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Returning 24 results for 'contained wandering reward'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. He has become too powerful to conquer.
So I say to you, give us up for dead and encircle this land with the symbols of good. Let holy men call upon their power that the devil may be contained within
the walls of weeping Barovia. Leave our sorrows to our graves, and save the world from this evil fate of ours.
There is much wealth entrapped in this community. Return for your reward after we are all departed for a better life.
Kolyan Indirovich
Burgomaster
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
navigate it. These two goals should serve as tools to help motivate the players throughout the earlier chapters of the adventure. As a reward in one chapter, the characters might learn of the existence of
. However, meeting a group of wandering myconids in the city reveals that the myconids of Neverlight Grove know a great deal about the hidden ways of the Underdark. Clues and leads should become more
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
intellects to stalk through the Mists. A wandering scholar, Firan Zal’honan is quick to claim his descent from a noble pedigree. In another life, he claims, he could have ruled as a wizard-king. But his
Zal’honan’s Traits Ideal. “Secrets are power. No foe can hide their mysteries from me.” Bond. “None of this is real. I will endure this test. I will reap my reward. I will have my revenge.” Flaw. “My genius
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Courage. You seek to prove that the bravest heart can be contained within the smallest of packages. 2 Companionship. You’re pretty sure you can be friends with anyone or anything. 3 Hopeful. You will
becoming a wandering rogue for hire. 4 You talked to a nice faerie in the woods, and all of a sudden you were a thousand miles from home. 5 Your village elder told you so many stories about being a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
aren’t real. They’re just a myth told to scare little children from wandering into caves.” (False)
Jane Katsubo Gala
Human Gate Guard
Stat Block: Guard
Though she’s memorized all the keep’s
return to complete it at a later time. Each quest’s reward is stated at the end of its section.
Bartho’s Reward The guards here have orders to help out around the keep between shifts, but Bartho
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
masks, thus ensuring that no one’s beauty would outshine his own. As he aged, Marlos turned to magic to preserve his fading beauty. After searching for years, he found a ring that contained the stolen
horror of his fate drove Marlos mad. He fled his ancestral home, taking his collection of masks with him. After years of wandering and hiding in one ruined estate or another across the Western
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Witherbloom’s campus when a hydra attacked the ruin grinders (described in chapter 7) that were hauling the cargo. The ruin grinders are now malfunctioning and wandering the bayou confusedly. The cargo
contained chemical substances that, unless recovered quickly and stored properly, could become unstable. Unwilling to frighten the students, the instructor keeps this information quiet for now
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
an extremely dangerous creature will hatch from the egg unless it can be safely contained. Stealing the Murkmire Stone The Murkmire Stone is going on public display tomorrow at the Varkenbluff Museum
the gala. The Reward For bringing the Murkmire Stone back to Dr. Dannell, she offers her bag of holding plus 20 gp per character. If a character succeeds on a DC 13 Charisma (Persuasion) check, Dr. Dannell increases her offer to 30 gp per character. Map 1.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
invitations and hands one to each character. Each invitation is contained in a pale-blue envelope that is cool to the touch and smells like a crisp winter morning. The invitations read as follows: Zorhanna
rid of the necklace, Fifel will deliver your reward.”
Fifel can tell the characters that Eliphas is offering the following items as payment for their help: Rust-colored bag of tricks Figurine of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
would be hard-pressed to find anyone willing to spend as much for these items as Obaya is, and she always pays in platinum pieces for ease of transport. Magic Item Rewards Item Rarity
Obaya’s Reward
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
contained in the crypts (detailed below). Containment Crypts. Eight cylindrical glass crypts span the height of the vault. A permanent magic circle spell (save DC 15) in each tube prevents the
the creature trapped within. The contents of the crypts are as follows: Crypt 1. This cracked crypt previously contained a necrichor. Crypt 2. The interior of this tube roils with shadow. Inside is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sensation pays well for sensations not contained in its extensive collection. Sensates reward adventurers for delivering sensory stones that contain coveted yet dangerous experiences, such as the thrill
the exchanges. Locals reward shrewd debaters by tossing coins to them, reserving fistfuls of garbage for truly awful orators. The Trianym is more than a glorified soapbox—the thoughts that ferment in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
after my father’s death, his great burial place was desecrated by thieves. I was tortured by the thought of his spirit wandering the planes alone forever.”
