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Returning 35 results for 'mechanus some with only all follows for learn'.
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mechanus some with only all follow for learn
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merchants some with only all follow for learn
mechanus some with only all flows for learn
Monsters
Fizban's Treasury of Dragons
)
5
Inquisitiveness. Even the smallest village contains myriad stories of love, loss, triumph, and betrayal. There is always more to learn about people. (Any)
6
Espionage. Once I get paid
emerald dragon wyrmling follows a berserker to observe the berserker’s life. The berserker believes the dragon is a spirit companion.
4
A flattering orog plies an emerald dragon wyrmling with
Monsters
Fizban's Treasury of Dragons
pastime.
2
A crystal dragon wyrmling has foreseen an untimely end for the bandit;bandits who raided the wyrmling’s lair and follows the bandits to keep them safe.
3
A crystal dragon
—if only they would stop trying to kill the dragon’s guests.
6
A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don’t appreciate the wyrmling’s pranks.
Cold, Radiant
Magic Items
Storm King's Thunder
Ruling Scepter in its possession can harness the throne’s properties, which are as follows:
The throne gains a flying speed of 30 feet and can hover and flies where the creature wills. This
with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne’s destruction triggers an explosion, as shards of obsidian fly out
Monsters
Fizban's Treasury of Dragons
you do … or than any of your selves do, really.
7
It is not my place to interfere. I merely seek to observe, learn, and understand.
8
With a true understanding of metaphysics
monastery of githzerai warrior-monks, an adult amethyst dragon sends them aid against a mind flayer colony.
7
An apostate community of githyanki follows the tutelage of an adult amethyst dragon
Magic Items
Infernal Machine Rebuild
of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons
1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon
1/month: conjure elemental
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Three Truths Infinite possibility doesn’t mean infinite complexity. The residents of Sigil and planar travelers know the multiverse follows three basic principles. Reality’s vast complexity and the
limits of individual perspective might obscure these principles, but those with the time and patience to learn from the multiverse’s cycles eventually realize these truths.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Character Advancement The characters should be 5th level when this chapter begins. In this chapter, characters can advance to 7th level and no further. Advancement is handled as follows: The
characters gain a level when they discover the location of Zorzula’s Rest and determine that they must confront Ruxithid the Chosen and the Sawplee goblins there. The characters gain a level when they defeat Ruxithid and learn of a larger, more sinister plan.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Hexton Modron When the armies of Mechanus mobilize against the forces of chaos, hextons are the field generals who command modron troops. These hulking hierarchs lead groups of modrons in endeavors
outside Mechanus, with the most notable example being the Great Modron March. Hextons have solid frames that bristle with six shining flanges. They boast a pair of arms and tentacles, both of which end
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section. Step 2. Review “Frost Giant Factions” and the Key NPCs table to learn about individuals
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Undead knights keep their own council and have their own agendas. The only person whose lead Soth follows is Kansaldi Fire-Eyes, and that is only because she speaks on behalf of the Dragon Queen herself
in the world. The characters can learn relevant details about Lord Soth throughout the adventure. Even as the characters reach their highest levels, Lord Soth likely remains too great a threat for
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Adventure Structure This adventure has three parts, as follows: Part 1: Schemes in Sigil introduces characters to the city of Sigil and the multiversal glitch that has severed them from their
castle, learn how to find R04M using a damaged magic item called a mimir, and witness unnatural events plaguing the plane. Part 3: Unity of Rings reveals Shemeshka’s role in a planes-warping plot and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Preparation Before running the adventure, prepare as follows: Step 1. Read the “Adventure Background” section (including “Redwood Watch” and “The Council”). Step 2. Familiarize yourself with the Key
characters should learn a new rumor each time they interact with the villagers until they’ve heard all the rumors. Step 4. Bookmark the following stat blocks in the Monster Manual or on D&D Beyond
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: Door Handles. The black basalt doors leading to the dais (area 15b) have handles on this side and are easily pulled open from within.
Mithral Veins. Thin veins of mithral spread across the
came here to learn secrets and receive divine guidance. While attuned to the room and inside it, a dwarf can cast the divination spell at will. Answers provided by the spell come from an unknown source
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
catastrophic damage, the lair collapses over the course of 1 hour. Characters can learn this information by speaking to Thorvin in area X13. The unstable areas are as follows: Area X2, in the threshold
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
takes years of study, instruction, and experimentation to learn how to harness magical energy and carry spells around in one’s own mind. For adventuring wizards and other spellcasters who aspire to
than just a stereotypical spell-slinger. Use the advice that follows to add some intriguing details to how your wizard interacts with the world. Watch. I love this trick.
Hey, wizard! You can’t do magic.
Oops, now you can.
Oops, now you can’t anymore. Ha ha ha!
