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                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     itchy straw stuffing inside you.
Reborn in the Domains of Dread
When creating a reborn, consult with your DM to see if it’s appropriate to tie your origins to one of the following Domains
                                                
                                            
                                                
                                                     of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
                                                
                                            
                                        
                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     to share their hunger.
3
You survived being attacked by a vampire but were forever changed.
4
A parasite lives inside you. You indulge its hunger.
5
Tragedy interrupted your
                                                
                                            
                                                
                                                     one of the following Domains of Dread (detailed in chapter 3):
Barovia. In the shadow of Castle Ravenloft, tales flourish of those who love or descend from vampires. You might have such a connection
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    Manifested Secret The characters can dismantle this unreality by touching the feather and performing one of the actions detailed in the “Dismantling an Unreality” section earlier in this chapter. If
                                                
                                            
                                                
                                                     the astral dreadnought dies while the characters are searching its demiplanar donjon for the manifested secret, the demiplane ceases to exist, and everything inside it appears around the dreadnought’s
                                                
                                            
                                        
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
                                                
                                            
                                                
                                                     ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Puzzle Books Opening the portal from inside the mansion requires another command word, which Fistandia hid in the form of a puzzle. She created seven books, each with a single gilded letter on its
                                                
                                            
                                                
                                                     cover of The Joy of Extradimensional Spaces. IMP FIGURINE
 The imp figurine in Matreous’s possession (see area M1) appears to be a very detailed carving of an imp made from onyx. It’s not a statue
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     characters are inside the gate-town’s walls, though, they’re not allowed to leave. A secret path to freedom exists, but the characters must be willing to pay the price and take the risks of accessing it
                                                
                                            
                                                
                                                    . Curst is detailed in chapter 3 of Sigil and the Outlands. Review the town’s description prior to running this chapter. Aaron Miller  Without help, Valder and Fellik Sands have little hope of escaping the oppressive gate-town of Curst
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     room is locked, and the only key is inside. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. This room belonged to Agatha Kavenza
                                                
                                            
                                                
                                                     conspicuous bag on the floor. This is a bag of holding. A superstitious character of your choice might consider this scene evidence of the Bagman (detailed in “Horror Monsters” in chapter 5). Victro’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
                                                
                                            
                                                
                                                     bleached human skulls, wooden bowls, and wooden tankards also lie on the floor.
 Canoe. An intact canoe hangs by hooks from the ceiling. It can hold up to six characters and their gear. Packed inside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    D6. Hall of Vows Two unlit braziers flank the entrance just inside this wide hall. Detailed carvings of dwarves decorate both side walls. These images depict ceremonies, rituals of romance, love, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     sphere’s location but can try again the next day, reducing the DC of the check by 1 for each consecutive attempt. Other methods of finding the sphere are detailed in the “Adventure Hooks” section below. Once
                                                
                                            
                                                
                                                     Sphere’s location: Asteria’s Aid. The famous paladin Asteria, detailed in chapter 22, keeps track of each Deck of Many Things and those who’ve suffered from their many hazards. She approaches the party
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     wizard. His favorite—or least disappointing—apprentices include the masked wizard Yhal the Skygazer, shadow-cloaked Ruzelo, and the daring genius Eleni. Inside the Experiment. Hazlik realizes that
                                                
                                            
                                                
                                                     surveillance are detailed in “The Eye of Hazlik” later in this domain description. Closing the Borders. Hazlik can open and close the borders of his domain at will, as detailed in “The Mists” at the start of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     detailed account of the Vistani way of life, with emphasis on their food and music. Their overland journey is also discussed, albeit from the viewpoint of one who spent most of it inside a covered
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     to climb the stone wall to the 10-foot-wide, 25-foot-deep crag above. The space within is cramped, with a 6-foot-high ceiling. This forces the baernaloth (see Morte’s Planar Parade) inside to contort
                                                
                                            
                                                
                                                     cleft surrounded by foul, bleeding runes. Inside is the Book of Vile Darkness. Secrets of Eternity If a character agrees to let the Scholar share a forbidden secret, the baernaloth requests that the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , punctuated with treks across the brutal deserts—landscapes fraught with hazards such as extreme heat, quicksand, and sandstorms whipped up by strong winds, all detailed in the Dungeon Master’s Guide. In the
                                                