If translated, the west wall’s hieroglyphs
a DC 15 Intelligence (Investigation) check can tell that the corridor once contained a sleeping gas trap, but the trap was sprung ages ago. P10: Grand Hallway This hallway slopes down at a slight
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
down to area B45 on the tier below. Wandering Spirit. If the characters have not yet encountered King Alendria’s spirit in area B29, the ghost appears to them here instead. Secret Door. The wall
all who dare desecrate my resting place.”
This tomb once contained a treasure trove, which the surviving Cynidiceans plundered long ago. As an action, a character can try to pry open the lid of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the comfort and safety of the cabins aboard their own ships. Instead, the use of these private quarters is meted out as a reward to crew members who distinguished themselves on the latest voyage, and
blades don’t attack any creature wearing an eye patch, nor do they animate when an eye patch-wearing creature disturbs the treasure. Treasure. The warehouse’s treasure is contained in numerous
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vinecutter. She lays out the problem (“firenewts have taken over our ancestral forge”) and proposes the solution (“kill them”). As a reward, each character will be allowed to take twenty 1-pound
10 pounds. Each adamantine ingot is worth 10 gp and weighs 1 pound. If she is present, Sithi Vinecutter allows the characters to collect their reward, though she watches them closely to be sure no one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
shoot skyward like a missile. Or a franchise’s headquarters might be contained within a giant statue, which over time gains the power to move farther and faster. A castle or other stationary structure
characters who choose this highly coveted feature for their headquarters, the DM can impose limitations on the ship’s attacks and make changes to its statistics.) Self-Contained Train. This mobile franchise
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Citadel Felbarr to the west. Adbar’s garrison offers a reward of 10 gp for each orc head brought to the city gates, or 100 gp for each giant head. The population of Citadel Adbar was severely depleted
, such as Duke Zalto’s head or a group of freed dwarven prisoners, he will reward each character with a rare magic item of that individual’s choice. He secures the desired items while the characters are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of their own. Once her cult has enough members, Fiona plans to take the town by force. To reward her most loyal followers, she has her pet imp stand invisibly in the center of a pentagram, then
, because they don’t like attending to their mother or listening to her tiresome prattle. The characters might encounter them at the Blue Water Inn (area N2) or wandering about town. The brothers are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important to allow them to take rests. However, if the players become overly cautious and attempt to take a long rest after every encounter, have wandering monsters interrupt their attempts to sleep
might target such characters as easy marks in future adventures. Trap D. The area of trap D appears as normal stone, and its trigger is contained in the double door. It takes a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
were led to believe that Mirak had left town with another woman; they are grateful to the characters for unearthing the truth and offer them a +1 longbow (a family heirloom) as a reward. T15. Boar’s Rest
hunters wandering the hills around Triboar recently, and she warns adventurers leaving town to be wary of them. T17. Uldinath’s Arms This hilltop smithy across the road from Foehammer’s Forge (area
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to the svirfneblin forge and exchange it for a set of books—the smiths will know which ones. Shalfey gives the party directions and promises to reward each character with a magic item from his treasury
takes 10 (3d6) psychic damage, gains 1 level of exhaustion, and finds the exit after 10 minutes of wandering. On a successful check, the creature takes half as much damage only and finds the exit after 1
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
within the ooze. Doing so opens a magical portal within the apparatus that allows characters to enter the extradimensional space contained within a bauble. If made operational, the apparatus can be used
centerpiece in a complex mechanical clock in a central square The characters find themselves inside a variant version of the apparatus of Kwalish, wandering the plane of Mechanus. Characters cannot leave the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
inside the adamantine forge in Ironslag (see chapter 8, “Forge of the Fire Giants,” area 29), the fire primordial is trapped within that forge and likewise contained. If the primordial is released
Wormblod. It asks the character to hunt down and slay Wormblod, promising a reward for this good deed. The couatl knows that Wormblod is away, searching for a missing concubine named If the characters






