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Returning 35 results for 'mechanus sigil with only arise from for land'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
obstacles.
Steel predators are created by a unique modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of
Mechanus, the ingenious modron was lauded for its invention—until it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue
Monsters
Mythic Odysseys of Theros
wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that infect a whole city or region. If enough mortals dread destruction for long enough, their
dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they embody, which might manifest as flaming beards, frozen skin, hair
Backgrounds
Mythic Odysseys of Theros
respect bordering on reverence. Athletes arise from all walks of life and all cultures and quite often cross paths with one another.
Skill Proficiencies: Acrobatics, Athletics
Tool Proficiencies
: Vehicles (land)
Languages: One of your choice
Equipment: A bronze discus or leather ball, a lucky charm or past trophy, a set of traveler’s clothes, and a pouch containing 10 gp
Favored Event
Barbarian
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
sufficient to defeat whatever threats arise.
A Life of Danger
A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is
character, think about where your character comes from and his or her place in the world. Talk with your DM about an appropriate origin for your barbarian. Did you come from a distant land, making you a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
the table twice: once to generate a portal anchor—the physical location in Sigil where the portal exists—and again for a destination and its thematically related portal keys. Sigil destinations
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 5 – Automata: Recalibration At the center of Automata stands a massive, toothed cog that encloses the gate to Mechanus, the plane of ultimate order. This towering gear rotates slowly—one
. To complicate matters, agents of chaos are eager to disrupt the town’s perfect order. Automata is detailed in chapter 3 of Sigil and the Outlands. Review the town’s description prior to running this
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
eager to lead its followers directly to Mechanus, where they can make an unremarkable report. Inconsistent If the characters provided inconsistent details about the Outlands—several accurate and
particular alignments. If the information characters provided to their mimir strongly reflects the philosophies of a faction in Sigil, choose the result that best corresponds with that faction’s agenda
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eternity of Gehenna Ribcage The Nine Hells of Baator Rigus The Infinite Battlefield of Acheron Automata The Clockwork Nirvana of Mechanus Fortitude The Peaceable Kingdoms of Arcadia Sigil, City of Doors
The Outlands and Sigil The Outlands is the plane between the Outer Planes. It is the plane of neutrality, incorporating a little of everything and keeping all aspects in a paradoxical balance
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
69. Mechanus Chain Hot wind tinged with the smell of burning oil blows down a forty-foot-diameter vertical shaft. Stone balconies protrude from the walls on opposite sides of this expanse, with the
, Acererak contaminated a workforce of modrons from the plane of Mechanus. Under the stewardship of a corrupt pentadrone, the modrons rerouted one of their great chains into the tomb. The sections of the shaft
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Mosaic Mimir The Mosaic Mimir is a mimir (see Sigil and the Outlands) that looks like a human skull made of gold, silver, jade, and onyx. The mimir was badly damaged in the attack on Iedcaru, and it
key to finding R04M, but it must have its missing data restored to access its Esoteric Knowledge and Planar Knowledge properties (detailed in Sigil and the Outlands). Zaythir or a character who
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Local Nuisances While Sigil’s inhabitants potentially pose the greatest threat to those exploring the city, two dangers pervade Sigil: cranium rats and razorvine. Cranium Rats Rats thrive on the
to the city, squeakers share their psionic abilities with citizens to create a citywide communication network, though some cranium rat swarms have agendas of their own. Razorvine Farming in Sigil is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, creating multiversal anomalies. Shemeshka planned to eventually release the modrons to Mechanus, where they would skew the workings of that plane. She would then take advantage of the chaos. R04M wants
escape into Sigil. This portal’s location is up to you. Use this opportunity to return to a favorite site in the adventure or to help characters acclimate to their new powers. The R04M’s Portal table
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Doorway to Eberron Before seeking the third rod piece, the characters can rest and prepare in the sanctum in Sigil. By doing some research in Sigil or conversing with the Wizards Three, the
war machines known as colossi, lie strewn about the Mournland, and warforged wander the land. Warforged. Warforged are common on Khorvaire. These Constructs are formed from wood and steel, then
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
particular hexton modron, using a machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious hexton was
a shop in Sigil where, for a steep price, anyone can commission the manufacture of a steel predator. Assassins on Demand. To create a steel predator, the hexton’s machine must be fed something that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows
. Mountains clawed the ruby sky. The Land of Teeth, Azuth had once aptly called it, surveying the endless jagged rocks. This was the Greeting Ground, the realm of horror that had claimed the lives of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
a Celestial and a Fiend arguing in a tavern while sharing a fine bottle of wine. Gate-Towns of the Outlands Town Gate Destination Automata Mechanus Bedlam Pandemonium Curst Carceri Ecstasy
slaad to wreak havoc in the gate-town of Automata than it is for even a horde of slaadi to accomplish anything in Mechanus itself. Celestial spies and Fiend assassins carry out subtle plots and
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
machine located in the city of Sigil. It wasn’t always headquartered in the City of Doors, however. On its original home, the plane of Mechanus, the ingenious modron was lauded for its invention—until
it turned these creations against its superiors. Steel predators wreaked havoc against the modron hierarchy until the rogue modron was trapped and exiled. Now it operates a shop in Sigil where, for a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Complications d6 Event 1 Three manticores that lair on a nearby coast swoop down to attack. They use the skeletons to help finish off land-based prey by landing in a square infested with them
arise in three random squares. 5 A pirate, Knife-Catcher Skeen (NE male human bandit), has hidden in a clear square in the dunes. Left for dead by his comrades, he begs the characters for help. 6 A
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
