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Returning 35 results for 'contained record great to have reflections'.
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Magic Items
Dungeon Master’s Guide
disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life
damage unless the creature is a Fiend or an Undead.
Destroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
life.
Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged
uses its duplicate for only a short time before returning its consciousness to its body.
The knowledge that berbalangs accumulate makes them great sources of information for powerful people traveling
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
sufficient to cover most of your expenses; the inns, taverns, and festhalls you frequent are glad to record your debt and send an accounting to your family’s estate in Waterdeep to settle what you
Monsters
Icewind Dale: Rime of the Frostmaiden
hours.When a gnoll’s ravenous hunger is so great that it craves flesh and blood even after death, it can rise as a vampire to continue its feeding frenzy.
A gnoll vampire is a savage predator
gnolls. Their noses can’t stand the scent of perfumes, and their ears can’t abide words spoken aloud in Celestial. They don’t cast reflections in mirrors unless they want to.
Unlike
Magic Items
Keys from the Golden Vault
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned.
The Book of Vile Darkness has the following properties:
Circle of Death. While attuned
Berbalang
Legacy
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Monsters
Mordenkainen’s Tome of Foes
. Berbalangs prefer to speak only to dead things, and specifically only to the spirits they call forth in the hope of learning secrets. They record their stories on the bones that once belonged to
berbalang typically uses its duplicate for only a short time before returning its consciousness to its body.
Weird Oracles. The knowledge that berbalangs accumulate makes them great sources of
Book of Vile Darkness
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature
great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned.
Random Properties. The Book of Vile Darkness has the following random properties:
3
Gnome
Legacy
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Species
Basic Rules (2014)
gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler&rsquo
, sometimes to the great annoyance of their adventuring companions.
ALWAYS APPRECIATIVE
It’s rare for a gnome to be hostile or malicious unless he or she has suffered a grievous injury. Gnomes
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 2: Creating an Archfey Archfey are among the most powerful beings in the Feywild. Consciously or unconsciously, they transform their Feywild homes into reflections of their desires and
complex personalities. Powerful archfey such as the Summer Queen and the Queen of Air and Darkness rule vast domains, and their influence is so great that their courts stretch beyond the borders of their
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The Underdark Extending miles downward and outward beneath the surface of Faerûn, and reaching to other continents as well, the great network of subterranean caverns known as the Underdark is home to
all manner of strange and deadly creatures. Duergar and drow — dark reflections of dwarves and elves — live in these sunless lands, as do the svirfneblin, or deep gnomes. Most surface-dwelling folk
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Master’s Call While this looks like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of
warforged who receives the message is compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
a better paddock gate, dig a new well, or mend pots or furniture that might otherwise go to waste. All priests of Gond keep journals in which they record ideas, inventions, and innovations discovered
in their travels, and take great delight in meeting fellow priests and sharing their finds. In large cities, the Gondar construct temples that serve as great workshops and inventors’ labs. Wandering
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Player Handout: Xemru’s Note Author’s Note
When we began this journey, only the oracle of the All-Seeing Orb, the great Valin Sarnaster, had an inkling where it might lead. It is my honor to have
Sarnaster.
For clarity's sake, I offer this record of the procedures performed on the donors and recipients, whose fates and organs are now bound to the oracle. May she serve the All-Seeing for centuries to come.
In transparency,
Xemru Thaal, High Priest of Savras
House of the All-Seeing Orb, Tashluta
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
record is a great way to keep your notes organized. Your notebook might include any of the following elements. Campaign Planner. Write down the main story arc of your campaign, and keep track of things
they’re engaged in. If the characters have a ship or stronghold, record its name and whereabouts, as well as any hirelings in the characters’ employ. Player Handouts. Keep a copy of all handouts you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
adventure matter in the next. Plotting and running that kind of campaign can be demanding on the DM, but the payoff is a great and memorable story. An episodic campaign, in contrast, is like a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
hidden, and a shadow dragon’s lair contains a great many secret caches. An ancient shadow dragon might have a hundred or more such repositories secreted about their territory, making stealing from a
7 A pile of loose sheet music representing the lost dirges of a famous shadar-kai bard
8 An exquisitely crafted mirror that drains all color from the reflections of those who look into it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
— distorted reflections of what exists on the Material Plane. Where a mountain stands on the Material Plane, the corresponding feature on the Shadowfell is a jagged rock outcropping with a resemblance to
a skull, a heap of rubble, or perhaps the crumbling ruin of a once-great castle. A forest on the Shadowfell is dark and twisted, its branches reaching out to snare travelers’ cloaks, and its roots
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
peoples and monsters that inhabit the worlds on the Material Plane originated. After the First World was shattered by a great cataclysm, the many worlds were formed like reflections or (in some cases
