Stars The floor of this hall curves upward to become the walls and
scout the gardens for resources the merchant might exploit. But the naga in area G6 captured them and transformed them into their current forms through sinister rites and excruciating torture. The yuan
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
in areas D3 and D4 refuse to confront the dragon. Share the Ritual. If the characters admit they’re after the ritual tattooed on Elakdras’s body, Ralvald offers a solution. Ralvald doesn’t want the
proves Hostile, grabbing his weapons and commanding his pet into battle with him. Luskar isn’t as fanatical as the others who follow Aerstigga; he surrenders and calls off his pet if he or the rhino
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
in one room — a ring of free action, forgotten by a guest. 8. Shared Study These areas connect to the four rooms adjacent to them, and contain a table, chairs, and bookshelves. The shared study
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can develop into violent, centuries-long feuds between planar entities. Some vendors stubbornly refuse traditional currencies, guffawing at the notion that gold, of all things, has any value at all
investors and confuse would-be plunderers. Only the doors themselves matter, for the true vaults lie beyond the portals they contain. Accessible only by account owners, authorized bank personnel, or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monsters’ meals and gnawed bones of dubious
target prone, then snaps at it with its powerful jaws to gulp it down. Treasure. The two chests contain a total of 2,200 sp. One holds a potion of climbing, and the other a potion of water breathing
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Cynidicean’s robes contain a full waterskin and two days of rations. B49: Living Room Faded wall hangings, cracked sculptures, and frayed divans decorate this ornate living room. Two rusty iron statues
drawer with a successful DC 13 Dexterity (Sleight of Hand) check using thieves’ tools. It contains a Potion of Poison. The other drawers contain only aged writing supplies and boring municipal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
described as a boundless realm full of wonders, but her parents refuse to let her leave, and she’s furious at them. She has a low opinion of her younger brother, Zaltember. Eighteen-year-old Cinderhild
this room, which contains wooden crates and barrels that the fire giants brought with them to Ironslag. The crates contain food, and the barrels contain water, rock salt, and ale. Resting against the