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Returning 35 results for 'corner reasons given to have reflection'.
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Monsters
Spelljammer: Adventures in Space
starlight through their weapons, and they can rescue warriors from a perilous situation by using their gods-given power of teleportation.
Astral Elves
Long ago, some elves ventured to the Astral
the Silver Void is their home, astral elves often venture into Wildspace systems and place their ships and citadels in orbit around stars. Astral elves do this for several reasons. Proximity to a
Backgrounds
Baldur’s Gate: Descent into Avernus
Coming to Baldur’s Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start on
’s clothes, and a pouch containing 10 gp
Outlander Origins
Foreigners of all kinds come to Baldur’s Gate daily, drawn by countless reasons from countless lands. The Outlander Origins
Spells
Xanathar's Guide to Everything
. Any creatures in the area are harmlessly lifted up as the fortress rises.
The fortress has four turrets with square bases, each one 20 feet on a side and 30 feet tall, with one turret on each corner
crumble to dust if removed from the fortress.
A staff of one hundred invisible servants obeys any command given to them by creatures you designate when you cast the spell. Each servant functions as if
Monsters
Icewind Dale: Rime of the Frostmaiden
, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the
loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but
Monsters
Icewind Dale: Rime of the Frostmaiden
against Auril, who retreated to the coldest corner of Toril to escape their fury.
After a world-shaking event known as the Sundering, most of the gods withdrew from Toril, leaving mortals to govern
.
A stat block is given for each of Auril’s three forms. These descriptions do not reflect Auril at full power, but rather Auril as she is encountered in this adventure.Lair Actions
Auril
Monsters
Icewind Dale: Rime of the Frostmaiden
frigid cold transformed her chaotic, unpredictable tides into rigid, motionless sheets of ice. Umberlee brought Talos and Malar into an alliance against Auril, who retreated to the coldest corner of
form survives. When she transitions from one form to another, she loses all the traits and actions of the old form and gains those of the new form.
A stat block is given for each of Auril’s three
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar
wide and wonder-filled world. For them, adventuring is less a career than an opportunity or sometimes a necessity.
Halfling Names
A halfling has a given name, a family name, and possibly a nickname
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
Lyn or Bitter End, snares them in her traps. Given a chance, one or more of the actors also share the following information: “Even if Creeping Lyn hates you, it’s still possible to win her favor by
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Experience Point Awards In this part of the adventure, XP is awarded for overcoming monsters, as in parts 2 and 3. However, XP awards for monsters is not given in the encounter description. Instead
, the amount of XP that a monster is worth is noted in its stat block (see appendix B). You calculate the award by totaling the value for each monster the characters overcome. Additional XP awards, and the reasons for them, are described in the text, under the “Awarding Experience Points” heading.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
Adventures The Warforged Ossuary Adventures table offers some reasons why characters might seek out such a place. Warforged Ossuary Adventures d6 Adventure Goal 1 Rescue an artificer who is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. A blot of shadow in the corner of a dusty crypt might be a shadow crossing, as might an open grave. Shadow crossings form in gloomy places where spirits or the stench of death lingers, such as
battlefields, graveyards, and tombs. They manifest only in darkness, closing as soon as they feel light’s kiss. EVERNIGHT
The city of Neverwinter in the world of the Forgotten Realms has a dark reflection
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
overview map of the Underdark in chapter 2). Characters accompanied by Zhentarim guides approach Mantol-Derith via a subterranean rift. A narrow trail winds up the side of the rift, ending at a secret door in the northwest corner of the trade hub (area 1a).
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Events d6 Event
1 A sudden gust of wind extinguishes any open flames.
2 A character sees their own reflection age in a puddle or pane of glass.
3 Books hurl themselves from a
shelf.
4 Any pets or animals with the group hiss, bark, or back away from an empty corner of the room.
5 Any rations that the group carries with them suddenly spoil and rot.
6 A voice
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the bearded devils and hell hounds are out patrolling the perimeter at any given time, returning 1 minute after combat starts unless the fighting remains very quiet. An iron ladder rises through a
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Outlander Coming to Baldur’s Gate might seem like a good idea for a spectrum of reasons. Profit, excitement, and cosmopolitan opportunities all present tempting prospects, but rarely does one start
firsthand experience — likely somewhere in the Outer City. Outlander Origins Foreigners of all kinds come to Baldur’s Gate daily, drawn by countless reasons from countless lands. The Outlander Origins table
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
corner of their eyes, but when they turn to look, nothing is there. A voice whispers indistinct words in their ears. A terrified shriek splits the air. Shadows follow the characters, stretching out
abnormally across the floor to reach for them. Characters who view themselves in a reflection momentarily see the face of a lost loved one or a hated enemy instead of their own. The hair on their arms and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
can do nothing but admire her own reflection in a mirrored cell that neutralizes her power. Given Atash’s intolerance for misconduct, the prison’s population continues to grow, but now it fills with more ordinary folk guilty of lesser crimes.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Emridy Meadows. A character with the Wayfarer background might know Miklos as a generous man who gives away food and sometimes even lodging to people in need. Reasons to Visit. Adventurers might
visit the Black Dragon Inn for one of the following reasons: Eavesdropper’s Paradise. Many clandestine meetings occur at the Black Dragon. Adventurers eavesdropping on private conversations might overhear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
containing crystal pebbles (see “Runestone Fragments”). Cabinet. A narrow cabinet with glass doors stands in the northwest corner.
