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Returning 24 results for 'could return grabbing to have recount'.
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Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
fingertips are stained with purple ink. Gallio is furious that his workers have abandoned their duties. He beseeches the group to rid the tower of any spectral presences so his people can return and
finish the job. Gallio has not seen any spirits, but he doesn’t doubt the word of his underlings. He remains in his study (area H3) while the characters explore. Gallio can recount the history of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
fingertips are stained with purple ink. Gallio is furious that his workers have abandoned their duties. He beseeches the group to rid the tower of any spectral presences so his people can return and
finish the job. Gallio has not seen any spirits, but he doesn’t doubt the word of his underlings. He remains in his study (area H3) while the characters explore. Gallio can recount the history of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
action, a character can try to free a prisoner within reach, doing so with a successful DC 12 Strength (Athletics) check. The prisoners are desperate to return to Phandalin. They can recount their
flayers left with the five others. Shansa worries that the mind flayers will return to visit a terrible fate upon her and the others. Obelisk Chunks. The mind flayers carried broken chunks of dark
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
action, a character can try to free a prisoner within reach, doing so with a successful DC 12 Strength (Athletics) check. The prisoners are desperate to return to Phandalin. They can recount their
flayers left with the five others. Shansa worries that the mind flayers will return to visit a terrible fate upon her and the others. Obelisk Chunks. The mind flayers carried broken chunks of dark
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. They’re written in Deep Speech and change constantly. A creature who reads them realizes they recount terrifying ends for Atagua and Chimagua, and that creature must make a DC 20 Wisdom saving throw. On a
, they must still return to Atagua. The Drought Elder does nothing to physically impede the characters, but it telepathically urges the creatures inhabiting its massive corpse to attack the intruders
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. They’re written in Deep Speech and change constantly. A creature who reads them realizes they recount terrifying ends for Atagua and Chimagua, and that creature must make a DC 20 Wisdom saving throw. On a
, they must still return to Atagua. The Drought Elder does nothing to physically impede the characters, but it telepathically urges the creatures inhabiting its massive corpse to attack the intruders
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
named Ghom. As punishment, the king’s sorcerers banished Ch’gakare and Ghom to the Nine Hells, but the two fought their way back home. On his return, Ch’gakare chopped off the king’s head and turned
his skull into a jeweled chalice. Any character who studies the murals and succeeds on a DC 15 Intelligence (History) check recognizes the legend and can recount it. The murals show Ch’gakare and Ghom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
named Ghom. As punishment, the king’s sorcerers banished Ch’gakare and Ghom to the Nine Hells, but the two fought their way back home. On his return, Ch’gakare chopped off the king’s head and turned
his skull into a jeweled chalice. Any character who studies the murals and succeeds on a DC 15 Intelligence (History) check recognizes the legend and can recount it. The murals show Ch’gakare and Ghom
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily laden wagon or after
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily laden wagon or after
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
remains open. Characters can use it to return to the woodland pool at any time. C2: Misty Clearing The passage widens to form a larger, misty chamber enclosed by walls of thorns, with three more passages
“Vanishing Demiplane” below). Continue with the Initiative order. Grabbing the Horn. Uni’s horn lands at the feet of a random character. A character can pick up the dropped horn easily (no action required
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
remains open. Characters can use it to return to the woodland pool at any time. C2: Misty Clearing The passage widens to form a larger, misty chamber enclosed by walls of thorns, with three more passages
“Vanishing Demiplane” below). Continue with the Initiative order. Grabbing the Horn. Uni’s horn lands at the feet of a random character. A character can pick up the dropped horn easily (no action required
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attack anyone bearing this symbol except in self-defense. The Test Begins. The camp has run out of food, and the tribe’s hunters have failed to return because of the unyielding blizzard. The nomads
overwhelming and routing the enemy, Bjornhild decides to take over their camp and wait for Elk hunting parties to return so she can slaughter them and take their food as well. As a result, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
attack anyone bearing this symbol except in self-defense. The Test Begins. The camp has run out of food, and the tribe’s hunters have failed to return because of the unyielding blizzard. The nomads
overwhelming and routing the enemy, Bjornhild decides to take over their camp and wait for Elk hunting parties to return so she can slaughter them and take their food as well. As a result, the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyverns’ roost. If the characters get in a fight here, the hunting wyverns return to
sufficient bedding for four frost giants here. Two Neutral Frost Giants, Ardrandal and Forstrorri, recount stories of long-dead heroes while they maintain the camp here. Both are loyal to Ralvald but grow
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyverns’ roost. If the characters get in a fight here, the hunting wyverns return to
sufficient bedding for four frost giants here. Two Neutral Frost Giants, Ardrandal and Forstrorri, recount stories of long-dead heroes while they maintain the camp here. Both are loyal to Ralvald but grow
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
give the most detailed account of recent events, but she asks first if the characters have seen Aaron. She can recount how he slipped out from the bolt-hole to see if the fortress was safe, but never
them. More than a dozen corpses remain to be salvaged from the grotto, waiting for the undead to return. At dawn, Aaron went up and out to search for survivors. Finding none, he remained outside to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clothes stained with dried blood. This is the real Propha (see area 3 of the default inn), who is stable but requires healing to return to consciousness. If awakened, she thanks the characters for
recount their meeting with her. As before, the characters stay in this default scene until they open another of the inn’s interior doors.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clothes stained with dried blood. This is the real Propha (see area 3 of the default inn), who is stable but requires healing to return to consciousness. If awakened, she thanks the characters for
recount their meeting with her. As before, the characters stay in this default scene until they open another of the inn’s interior doors.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
give the most detailed account of recent events, but she asks first if the characters have seen Aaron. She can recount how he slipped out from the bolt-hole to see if the fortress was safe, but never
them. More than a dozen corpses remain to be salvaged from the grotto, waiting for the undead to return. At dawn, Aaron went up and out to search for survivors. Finding none, he remained outside to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
recount his heroic exploits in the Battle of Emridy Meadows seven years ago, when warriors from across the Central Flanaess united to drive the forces of wickedness from the Temple of Elemental Evil (see
magic item to help them complete a quest. Before giving them the item, Morley asks they return it in pristine condition. Magic Item Identification. Morley can cast the Identify spell at will. He charges 50 GP for each casting of the spell.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
recount his heroic exploits in the Battle of Emridy Meadows seven years ago, when warriors from across the Central Flanaess united to drive the forces of wickedness from the Temple of Elemental Evil (see
magic item to help them complete a quest. Before giving them the item, Morley asks they return it in pristine condition. Magic Item Identification. Morley can cast the Identify spell at will. He charges 50 GP for each casting of the spell.
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
themselves could recount the history that had led to the destruction of their once-great capital—the granite city of Ember Cairn. When dragonborn prayed, they were met with silence from their gods. They
Material Plane. Those residents of lost Ulmyr’s Gate who have mustered the strength to return to the world have been named the disembodied by the sages who have studied them. These rare individuals have