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Returning 13 results for 'meditating chapter'.
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Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stone giants. They are meditating in order to gain the benefits of the Olach Morrah feature (see “The Great Stillness” section earlier in this chapter). If they remain undisturbed for another 30 minutes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to Mount Celestia. Two towering, bear-headed sentinels in heavy armor guard the gate. Other locals linger nearby, meditating on the gate.
The gate’s guards are warden archons (see Morte’s Planar
Guard or Sincerity’s home (detailed later in this chapter). Law and Archons As a hound archon, Varrel is a being of absolute law and goodness. Even if the characters are helping him, he won’t condone
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giantkind Encounters This section includes encounter tables themed around each of the six kinds of giants in the Monster Manual, plus death giants (found in chapter 6) and fomorians. Each table
(see chapter 4)
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Death Giant Encounters The Death Giant Encounters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chapter 7) has not been defeated, she is here in place of the stonemelder. The cultists are meditating, using the crystals as foci. They are too entranced to hear sounds of combat in areas G9 or area
guards (see chapter 7) stand in front of the statues. Characters not wearing disguises are recognized for who they really are. Characters disguised as earth cultists or cult prisoners must make a Charisma
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, you hear the grinding of enormous gears hidden deep below the stone floor.
Two Howling Hatred priests (see chapter 7) supervise as five commoners slowly turn the westernmost wheel (see “Stone
minstrel, Windharrow, and five Howling Hatred initiates (see chapter 7 for both). None of the initiates possesses an ounce of musical talent. If the characters approach the Windwyrds peacefully, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
strung between them like barbed wire to hinder creatures attempting to cross over. For the effects of sticky webs, see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide. Each tower has a
are variously spending their idle hours sharpening and poisoning their weapons, eating, or meditating on curved stone benches spaced along the walls. 18f. North Barracks This building and its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gold key on a string around her neck (see “Treasure” below). The archdruid sits meditating in a throne of yellow crystal that stands in the western alcove. The throne has eyes carved into it.
Secret
the start of the chapter. The archdruid is friendly toward visitors who have done nothing to anger her. The displacer beast and the awakened tree fight to the death to defend her. Characters who do
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
meditating on curved stone benches spaced along the walls. Treasure. Each warrior wears an obsidian scarab engraved with the insignia of House Freth (25 gp). 19b. Stores The stone door to this curved
holding five applications of drow poison (see “Poisons” in chapter 8 of the Dungeon Master’s Guide). Rilna wears a platinum helm shaped like a spider with eight jet orbs for eyes (2,500 gp) and a spider
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
coin. The significance of the coin is revealed in chapter 11, “Caught in the Tentacles.” If the characters agree to go hunting for Hekaton, Serissa suggests that they take their conch of teleportation
again until chapter 12, “Doom of the Desert.” It’s possible that the characters might come into possession of a spell scroll of resurrection at some point in the adventure, in which case they could
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chapter). Asharra can provide directions, but she doesn’t allow her people to go anywhere near the ruins because of the evil, intelligent cranes (eblis) known to live there. DANCE OF THE SEVEN WINDS
called the Skull Chalice of Ch’gakare (see chapter 5). If the characters claim to be headed to Omu, she urges them to find the chalice and return it to her “for the good of Chult.” If the characters
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
moth-eaten blanket and a side table. Levitating a few inches off the bed is a cross-legged ghost wearing light robes, seemingly meditating. The ghost’s eyes snap open. “We have visitors,” the ghost
telescopes, each covered in dust. A large, round table in the middle of the room bears old, faded maps that depict the Sky of Many Things (see chapter 13). A staff leans against the table, and a book
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Benches. By sitting on these crystal benches and meditating, citizens of Ythryn could join their minds with the Telepathic Pentacle, gaining insights about their past and future. A creature that sits on
Glacier. Its head wound up deep within the Caves of Hunger (see area H9 in chapter 6), and its body has been stomping around Ythryn ever since. The golem swings blindly at anything that attacks it. Y14
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is meditating. He is roused by the sound of combat or any direct attempts to contact him. Unless cornered, he flees to area 20 and returns with the occupants of that room. If they are gone or slain
perfumed oil (5 gp), a velvet bag containing five pearls (3 gp each), and a small vial of basic poison (see chapter 5 of the Player’s Handbook). 40. Drill Hall This open area features six floor-to-ceiling