) distortions of that original reality. Some myths describe a great tree that grew on the First World at the dawn of time. Planted and tended by the god Corellon, this tree was a seedling of Yggdrasil, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
volcano, and rigorously dissuade travelers from venturing up to the sacred peak, hoping to avert the great explosion they fear is coming. While some adventurers have climbed to the volcano’s caldera, met
finest ores, metals, and gems. Some of the greatest treasures Purphoros ever crafted are contained in the god’s residence, a forge-palace warded by an enormous, gilded iron door. Occasionally these doors
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
: What happened to the original masters of the Open Hand? Will the monastic orders in Bak Mei’s homeland east of Faerûn want to know his fate? Considering the knowledge contained in The Book of Inner
surviving members of the order who will try to avenge Bak Mei’s death? The last breaths (souls) of three individuals—one of great intellect, one of strong body, and one of a pure heart—are required to
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
great forge called the Forge of Spells, where magic items could be crafted. Times were good, and the nearby town of Phandalin prospered as well. But disaster struck when bandits swept through the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
now missing data on the following gate-towns: Automata
Curst
Excelsior
Faunel
Glorium
Rigus
Sylvania
The mimir is also missing data on the last Great Modron March (see “The Last Great
. In the case of a gate-town, this means being within 5 feet of a gate-town’s portal. Information Entry. Whoever is attuned to the mimir must record a description of the location and their impression
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. You’ve got the folk in the middle, who live and work in the walls themselves. And then you’ve got those of us on the inside, our districts entirely contained in the hollow well of a great tower. When you
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
ridiculous seem sublime. Bards are preservers of ancient history, their songs and tales perpetuating the memory of great events down through time — knowledge so important that it is memorized and passed
along as oral history, to survive even when no written record remains. It is also the bard’s role to chronicle smaller and more contemporary events — the stories of today’s heroes, including their
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
creatures, they traveled in Corellon’s shadow, sparkling like the reflections from a finely cut gem. When Corellon came to notice these glorious echoes, the god tarried with them in the place that became
the realm of Arvandor. While enjoying the company of these primal elves, Corellon came to appreciate their ideas, which were both novel and familiar, and singled out those of great repute for special
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
like a scrap heap assembled from shattered constructs, this eldritch machine possesses great power. A creature in control of it can sense the presence and location of all warforged within 10 miles of the
compelled to follow one command contained within it, unless the warforged succeeds on a DC 12 Wisdom saving throw. The affected warforged breaks free of the command after 24 hours.
Spell Sink This
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Factions and Their Representatives Port Nyanzaru is the lone civilized hub on a vast peninsula of great wealth. Many factions would like to tap into that wealth, and they all have agents vying for
their high ambition, the merchant princes’ power is entirely contained in the city. Elsewhere, Chult is ruled by the red law of tooth and claw. An individual is either predator or prey, and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventure There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter and moves the adventure’s plot forward. Sensory Experience A Society of Sensation muse (see Morte’s Planar Parade) in a flowery gown approaches the characters, eager to record a new sensation in
accompanied by a threatening gesture or ominous interaction. On a failed check, the characters record the citizen’s contempt instead. Joy. The Sensate points the characters to a sobbing child
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, Gauntlgrym is an ancient place, first delved as a mine in the earliest days of Old Delzoun. All sorts of myths persist about the great mithral doors of the city, but at its start, Gauntlgrym was simply a
mine. When they delved too deeply, the dwarves there discovered the presence of a great being of flame, sealed the mines, and left. Only later, when the humans begged the Delzoun dwarves to build one
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
studied all the way from the entrance to where the path forks toward areas 5 and 6, the individual with such perseverance will be rewarded by suddenly understanding that a message is contained in barely
back to the tormentor or through the arch, and the second great hall you’ll discover.
Shun green if you can, but night’s good color is for those of great valor.
If shades of red stand for blood
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
you have too. With my own eyes, I saw our Great Lord Yeenoghu slaughter the minotaurs that had plagued us. Now we are free and strong with his blessings. We feast while we live, and thanks to our lord
.
Filthriddens is contained within a cave roughly 100 feet long and 60 feet wide. The characters enter from a natural tunnel along one of the shorter walls, with another tunnel exiting on the opposite side
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The shaft leads up to area X6. Characters who touch the amber sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). West Sarcophagus. The
sarcophagi are offered dark gifts by the evil vestiges contained within them (see the “Amber Sarcophagi” sidebar). North Sarcophagus. The vestige within this sarcophagus offers the dark gift of Savnok
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
must make a DC 15 Strength saving throw. On a failed saving throw, the creature takes 14 (4d6) bludgeoning damage and is swept to the end of the hall with such great force that it falls prone. A creature