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Returning 35 results for 'mark some with only advise for for locked'.
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Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis was short
, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or several, as
Species
Van Richten’s Guide to Ravenloft
Memories table to inspire its details.
Lost Memories
d6
Memory
1
You recall a physically painful moment. What mark or scar on your body does it relate to?
2
A memory brings
?
4
A memory brings with it the voice of someone once close to you. How do they advise you?
5
You recall enjoying something that you can’t stand doing now. What is it? Why don’t
Backgrounds
Guildmasters’ Guide to Ravnica
You’re a spy. Secrets and misinformation are your stock in trade. You skulk in the shadows, infiltrate other guilds, and steal the most precious secrets, whether they’re written in locked
, disguise, and deception, members of House Dimir appear inscrutable. Your true personality and ideals might never manifest, or they might mark you as a quirky member of your secondary guild.
Personality
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Memory
1 You recall a physically painful moment. What mark or scar on your body does it relate to?
2 A memory brings tears to your eyes. Is it a bitter or cheerful memory? Does recalling
. How do they advise you?
5 You recall enjoying something that you can’t stand doing now. What is it? Why don’t you like it now?
6 A memory carries a vivid smell or sensation. What are you going to do to recreate that experience?
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Scrivener’s Tale ten years ago from Machil Rillyn, a noble and a former adventurer from the city of Baldur’s Gate. The terms of Machil’s gift stipulated that the book was to be locked away and
never read. Alas, his stipulation fell on deaf ears. When the book falls by accident into the characters’ hands, each of them is afflicted by a supernatural malediction known as the scrivener’s mark. The
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Halfling Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis
was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
T5. Tiger’s Eye This private detective’s business is unremarkable on the outside, its only distinguishing mark an orange-and-black sign featuring a cat’s eyes. Inside is a regal apartment dimly lit
by flickering oil lamps. The door is locked, and visitors must knock or ring the bell before being let in. They are met by Vincent Trench, a human detective and the owner of the Tiger’s Eye. He speaks
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Halfling Regis the halfling, the only one of his kind for hundreds of miles in any direction, locked his fingers behind his head and leaned back against the mossy blanket of the tree trunk. Regis
was short, even by the standards of his diminutive race, with the fluff of his curly brown locks barely cresting the three-foot mark, but his belly was amply thickened by his love of a good meal, or
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
ago after running afoul of the specters in area 3E. Treasure Across the tower, up against the south wall, is a single, locked trunk. The lock can be opened with a set of
thieves’ tools and a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
(Perception) check. After the chalk mark is noticed, anyone who reads Dwarvish can correctly interpret it as a warning that powerful undead reside in the room beyond. Adventurers placed the rune here decades
ago after running afoul of the specters in area 3E. Treasure Across the tower, up against the south wall, is a single, locked trunk. The lock can be opened with a set of thieves’ tools and a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
these towers, advise Aundair’s queen on all things magical, and confer with colleagues visiting from other nations. Apprentices come from all over Khorvaire to train at Arcanix. If you’re a wizard
facilities for the lightning rail and the Orien caravans. If you have the Mark of Passage, odds are good you’ve spent time here.
Stormhome This island city is the seat of House Lyrandar, and Queen Aurala
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
d6 Theft Details
1 You did it for the prestige as much as the money. It took months to plan and even longer to get everyone into place. The High Hall is locked down tight every evening. Its
you have. Multiple dangerous groups have approached you to buy it, and will be offended if you sell to anyone else.
5 What you stole belonged to someone other than your intended mark. Now a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level B10-B13 B10. Ossuary This dark, dead-end chamber holds a mound of charred bones, desiccated body parts, and skulls scattered across a linen sheet. Strange red-black runes mark the sheet’s
that will ultimately require hundreds of victims. B11. Cells These two cells—one to the north and one to the south—are closed off by locked iron-bar doors. Lord Viallis carries the keys that unlock
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Theft Details 1 You did it for the prestige as much as the money. It took months to plan and even longer to get everyone into place. The High Hall is locked down tight every evening. Its crypts
anyone else. 5 What you stole belonged to someone other than your intended mark. Now a deadly organization such as the Guild is after you. 6 You were caught! The owner demands their property’s return, threatening death or worse, but it’s already been taken from you.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
19. Obo’laka’s Shrine A pair of needlelike columns mark the entrance to a walled ruin. In the courtyard beyond, banyan roots envelop a squat building. The stone doors that seal the entrance are
.