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of
feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier
Flurry of Blows Immediately after you take the Attack action on your
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Step of the Wind. You learn more ki features as you gain levels in this class. When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of
feature’s effects. The saving throw DC is calculated as follows: Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Flurry of Blows Immediately after you take the Attack action on your
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Character Advancement In this chapter, level advancement is handled as follows: The characters advance to 2nd level after completing their first quest in this chapter. They advance to 3rd level after
. They also learn about new adventure opportunities outside Ten-Towns, as described in chapter 2. The Frostmaiden’s aurora sweeps across the night sky over Easthaven
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
follows: Honored guests,
Welcome! I’ve been expecting you. Don’t fret; you’re safe here. Our city’s so-called “peacekeepers” hold no sway in my establishment.
I’ve prepared accommodations for each
octet of shoes!”
–Alta Addercop, drider gambler
Planar Proprietor Shemeshka’s reputation precedes her. Characters who question Farrow, Valek, or other locals about her might learn the following
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
follows to learn what they’re up to. It fights the characters only if they attack it, fleeing if reduced to 10 or fewer hit points. If the demon escapes, the tower goes on alert. Slaves These commoners
Quasit A drow wizard’s quasit familiar invisibly haunts the halls and chambers of the tower. It follows and observes the characters to find out what they’re up to, leaving to alert its master (a drow mage
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
things go as planned. The four parts of the adventure are as follows: Part 1: Seeds of Destruction chronicles the devastation wrought by the astral seeds on the characters’ home world and the party’s
’ world in the process. Part 2: Terrors of the Void deals with the characters’ journey to the edge of their Wildspace system, where they encounter Princess Xedalli and learn the enormity of the task that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Archaeologist Camp The archaeologists set their camp on the beach to the lagoon’s south, where the cliff gives way and allows passage inland. Describe the camp as follows: The tents here sit between
which a piece of the Rod of Seven Parts waits. The characters can chat with the archaeologists to learn about the complex and ask to borrow magic items to aid their quest. Laysa’s Goals At camp, Laysa is
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
return to Phandalin and thus kick off the events of chapter 5 and beyond. A summary of each of the first four chapters follows. Chapter 1 Summary The adventurers are on the road to the town of
warrior named Sildar Hallwinter. The characters must deal with the ambushers and then follow their trail to the goblins’ hideout. There, they can rescue Sildar and learn from him that Gundren and his
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
well-rounded fighters of great skill and knowledge. Combat Superiority When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers
. You learn three maneuvers of your choice, which are detailed under “Maneuvers” below. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
getting away with no one the wiser as to what you’ve stolen. And it’s a safe bet that your fellow franchisees will quickly learn to search the shadows before they say something they don’t want you to hear
. Way of the Drunken Master The most dangerous adventurer in the room is the one that no one knows is an adventurer. As a monk who follows the Way of the Drunken Master, you excel at keeping your true
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
(Deception) check to convince the bugbears to do what the party wants. Roleplaying Droop The goblin, Droop, is not a threat to the party. He has been cowed by the bugbears and follows their orders until
suggests the characters might be able to capture a patrol to learn more about the castle. Characters might be inclined to keep Droop around for a while. See the “NPC Party Members” sidebar in Part 1 for
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material
, both civilized and savage, including humans and a tremendous variety of other species. They have language and culture, few if any innate magical abilities (though most humanoids can learn
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
perks up considerably if the characters mention Hamukai’s name. Its stone face grinds and changes into a pleased expression as its eyes light up. It then bonds with and follows the party member who
learn all about it. Shamir thinks the golem is valuable and will lead to a big treasure. Both are keen to go on a treasure hunt and offer to guide the adventurers to Haruun. Shamir reminds the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
of the Land might feel a connection to the giants who inhabit that land. A monk who follows the Way of the Four Elements might seek to emulate Annam, the All-Father, to shape and channel the forces of
giants, either ancient or living. Your character might strive to unearth and record more of the ancient history of giants or to learn more of their present ways. This could be a matter of personal
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
, Wisdom, and Charisma scores. Choose the item’s abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest. Alignment. A sentient magic
knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. 8 Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves. 9 Soulmate
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wings. Omid has orders to deliver the Stranger safely to Mechanus, where judgment awaits. The deva’s glowing mace is reminiscent of a large key. The head of the mace lines up neatly with the gear
Stranger. Cells The Stranger The door to each cell opens into a 10-foot-square extradimensional space brightly lit by magic. The cells and their contents are as follows: Cell 1. This cell contains a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
trained pack of wolves and frets about outgrowing this favorite pastime.
2 A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling’s lair and follows the
perfect household servants—if only they would stop trying to kill the dragon’s guests.
6 A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped
learn spellcasting), and a bipedal form. The most common humanoid races are the ones most suitable as player characters: humans, dwarves, elves, and halflings. Almost as numerous, are the races of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
are their own thriving ecosystem. As a ranger who spends part of your time in urban settings, you quickly learn to seek out the companionship of some of the many beasts that inhabit those settings
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon wyrmling is being hunted by a fire giant’s pet hell hound.
3 An emerald dragon wyrmling follows a berserker to observe the berserker’s life. The berserker believes the dragon is a spirit
back the soul of a legendary hero.
2 A group of adult red and silver dragons set aside their differences to learn wisdom from an ancient emerald dragon.
3 Two balors act as jailers for an