                                            
                                                
                                                     before the pharaoh notices and is displeased. 
   5  Snefru, a priest of Oru, discovers that the Bent Pyramid responds to song. She seeks aid to assemble a massive chorus to open a path inside. 
   6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     study the maps on the wall, and who makes a successful DC 13 Intelligence (Investigation) check, determines that they show detailed plans for a massive assault on key locations along the Turmish coastline
                                                
                                            
                                                
                                                    . A character who exceeds the DC by 5 or more can tell from the strange markings and notes along the edges of the maps that someone intends to use the blood of a kraken to animate the legion of corpses inside the coral mountain.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     thread 6 Copper chalice with silver filigree 7 Pair of engraved bone dice 8 Handheld mirror set in a painted wooden frame 9 Embroidered silk handkerchief 10 Gold locket with a painted portrait inside   250
                                                
                                            
                                                
                                                     a dragon with red garnets as eyes 6 Bottle stopper cork embossed with gold leaf and set with amethysts 7 Detailed, life-sized dragonborn skull cast in electrum 8 Silver and gold brooch 9 Obsidian
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     in I’Cath, she used the Nightingale Bell to revive her four daughters, who had been murdered in the uprising against her. The bell created two sets of interpretations of her daughters. The set inside
                                                
                                            
                                                
                                                     I’Cath has a responsibility to strive for perfection, so she keeps her people imprisoned within the city. As a result, the domain’s borders are always closed, as detailed in the “The Mists” section at the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    , which a character can pick by succeeding on a DC 16 Dexterity check using thieves’ tools. Inside the chest are six bottles that function similarly to iron flasks, but they work only in the Outlands
                                                
                                            
                                                
                                                    . Trapping a creature or releasing a creature in any of these flasks is possible only on this plane. One of the flasks is empty, but the other five hold the individuals detailed in the “Missing Saints
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     son Fellik tracked his father down. The reunion healed old wounds for the pair but was bittersweet, as Fellik (lawful good, human commoner) died several years ago and is now a petitioner (detailed in
                                                
                                            
                                                
                                                     simply furnished with a few chairs, a table, a kitchenette, and a bench cluttered with metal scraps and tools. A curtained-off area holds a single bed. After Valder hurries everyone inside and bars the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     characters into the mystery.  Story Opening   d6 Event   1 The party receives a detailed reading from a street fortune-teller that lays out the start of the adventure. 2 A courier escorts the party to an
                                                
                                            
                                                
                                                     What’s actually precious is not a work of art but a map or other information hidden on it (inside a statue, behind a painting in the frame, and so on). 5 Someone is in love with one of the party
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    , Thornwall Keep remains a sturdy structure and an emblem of Vogler’s past. As the characters arrive, Becklin meets them at the door in a simple shirt and breeches, welcoming them inside to her first
                                                
                                            
                                                
                                                     talk about the keep, the excavations she’s conducting on the grounds, and the device on the roof—all detailed in the “Vogler Gazetteer” section. The Green Shield After their breakfast, Becklin steps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
                                                    
                                                
                                            
                                                     or darkness. Darkweaver Webs A darkweaver’s web has a 50 percent chance of having 1d6 cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy
                                                
                                            
                                                
                                                     from restaurants in Sigil 5 4d12 gold pieces amid a digested slurry 6 A halfling commoner or musteval guardinal (detailed later in this book) that the darkweaver forgot about  CoupleofKooks  “The worst
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    The Sealed Gate Once inside, the characters can explore Rigus. Any patrolling soldier can curtly direct the characters to the gate to Acheron. The path to the gate, which lies beneath Rigus’s hill
                                                
                                            
                                                
                                                     each, and their choice of equipment from the Rigus officer’s armory (detailed in the “Conclusion”). Once Kalar and the characters come to an arrangement, she can escort them to the gate to Acheron when they’re ready.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     items that harness the power of the elemental nodes themselves. These items rely on energy siphoned from a node, and some of them must be recharged inside the appropriate type of node, as noted in the
                                                