The ceiling reflected in the pool doesn’t show a moon carving, but rather a sun carving. To travel back to area 19C, a character must duck under the pool’s surface. Locked Secret Door. A secret door in
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
absence of authority is foolishness. Neogi mark themselves and those they capture through the use of dyes, transformational magic, and other markings intended to signify rank, achievements, and the
, Gibbeth, and Hadar—resemble stars and embody the essence of evil. Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
docks! The party holds the line. Mark one victory and advance to Event 6: “Rolling Thunder.” The party retreats. The cultists of Talos surge into the town. Go to Event 5: “Streets of Rage.” Event 4
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
is locked and reinforced with bronze bands. All of the servants carry a key, as do Lady Wachter and Ernst Larnak. The door can be forced open with a successful DC 20 Strength check. If the characters
door is locked and similar to the front door (area N4a) in every respect. The vestibule has plain wooden doors leading to areas N4d, N4f, and N4h. N4f. Servants’ Closet Servants’ coats and aprons
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Bare hooks and pale rectangles mark places on the walls where paintings once hung. Standing in the southwest corner near a single door is a stuffed wolf, its glassy gaze fixed on a stone staircase
: Shrine (Locked) Students and guests are not allowed in this room, which is why Sythian locks the door. Sythian’s father, Vexxis, worshiped gods of the hunt and the harvest. When he died, this room
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
Dexterity check using thieves’ tools to open it. A locked door can also be smashed open with a successful DC 15 Strength check. A character looking for a secret door finds one with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, patient killer. Ideal. When operating as Anders’ servant, Skerrin believes that it is the duty of those with experience and wisdom to advise the young. As an assassin, he holds that those strong enough
, prompting outraged calls for justice from Anders. 19 Pirate activity increases, bearing the unmistakable mark of the Sea Princes. The Brotherhood’s ships adopt Sea Prince regalia to confuse the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
areas T4, area T5, and area T6. T4. Top-Level Apartments The doors to both apartments on this level are locked. T4a. Martisha’s Apartment Martisha Kullandra (neutral female Brelish human magewright; see
-Level Apartments The lower-level apartments have similar layouts to the ones in area T4 but house different creatures. The door to every apartment is locked. If you need occupants for an apartment
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of warding 20 1d4 intellect devourers Bugbears The bugbears are branded with the mark of a drow house, identifying them as slaves. They try to sneak up on the party and score an easy kill
and buildings are lit by eldritch green, blue, and violet lights as bright as torches (created with continual flame spells). Other areas are dark.
Shielded City. The drow have locked down their
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
her tattooed eye decorated with gemstones. Her dark green hair is close-cropped, with a mark shaved into it that matches a sigil on her cherrywood staff. She looks up toward you as she pours from a
. As with Xemru Thaal, none of the other visitors have yet returned. The Oracle’s Portal Behind the main temple stands a nondescript and locked shed, within which is the portal that leads to Valin’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
effects. Locked Doors (Initiative 20). The four doors to this room slam shut and are locked in place by magic. This effect activates only once, the first time the trap is triggered. Poison Gas (Initiative
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
serves as quarters for the officer in area 3. Treasure. The chest is locked and can be opened by a character who makes a successful DC 12 Dexterity check using thieves’ tools or who has the key. It
. Treasure. The chest is locked and can be opened by a character who makes a successful DC 12 Dexterity check using thieves’ tools or who has the key. It contains personal possessions, a purse containing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and mountains ringing the southern coast, and the enormous gaps in the jungle canopy that mark the Aldani Basin, Lake Luo, and the Valley of Embers. Pterafolk never use the chimney between level 3
chests aren’t locked. All together, they hold 2,000 cp, 730 sp, four gemstones (50 gp each), and a spell scroll of commune with nature. One of the chests also contains a cloth-wrapped, wooden mask
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
that gains this benefit can’t do so again until the next dawn. Water taken from the fountain loses its magic after 10 minutes. West Door. The door into area B2 is locked. Lord Viallis carries the key
, both of which hold woodcarving tools and strange wooden objects.
Cultists work here to craft the wooden symbols that mark membership in the cult—a distended tongue with a torn root. Fifty newly carved
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
successful one. Exposing a patch of the mold to sunlight or dealing any fire damage to it destroys it. Treasure. The dwarf skeleton clutches a +1 longsword that bears Durgeddin’s smith-mark. The human
uncovers a suit of scale mail and scattered coins totaling 200 cp, 180 sp, and 60 gp. 27. Iron Door The entrance to Durgeddin’s halls and forges lies behind a sturdy locked door. Cut into the cavern wall is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
dire wolves chase eight pilgrims (commoners). If the adventurers drive the wolves off, the pilgrims offer 10 gp as thanks.
16 A locked box sits on the side of the road, having fallen off a
Lizardfolk” encounter is just one of the many business opportunities that mark a long-running Acquisitions Incorporated campaign. Forward-thinking adventurers can make a deal with Thetsis and her tribe
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
alerted to intruders, Thurstwell has locked the puzzle box in the iron chest and tucked the key into his robe pocket. Thurstwell commands several imp spies who enter and leave his room through the
beyond the ability of any of the characters. Falaster Fisk, a spy imprisoned in the dungeon (area V29), can advise the characters that taking the box to Candlekeep is their best bet for learning what
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
the Seldarine, as a reminder to the passing faithful of the importance of Remembrance. The priests advise those in their care to look into the mirror in order to deepen the trance of Remembrance. In
they mark her symbol on graves and tombs to invoke her protection of the dead. In these comforting aspects, Sehanine is often imagined as a willowy, gentle male elf with shining eyes that reveal both
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
rooms. Neighbor. A fish-headed creature named Shanzezim lives in area C10. Prisoner. The cultists locked a small creature in an adjacent room (area C11). Treasure. A silver bracelet set with seven
mages know about the secret passage, but none of the cult fanatics do. At the far end of the secret passage is another secret door easily spotted and opened from inside the tunnel. C17: Library Mark Behm
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
held on the morrow they will depart for home with a treaty scroll. This scroll is signed (with a special mark) by the jarl and offers the Lord of the Oni 25,000 gp worth of gems, plus whatever loot
Fire Giant King). An apparently empty ledge high in the southwest wall is the resting place of an iron box that is invisible, has no magical aura, and is locked (requiring a successful DC 20 Dexterity
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
portals first, but you can say that their attempts to access the headquarters portal have locked it down temporarily, preventing the Six from accessing it. Remove one failure point from the party’s
to mark the distance and direction to the spires of rock along the shore, allowing the ship to pilot around them and to a calmer bay beyond. A successful DC 14 Wisdom (Perception) check allows the






