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Returning 35 results for 'contain waking returning'.
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Backgrounds
Tomb of Annihilation
century old.
Suggested Characteristics
Few archaeologists can resist the lure of an unexplored ruin or dungeon, particularly if such a site is the source of legends or is rumored to contain
searching it for secret doors.
3
When I’m not exploring dungeons or ruins, I get jittery and impatient.
4
I have no time for friends or family. I spend every waking moment thinking about
Monsters
Storm King's Thunder
contain numerous caves, two of them large enough for Klauth to shelter in. He keeps his legendary hoard in tunnels beneath one cavern, which can be entered only by lifting or pushing aside a massive slab of
might rival him in power, in a fighting style marked by sudden attacks and just as sudden disappearances.
Klauth spends many waking hours scrying Faerûn with his spells, and he probably knows more
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later
put to use when building forts to contain their offspring.
Although they spend a considerable portion of their lives in isolation, tortles are social creatures that like to form meaningful
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
does that sound?”
If the characters agree, Haldryck thanks them and describes the three guests who requested wake-up calls before returning to his duties. Waking the Early Risers When the characters
sleeper in the process, rousing them from their slumber. The characters must make this check three times, one for each early riser. Checking In with Haldryck For waking the early risers, Haldryck rewards
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
does that sound?”
If the characters agree, Haldryck thanks them and describes the three guests who requested wake-up calls before returning to his duties. Waking the Early Risers When the characters
sleeper in the process, rousing them from their slumber. The characters must make this check three times, one for each early riser. Checking In with Haldryck For waking the early risers, Haldryck rewards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, littered with scores of wooden coffins, is difficult terrain. Some of the coffins are intact, while others have fallen apart with age. Most are empty, but three of the coffins contain resting vampire
spawn named Deviana, Ezra, and Yuri. Characters who succeed on a DC 15 Dexterity (Stealth) check can move through this room without waking the spawn. Otherwise, all three awaken and attack. Treasure
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, littered with scores of wooden coffins, is difficult terrain. Some of the coffins are intact, while others have fallen apart with age. Most are empty, but three of the coffins contain resting vampire
spawn named Deviana, Ezra, and Yuri. Characters who succeed on a DC 15 Dexterity (Stealth) check can move through this room without waking the spawn. Otherwise, all three awaken and attack. Treasure
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
waking time is spent working, adversarial kobolds rarely have opportunities to exchange insults, let alone come to blows over their differences.
Kobolds choose mates primarily for convenience. Their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
. If intruders flee, the mummies pursue. If the mummies awaken, so too does Gorka Tharn. 6c. Mummy Lord’s Crypt Niches. Niches carved into the walls of this damp 20-foot-high cavern contain hundreds of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creatures to pass through the cavern, so the Stonecloaks avoid this area. Casting a spell of 1st level or higher in this cavern has a chance of waking the mummy lord equal to the spell’s level × 10 percent
. If intruders flee, the mummies pursue. If the mummies awaken, so too does Gorka Tharn. 6c. Mummy Lord’s Crypt Niches. Niches carved into the walls of this damp 20-foot-high cavern contain hundreds of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
toll. Restoring Old Debts. If the sphinx is slain, the mechanical items that circle around her (functioning as Ioun stones) might all be released. The life force they contain (in the form of
party to gain favor by returning the sphinx’s toll to some of those who have paid it. If Mary is with the party, she might seek to keep all the mechanical Ioun stones for herself — and might stop at nothing to get them back if the other characters seize them.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
toll. Restoring Old Debts. If the sphinx is slain, the mechanical items that circle around her (functioning as Ioun stones) might all be released. The life force they contain (in the form of
party to gain favor by returning the sphinx’s toll to some of those who have paid it. If Mary is with the party, she might seek to keep all the mechanical Ioun stones for herself — and might stop at nothing to get them back if the other characters seize them.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
or less intact, the orcs leave themselves the option of returning to raid the community over and over.
