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Orc
Legacy
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Orc Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his
order from the encroachments of Fiends and other extraplanar threats. Gruumsh’s blessings have made orcs tireless guardians and mighty allies wherever they are found, even when they turn their devotion to other gods.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Running This Chapter The characters can return to the sanctum in Sigil to rest and confer with Alustriel and Tasha before they head to the Cave of Shattered Reflection. If the characters don’t return
demiplanes in any order, so read through all three—the “Torment of Kas,” “Neverwinter’s New King,” and “Dead Gods” sections—before running this chapter. Once the characters dismantle the three
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. When the bowl is cooling, read the following text. With the Bowl of Plenty off the forge fire, it begins to cool. As it does so, a wispy, incorporeal form emerges from the bowl. It looks like a
goblins have harmed the Silver Spirit of the Bowl, forcing it to leave the bowl. When the characters manage to pull the Bowl of Plenty off the forge, it begins to cool. The bowl is still dented, however
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
. When the bowl is cooling, read the following text. With the Bowl of Plenty off the forge fire, it begins to cool. As it does so, a wispy, incorporeal form emerges from the bowl. It looks like a
goblins have harmed the Silver Spirit of the Bowl, forcing it to leave the bowl. When the characters manage to pull the Bowl of Plenty off the forge, it begins to cool. The bowl is still dented, however
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
throughout this area, keeping the wine cellar cool, are ten patches of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). The characters are safe from the mold as long as they keep their distance.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
throughout this area, keeping the wine cellar cool, are ten patches of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). The characters are safe from the mold as long as they keep their distance.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mirror of Mephistar Mirror, mirror, made of ice — look within, but at what price? — The Cartographer When the characters arrive at this location, read or paraphrase the following boxed text to the
mirror of ice sees their reflection as soulless, haggard, and encrusted with rime. This apparition stands in a frozen tundra, desolate save for a tower of ice far in the distance. Characters who succeed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Mirror of Mephistar Mirror, mirror, made of ice — look within, but at what price? — The Cartographer When the characters arrive at this location, read or paraphrase the following boxed text to the
mirror of ice sees their reflection as soulless, haggard, and encrusted with rime. This apparition stands in a frozen tundra, desolate save for a tower of ice far in the distance. Characters who succeed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mulled wine, hot cider, and strong teas for 2 sp each. In the summer, the sign is repainted to read “Heath’s Cool Drinks” and the stall serves chilled fruit juice and iced tea. Wizards of the Wide, a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, read or paraphrase the following text: Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.
Near the base of
source of the River Athis. In Bakar’s heyday, cool water sprang from the fountain, teleported to it from magical silos within the pyramid. The Fountain of Athis dried up the night of Amun Sa’s death. Only by breaking the pharaoh’s curse can the basin resume its flow and the land thrive once more.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mulled wine, hot cider, and strong teas for 2 sp each. In the summer, the sign is repainted to read “Heath’s Cool Drinks” and the stall serves chilled fruit juice and iced tea. Wizards of the Wide, a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
) check to recall that this unreality is a reflection of Vecna’s hatred of Kas; as a vampire, Kas would loathe and fear the sun, so the sun is the key to witnessing Kas’s torment. When the characters reach
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
A Mysterious Dream After gaining the level 1 benefit and drawback of the scrivener’s mark, the characters experience a dream that comes to them during a time of rest, reverie, or quiet reflection
. Even characters who don’t sleep have the dream. If the characters don’t rest at the same time, you might decide that only the first character who rests has the dream. Read the following boxed text only
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
A Mysterious Dream After gaining the level 1 benefit and drawback of the scrivener’s mark, the characters experience a dream that comes to them during a time of rest, reverie, or quiet reflection
. Even characters who don’t sleep have the dream. If the characters don’t rest at the same time, you might decide that only the first character who rests has the dream. Read the following boxed text only
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
) check to recall that this unreality is a reflection of Vecna’s hatred of Kas; as a vampire, Kas would loathe and fear the sun, so the sun is the key to witnessing Kas’s torment. When the characters reach
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transport to Vecna’s Grasp appear in this chamber. Read the following to set the scene: You appear before a thirty-foot-wide mass of translucent purple crystals embedded in the floor of a large obsidian
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, read or paraphrase the following text: Amid the vast desert, a great pyramid rises from the sands, barely touched by time. Stairs ascend from the sand to an opening in the pyramid.
