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Returning 29 results for 'document inside are bards'.
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Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
Movement", "rollDamageType":"force"} force damage if it ends its turn inside an object.
Magic Resistance. The dream eater has advantage on saving throws against spells and other magical
dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards and other persuasive adventurers find themselves uniquely poised to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
Citadel vehemently denied reports that Drinn is employed by the Citadel.
Confiscator. Sometimes an espionage agency needs something stolen—a document that incriminates a public figure to a prototype
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
characters don’t disguise their approach, one of the investigators calls out, identifies themselves, and welcomes the company. They invite the party inside to meet with their partner. Ultimately, if
help them explore the house and document strange phenomena. If the party accepts the investigators’ offer, they acquire reliable allies. One of the investigators offers to join the party in their
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
arrival of four clumsy local youths, who keep their distance from the cabin once they catch a whiff of something unnatural.
“Dang if they ain’t goin’ inside!” exclaims one youth.
“Shut up, or Frody
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Sneaking Past Guards. The characters can find a document in the curator’s office (area V5) that outlines the guards’ stations after hours. During the gala, the curator keeps this document on her
person (see the “Curator Alda Arkin” section). Characters who spend at least 1 minute studying the document have advantage on Dexterity (Stealth) checks made to sneak past guards after hours. Stealing
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters discover a document that explains the signaling system used by the smugglers to indicate the ship has arrived; by deciphering and sending the proper return signal, they can put the crew
than simply lining their pockets.
Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, mages, and rogues
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
unable to locate an elusive foe, or have been captured by the cult and need inside help to escape, a Harper can offer up a secure hideout, a whispered clue, or a smuggled knife. Bards, rogues, and wizards
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
engulfing its prey in a phantasmagorical nightmare. The key to defeating a dream eater lies not in brute force but in the ability to pierce its illusions and wrest others from its terrors. As such, bards
they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Magic Resistance. The dream eater has advantage on saving throws against spells and other magical
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the check. Once roused into action, the terracotta warriors attack all the creatures in the tomb. Coffin Shagambi’s coffin is trapped but not locked. When its lid is opened, a music box inside the
check. The bones of a kamadan (Shagambi’s animal form; see appendix D) are bound in cloth inside the sarcophagus, along with valuables (see “Treasure” below). Treasure The following treasures are
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
multiverse. One such hypothesis cites a legend that speaks of a document containing ancient elven writings — a series of essays spanning centuries. Among the many arcane and mundane topics addressed in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
appropriate ministry. Inside, stewards warn visitors against touching the hall’s many polished surfaces, lest they anger Chief Bordon Mok, a no-nonsense, lawful good bariaur wanderer (see Morte’s Planar
stately towers—originally seven, but the library was sold and walled off—and a sprawling network of underground archives linked to each of the academy’s founding structures. Records. Inside the guarded
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
buildings.
This area is used by cult members as a gathering point before they stage their ceremonies inside the temple. A flight of rickety steps half hidden behind detritus leads up to the ship’s
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
mining efforts inside the mountain. Below them lie the great ore mines of today, constantly being worked by crews of engineers and laborers. By law, the mines are forbidden to visitors — even non
known written copies have ever been reported. Only a privileged few non-dwarves have ever heard the Dirge in its entirety, and dwarf bards who want to perform this epic must demonstrate great skill in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is barred shut from the inside. A large dining table stands in the middle of this hall, surrounded by tall-backed wooden chairs. Suspended above the table are two chandeliers fitted with wax candles
mainly for food deliveries and is barred shut from the inside at night. C3: Servants’ Quarters This room contains three two-level bunk beds, one of which is currently in use. A washbasin stands in a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down
hides and five giant-sized bags. Treasure. The fourth bag searched contains a gold-inlaid skull with a report from Chief Nosnra to Jarl Grugnur on a piece of parchment rolled up inside it. This
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
area T1 is locked. Each guard in the vault has a key that unlocks this door. Trapped Safes. The two document safes in this room contain secret information about local nobles and government officials
intruders inside. Vidorant. If Vidorant teleports to the vault (see the “Vidorant Arrives” section later in the adventure), she arrives on the balcony, as the interior of the vault is warded against
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, semiliterate document requesting a further supply of ironware “as per previous consignments and at the agreed terms.” The signature here is in the form of a pictograph and shows a lizard with forked tongue
extended. This last document is a request from the lizardfolk for more weapons. You should exercise caution here in not making the document too explicit — the lizardfolk would not want the document to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
folk sip warmed ciders and broths (often laced with herbs for health and to bring on visions) and stay inside. They tell tales of what interested them or was important in the year just done, and discuss
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
pried open with a successful DC 11 Strength (Athletics) check or picked open with a successful DC 10 Dexterity (Sleight of Hand) check using thieves’ tools. Inside is a small portrait of a human woman
finds a hidden compartment in one of the shelved books. Inside is a Spell Scroll of Protection from Evil and Good. N6: Tomb of the Knight A stone, gold-painted sarcophagus rests in the center of this
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
with trees and piles of rocks that cloud giants use to make ranged attacks. The soil beneath the grass is 2 feet deep. A hedge divides the yard, and inside the smaller area is a black-and-white marble
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to the northeast connects to area P1. P3b: Supertemporal Arena All manner of strange immortals fill rows of seating inside a gigantic glass viewing sphere floating amid swirling energy. An
one of character’s incarnations was slain by the Fiends—along with an infernal document noting their right to invade the worlds they won as part of the game. Portal. A permanent portal connects to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
portcullises. The winch to operate the northern portcullis is accessible from the yard. The winch to operate the southern portcullis is inside the passage leading to area B11. It takes 3 actions to raise
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receipt for a lightning rail ticket, indicating the time, date, and journey of Garra’s lightning rail trip to Wroat. The other document contains a list of the names and addresses of the warforged hired to
inside. Money collected from ticket sales is placed in a small slot in a magic floor safe that can only be opened by a dwarf bearing the Mark of Warding. T13. Bathroom The bathroom contains six stalls
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
precious or dangerous—are showcased in an exhibition hall just inside the Armory. Doom Lords. Beyond the forge lie four heavily guarded chambers, each containing a portal to a fortress on the edge of one
, supposedly impartial magistrate appointed by the Guvners. Punishments are tailored to fit the crime, and advocates are strongly encouraged. Lawyers and orators, these civil servants include bards
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
“To be continued!” unfurls in front of the scene, and then the curtains close. From the folds of its robes, the hooded figure presents a document to each character. Each one looks like a ticket with a
(DM’s choice) 2 Somewhere in Thither (DM’s choice) 3 Outside Brigganock Mine (see “Brigganock Mine” later in the chapter) 4 Inside Lockbury Henge (see “Lockbury Henge” later in the chapter) 5 Atop one of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
also the domain of several white dragons, the largest and most powerful of which are two ancient white dragons named Arauthator and Arveiaturace. Each dragon makes its lair inside a hollowed-out
are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers — not surprising, given that many Harpers are wizards and bards. Grand and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
covet magic items that allow them to converse with interesting personalities. An intelligent telepathic weapon or a magic lamp with a djinni bound inside it are among the greatest treasures a brass
tricks with good humor. Copper dragons are particularly fond of bards. A dragon might carve out part of its lair as a temporary abode for a bard willing to regale it with stories, riddles, and music. To