                                            
                                                
                                                     and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    Bugbear Lair Locations The following locations are keyed to map H. Marc Moureau  Map H: Bugbear Lair (DM’s Version) View Without Tokens View Player Version  H1: Entrance Just inside the cave, a
                                                
                                            
                                                
                                                     tunnel branches east and west. H2: War Room The door to this makeshift war room is ajar, allowing the characters to hear two gruff voices bickering inside. When the characters enter or peek inside, read or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     direct interaction between the gods and the mortal world. Likewise, the gods aren’t omniscient, though they see and hear everything that occurs inside their temples and before their altars. They have
                                                
                                            
                                                
                                                     weapon like the artifacts detailed in chapter 5. But defeating the god in that form would merely weaken the deity, allowing other members of the pantheon to capture, bind, or punish them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     Constitution saving throw or become infected with sight rot (detailed in the Dungeon Master’s Guide). If the pool is drained (perhaps using spells like stone shape) or the skin within is destroyed or
                                                
                                            
                                                
                                                     throw or become infected with sight rot (detailed in the Dungeon Master’s Guide). A character who examines the skin and succeeds on a DC 14 Intelligence (Nature) check can tell it comes from a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     flailing away at the creatures inside with its tentacles, as described above in “Thrashing Tentacles.” Round 2 The octopus’s weight and writing tentacles cause the ship to list 30 degrees to port. At the
                                                
                                            
                                                
                                                     start of this round. If Krell is present, as detailed above, he attempts to launch his ambush at this point. Rounds 15 through 19 At the start of round 15, the ship rolls over on its port side
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     whatever attack might come. Any conflict here that lasts for more than 5 rounds puts the entire fortress on alert. The room’s other features are the same as detailed earlier in the adventure, though
                                                
                                            
                                                
                                                     supplies rests a box made from tightly grown pink coral. Inside is a necklace of adaptation and 4 potions of healing. 19. Hall The sahuagin mount a desperate defense here, determined to protect their leaders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     with the vestige inside. The vestige tries to coax the creature into its service by offering it a Dark Gift (see chapter 1). The amber monolith has AC 16, 80 hit points, and immunity to poison and
                                                
                                            
                                                
                                                     sword of vengeance haunted by Mara Silvra (these magic items are detailed in the Dungeon Master’s Guide). All of these treasures become obvious if the liquid is drained, as do 220 sp, 30 gp, and twelve
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the goblins destroyed and desecrated, trapping people inside. The Sleeping Giant, where goblins ransacked the bar. The crime scenes are further detailed in the “Stolen Shards” section. The characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    . Learning more from her requires effective roleplaying to win her over, as well as a successful DC 13 Charisma (Persuasion) check. Inside the Apartment Doña Rosa’s tiny apartment consists of a living room
                                                
                                            
                                                
                                                     locket hangs on the wall near his bedroll. This is the top half, and no picture is inside. Offerings for the Dead After the characters speak with Doña Rosa, they see other residents of the vecindad
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     effect inside it, and two motorized tracks of handles—one moving up and the other moving down—span the vertical length of the brightly lit tube. A creature that enters the drop tube floats weightlessly
                                                
                                            
                                                
                                                     unlock each door (if applicable) is detailed on the maps throughout this adventure and listed as a parenthetical in encounter area headings. To open a card-locked door, a key card that grants access
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     tomb. After the characters left her, Sangora detailed her conversation to her vampire spawn assistants. The spawn decided to make a meal of the characters, assuming that Sangora would never discover
                                                
                                            
                                                
                                                     dead and their names have worn away. If the characters open these slabs, they find only dust and bones inside. The piece of paper is on a slab in front of an open nook that never held a dead Dolindar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    . W3: Main Room A character who listens carefully before entering this area and succeeds on a DC 12 Wisdom (Perception) check can hear the tieflings inside discussing whether to betray someone named
                                                
                                            
                                                
                                                     the Outlands) with a skull made of colorful glass shards. This mimir is further detailed in the “Mosaic Mimir” section later in this chapter. W6: Castellan Chamber If the two mezzoloths in this room
                                                
                                            
                                        