. Urban Renewal A circle of druids uses ancient magic to amplify the crystal’s power, spreading its land-warping influence. The crystal’s growing shroud threatens to engulf a nearby city whose ruler
has been hostile to the druids in the past. Creatures from the Megafauna World Encounters table in chapter 3 spontaneously arise in the city and wreak havoc as the settlement transforms.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
than strain the land during a famine. FIRBOLG CLASSES
Most firbolgs are druids, rangers, or fighters. Among their kind, these vocations are passed down from one generation to the next. The firbolgs
’ magical heritage also expresses itself in other ways; those who become bards preserve the clan’s lore, and firbolg sorcerers defend their communities. Firbolg wizards arise when a clan becomes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Ascendant Factions Factions wax and wane, shifting the balance of power in Sigil. The most influential factions are known as ascendant factions, widely recognized groups that oversee aspects of daily
life in the city. Currently Sigil has twelve ascendant factions. The following sections present these factions, along with notes on their leaders, sites in Sigil that serve as their headquarters
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
experiments, and the magical disasters that plague the land. Hazlik claims his apprentices’ successes as his own, both to hide his lack of innovation and to further his reputation as Hazlan’s greatest
Hazlan doesn’t feel as real as the world of his birth, though he’s yet to discover why. He pushes his apprentices to chip away at the nature of the land, hoping to find out what lies beyond—and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil Chaos thrives beneath the streets of Sigil. Also known as the Realm Below, the snaking labyrinth of ancient tunnels binds long-standing city structures to subterranean criminal crossroads
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
sing a song of Elturel Of water, woods, and hill The sun dawns on her ruddy cliffs And fields green and still. This land of long-abiding joy Home of the strong and brave Renowned by all, across the
realms, And never once a slave. O sing a song of Elturel When foes are at her door Her fields torn by cloven feet From some infernal shore. Arise the mighty Hellriders Take up your swift, keen
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
villages. Towns arise where roads intersect waterways, at the meeting of major land trade routes, around strategic defensive locations, or near significant mines or similar natural resources. City
dispersed around a large area of land. Farmers live on their land, which spreads them widely around the village center. At the heart of the village, a handful of structures cluster together: a well, a
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Hazlan While Hazlan’s magic-using elite test the boundaries of arcane possibility, the domain around them crumbles. The result is a realm where supernatural disasters wrack the land and
perfectly, and impossibilities that challenge adventurers of any level can arise. The “Magic in the Dying Domain” section that follows explores the unpredictability of magic in Hazlan, while the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
primarily drew on the legacy of the Flood People. Even after two centuries of peace, tensions sometimes arise between clans and factions due to feuds and the revival of ancient grudges. These
by the wealthy and the poor alike. The folk of this land work hard by day, but they mark each noon as the start of the siesta, which offers a much-needed respite from the midday heat. People retire to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
followers instead. Death knights often use warhorse skeletons and nightmares as mounts. Immortal Until Redeemed. A death knight can arise anew even after it has been destroyed. Only when it atones for
swept the land. When Isolde gave birth to a son, Soth refused to believe that the child was his and slew them both. All were incinerated in a fire that swept through the castle, yet Soth would find no rest in death, becoming a death knight.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the chaotic plane of Limbo 34–36 Ticking portal formed from hundreds of gears Dusty archives in Mechanus, a plane of absolute law and order 37–39 Stained-glass door on a landing of pure light Gleaming
roses Dargaard Keep, cursed castle of the death knight Soth on Krynn 81–83 Circular door curtained with razorvine The Ubiquitous Wayfarer, a many-portaled tavern in the city of Sigil 84–86 Drafty
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
impressive collection of tattoos covering her copper-colored skin. She notices Bkol as he approaches and gives a friendly shout: “Bkol! Back from the land of legends! Glad to see we keep you coming back
!”
Tyrza Bonebreaker (chaotic good, human gladiator; detailed further in Sigil and the Outlands) is loud, powerful, and free with her feelings and praise. She’s fond of Bkol, and listens as he
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters can attack it from a distance or fly in close. The airship can’t land on the Morkoth, but it can float in the water nearby or hover directly overhead, out of the line of fire of the Morkoth’s
islands so distant, characters won’t be able to reach the Morkoth on the backs of griffons, hippogriffs, or similar creatures, since the mounts have nowhere to land and rest when they tire. Dragons don’t
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
frequent in the Hive than elsewhere in Sigil, reflecting the ward’s dismal mood. When it falls, gutters ooze sludge into brackish pools of oil and rainwater, their surfaces disturbed by scurrying
cranium rats. Damp rags and swollen planks cover broken windows, blotting what little light ekes through the ward’s perpetual fog. Of all the wards in Sigil, the Hive Ward has the least oversight
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creatures of legend, most giants owe their existence not to Nyx and the dreams of mortals, but to natural forces in the land. As a result, Theran giants are typically infused with the elements they
WALKER) Doomwake Giant Belief is a powerful force in Theros, capable of bringing about wonders and changing the world—but not always for the better. Doomwake giants arise from pernicious fears that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
granted the rights to engage in sea trade within that region. You can ship goods (over land, water, or air) to one city or other settlement outside your region. (The DM approves this location, and
now includes specific locations located on other planes of existence. These could include such fabled trading locations as Sigil, the City of Brass on the Elemental Plane of Fire, or a githyanki outpost
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
-forgotten empires. Greyhawk As tensions rise among warring nations, heroes plunder dungeons to gain the magic and might they need to defeat the growing forces of evil. Planescape Sigil, the City of Doors
superstitions? What Mysteries Does the World Hold? Every campaign setting has mysteries: a fabled land across the sea, a grim forest hiding a terrible secret, restless spirits haunting a ruined keep for