When orcs fight elves, all of that changes. The enmity between the two races cuts to the core
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
Xanathar. Shunn believes that returning to his normal form might weaken his influence over his gang and diminish his status in the Xanathar Guild. Shunn is a drow elite warrior, with these changes
to the tender mercies of Commander Sundeth (see “Skullport”). Supplies. The barrels and crates here contain enough water and dry food to sustain a single person for 600 days or Shunn’s gang for 30
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Xanathar. Shunn believes that returning to his normal form might weaken his influence over his gang and diminish his status in the Xanathar Guild. Shunn is a drow elite warrior, with these changes
to the tender mercies of Commander Sundeth (see “Skullport”). Supplies. The barrels and crates here contain enough water and dry food to sustain a single person for 600 days or Shunn’s gang for 30
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the crate’s sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
provides. A successful DC 16 Dexterity (Stealth) check allows a creature to cross the room quietly without waking the xorn, but the check is made with disadvantage if the creature is carrying coins or
adventurers later found it and hid it in hopes of returning when they had a means of getting it out of the dungeon, but they didn’t make it back. Finding the throne and informing Volo of its whereabouts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
provides. A successful DC 16 Dexterity (Stealth) check allows a creature to cross the room quietly without waking the xorn, but the check is made with disadvantage if the creature is carrying coins or
adventurers later found it and hid it in hopes of returning when they had a means of getting it out of the dungeon, but they didn’t make it back. Finding the throne and informing Volo of its whereabouts
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the crate’s sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
eight soldiers’ backpacks. Treasure. The packs contain three potions of healing, five healer’s kits, and 123 gp. However, these items belong to the solders, and Gallio won’t be pleased if the
most of his waking hours in here, attempting to decipher Thalivar’s coded research notes (see area H6). See “Dealing with Gallio Elibro” for advice on roleplaying the wizard if he’s present when the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
eight soldiers’ backpacks. Treasure. The packs contain three potions of healing, five healer’s kits, and 123 gp. However, these items belong to the solders, and Gallio won’t be pleased if the
most of his waking hours in here, attempting to decipher Thalivar’s coded research notes (see area H6). See “Dealing with Gallio Elibro” for advice on roleplaying the wizard if he’s present when the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
chicken’s foot. These thin books contain handwritten accounts of every terrible future that Endelyn has glimpsed using the Orrery of Tragedies in area M14. These accounts are written by Endelyn
after Endelyn has died, the paper is lying on the floor in plain view. Written in the Elvish script, it reads: Every morn when Skabatha rises,
The one first seen by her waking eyeses
Is swiftly forgotten like some fleeting swain
And shan’t be remembered ’til she sleeps again.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
chicken’s foot. These thin books contain handwritten accounts of every terrible future that Endelyn has glimpsed using the Orrery of Tragedies in area M14. These accounts are written by Endelyn
after Endelyn has died, the paper is lying on the floor in plain view. Written in the Elvish script, it reads: Every morn when Skabatha rises,
The one first seen by her waking eyeses
Is swiftly forgotten like some fleeting swain
And shan’t be remembered ’til she sleeps again.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
attack. They are otherwise Indifferent toward intruders and fight only in self-defense. They know Modron and Common Sign Language. Treasure. The four real crates contain goods the githyanki left
behind; Ylagan hasn’t realized there are valuables in these crates and so hasn’t claimed them for his hoard: Crates 1 and 2 each contain one hundred Rations, which have been magically preserved to make
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
successful DC 12 Intelligence (Arcana or Religion) check reveals that the second head is a conduit for the curse’s magic, and that removing it and returning it to Stonespeaker Hgraam in Cairngorm
from trillimac caps (see “Fungi of the Underdark” in chapter 2). They contain the mad scribblings of Narrak and his fellow derro savants. A character proficient in Arcana, Investigation, or Religion can
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
attack. They are otherwise Indifferent toward intruders and fight only in self-defense. They know Modron and Common Sign Language. Treasure. The four real crates contain goods the githyanki left
behind; Ylagan hasn’t realized there are valuables in these crates and so hasn’t claimed them for his hoard: Crates 1 and 2 each contain one hundred Rations, which have been magically preserved to make
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
successful DC 12 Intelligence (Arcana or Religion) check reveals that the second head is a conduit for the curse’s magic, and that removing it and returning it to Stonespeaker Hgraam in Cairngorm
from trillimac caps (see “Fungi of the Underdark” in chapter 2). They contain the mad scribblings of Narrak and his fellow derro savants. A character proficient in Arcana, Investigation, or Religion can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
fight with the town militia. Any character who succeeds on a DC 8 Dexterity (Stealth) check can creep around in the cave without waking the ogre. The character must repeat the check after disturbing an
keep the ogre from tripping over them and to discourage the cave bear from rooting through them. Lowering a basket by using its mechanism requires an action. The baskets contain sheep shears, milk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resembling clipboards are inspecting the capsules, nine of which contain unconscious humanoids.
The mind flayers are tasked with ensuring that the equipment in this room is functioning properly
it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resembling clipboards are inspecting the capsules, nine of which contain unconscious humanoids.
The mind flayers are tasked with ensuring that the equipment in this room is functioning properly
it, the creature can repeat the DC 17 Constitution saving throw at the end of each of its turns, waking on a success. The creature also awakens if it takes damage in the real world, but not if it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
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
immediately awaken two sahuagin hatchling swarms (see appendix C) from the eggs around them. The swarms attack the characters, while the priestesses try to flee, returning promptly with any surviving sahuagin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
possible. Treasure. The chests are unlocked and contain personal effects. A thorough search turns up the following items: 100 sp, a dagger in a bone scabbard, a wooden mallet, a crude reed flute, and
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
, and commands the griffons to take flight and circle the castle, attacking intruders on sight and returning here when she calls them off. A simple clasp mechanism, 10 feet above the floor, secures each