Near the base of
source of the River Athis. In Bakar’s heyday, cool water sprang from the fountain, teleported to it from magical silos within the pyramid. The Fountain of Athis dried up the night of Amun Sa’s death. Only by breaking the pharaoh’s curse can the basin resume its flow and the land thrive once more.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in different instances of boxed text require separate checks to translate. A creature under the effect of a Comprehend Languages spell can read hieroglyphs instantly (no check required). Lighting. The
pyramid’s rooms are unlit. Area descriptions assume the characters have a light source or other means of seeing in the dark. Temperature. The pyramid’s interior is perpetually cool and dry, insulated
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, many are captured and kept by unscrupulous folk seeking guardians for their treasures. The remains of Petrified creatures litter the area where a basilisk hunts. These might be mundane creatures or
Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, many are captured and kept by unscrupulous folk seeking guardians for their treasures. The remains of Petrified creatures litter the area where a basilisk hunts. These might be mundane creatures or
Gaze (Recharge 4–6). Constitution Saving Throw: DC 12, each creature in a 30-foot Cone. If the basilisk sees its reflection in the Cone, the basilisk must make this save. First Failure: The target has
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Starting the Adventure Once the players are ready to begin, read or paraphrase the following boxed text to them: An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above
same birthplace, fighting for the same side in the Last War, or having common backgrounds or interests. Once the characters’ relationships to one another have been established, read or paraphrase the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in different instances of boxed text require separate checks to translate. A creature under the effect of a Comprehend Languages spell can read hieroglyphs instantly (no check required). Lighting. The
pyramid’s rooms are unlit. Area descriptions assume the characters have a light source or other means of seeing in the dark. Temperature. The pyramid’s interior is perpetually cool and dry, insulated
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Arrival As the characters approach Claugiyliamatar’s lair, read the following boxed text aloud to set the scene: A few scattered pine trees stand before a vine-covered cliff. Two large cave openings
guardians created from humanoid remains by Claugiyliamatar, hide behind vines and watch the nearby forest from area C1. If the wood woads notice the characters attempting to enter the cave, they climb
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Starting the Adventure Once the players are ready to begin, read or paraphrase the following boxed text to them: An orange glow covers the top of Lyrandar Tower as the sun sinks in the sky. Above
same birthplace, fighting for the same side in the Last War, or having common backgrounds or interests. Once the characters’ relationships to one another have been established, read or paraphrase the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. Cool Rationality Despite being talkative, vedalken keep their personal lives private, and they
they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the ziggurat’s peak, a once-secret entrance
13 Intelligence (Investigation) check spots a tripped pressure plate on the floor and an empty crossbow in the wall. When the characters enter the chamber, read or paraphrase the following text: The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the ziggurat’s peak, a once-secret entrance
13 Intelligence (Investigation) check spots a tripped pressure plate on the floor and an empty crossbow in the wall. When the characters enter the chamber, read or paraphrase the following text: The
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. Cool Rationality Despite being talkative, vedalken keep their personal lives private, and they
they are skilled at not displaying it. Cool rationality guides their actions, they make and follow careful plans, and they are patient enough to do nothing when the ideal outcome relies on such
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a
actions or reactions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. You control the creature’s movement, which is erratic.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
once held skeletal guardians that fought the cultists. The bones of more than a dozen humanoids now litter the ground. Characters who chose well when speaking with the statues in area 1 are struck by a
actions or reactions, can’t understand what other creatures say, can’t read, and speaks only in gibberish. You control the creature’s movement, which is erratic.