Stairs. A stone staircase with no railing hugs the outer wall and
spell components, including two forked mithral rods (250 gp each). These are material components for the plane shift spell, attuned to the Astral Plane and the Shadowfell, respectively. They serve little use in Undermountain, given the dungeon’s restrictions on such magic.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Creatures from every corner of the multiverse crowd Sigil’s busy streets Morte, however, isn’t a mimir. A floating skull with a penchant for speaking his mind and claiming expertise, Morte is one of
Valeza Sunflies influenced by
various Outer Planes inhabit
every corner of the Outlands
Stat Blocks by Challenge Rating CR Stat Block Creature Type 0 Cranium rat squeaker Aberration 0
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fountain’s liquid, they see a glimpse of Vecna conducting his ritual in the Cave of Shattered Reflection. A character who examines the reflection sees Vecna kneeling in a crystal-lined chamber. The lich-god’s
eye is closed as he murmurs silent incantations. In his outstretched hand, Vecna holds a volatile, light-consuming orb of magical energy that resembles a black hole. The reflection in the fountain is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
aiding Kalaman’s military. She was given command of a force to retake the outpost, but that force is small and inexperienced. Darrett asks the characters to join Raven and support her in retaking the
informs the characters of the following: The fort’s tall northwest tower is a watchtower with a commanding view of the surrounding land. All four corner fortifications are equipped with horns that sentries
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
humanoid. Summoned Servants. A skulk can be summoned from the Shadowfell by performing a ritual. If the creature is given a portion of the summoner’s identity, the skulk is bound to obey the summoner’s
)
Fallible Invisibility. The skulk is invisible. This invisibility can be circumvented by three things:
The skulk appears as a drab, smooth-skinned humanoid if its reflection can be seen in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
main villains. The characters might want to explore the lairs for a variety of reasons, including the following:
Disrupting the villain’s operation Gaining an audience with the villain (perhaps to
forge a truce or an alliance) Completing a special mission for a faction (see “Joining Factions”) Investigating a false clue given to them as part of a scheme concocted by another villain Stealing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
—whether for love or for social or political reasons, both of which are considered equally valid—they must choose which partner’s clan they will belong to after the union. In rare cases, a new couple
individual’s clan name is spoken before their given name. The royal family is an exception—they have no clan name, since it is expected that everyone should know them at first glance. Given names in Yeonido
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
House of Inspired Hands The House of Inspired Hands, Waterdeep’s temple of Gond, sits on the corner of Seawatch Street and Shark Street in the Sea Ward. If the characters visit the temple, they see
is Nim, a nimblewright (see appendix B). Nim was given to the temple as a gift from a visiting Lantanese wizard and has been creating its own inventions on the sly. One of those inventions was the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
were used against, armor ordered by the ancestry of its last wearer, and so forth). Regardless of the system, a sapphire dragon takes pride in knowing exactly where any given item is and can recite a
the god to make the first move
3 A large tapestry depicting a bloody battle between two realms of the surface world; the dragon claims it is the tiny dragon embroidered in one corner
4 A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with their guttural croaks. Their clothing is faded and stained with mud.
The palace has two levels: Upper Level. The upper level is built around the trunk of a tree. Gathered here at any given time
instruments. These bullywugs are also noncombatants. Clothesline. A clothesline attached to the southwest corner of the building’s exterior has a variety of frayed, patchwork garments draped over it. The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
by 1d4 if the NPC is treated particularly well (for example, given a magic weapon as a gift) or rescued by another party member. An NPC’s loyalty score can never be raised above its maximum. When other
endangered by other party members for purely selfish reasons. An NPC whose loyalty score drops to 0 is no longer loyal to the party and might part ways with them. A loyalty score can never drop below 0
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the church for reasons that will quickly become obvious. The following areas correspond to labels on the map of the church below. Map 3.2: ChurchView Player Version E5a. Hall The doors open to reveal
in the ceiling of this moldy room, which contains a few broken roof shingles amid puddles of water. In one corner, set into the floor, is a heavy wooden trapdoor held shut with a chain and a padlock
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Carnival Map On the poster map of the carnival, use a miniature figure or some other token to mark where each character is located at any given time. If the characters split up, the tokens will make
for eight hours, ending just before dawn. When the characters enter the carnival, place a d8 at the start of the track in the upper left corner of the poster map with the “1” facing up. Move the die
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, all covered in dust and cobwebs.
Easel. A wooden easel stands in the northeast corner, draped in a black cloth. (Under the cloth, resting on the easel, is a half-finished portrait of Dezmyr as she
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
other mechanisms within the dungeon. At any given time, 1d4 + 1 tomb dwarves in leather harnesses dangle from the ceiling while performing routine maintenance on the gears and giant cogs. Each tomb dwarf
threat to anyone and flees if attacked. Roll any die to determine which personality is dominant at any given time. On an even result, the aboleth’s childlike personality is dominant. If the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parchment in the southwest corner, facing the north door. Elan recently acquired a spell scroll of legend lore from Wormriddle the night hag and is carefully copying the spell from the scroll to his
headmaster’s office (area 15a) for questioning. Given strict instructions not to kill anyone, the nycaloth knocks creatures unconscious instead of killing them, then drags them to the headmaster’s office
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
more than harmless spectators. When the characters enter the cabin, read the following text: The cabin is full of buzzing flies. Seated in a dark corner behind a rickety kitchen table is what’s
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he