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Returning 35 results for 'more sigil with only about for for leave'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
painfully obvious to Zelenn that Nass has been slow to master the arcane tradition of divination. Zelenn’s suggestion that Nass leave the Hosttower of the Arcane and gain experience abroad left Nass
feeling unwanted. After much thought, however, Nass came around to the idea. She could put her magic to the test and carve out a name for herself.
As she was preparing to leave the Hosttower, Nass
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sigil, but attempts to create new ones fail. Those with permission can use them to enter the city via the plane shift spell but not to leave. Summoning in the Cage
With the exception of permanent
Alterations to Magic Planar magic works differently in Sigil. The following magical restrictions apply there: Banishment. Effects that banish a target from Sigil treat the target as if Sigil were its
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
spells, fail if used to try to enter or leave Sigil, with one exception (see “Teleportation Circles” below). Summoning. Spells, magic items, and effects that summon creatures or objects from other
. Teleportation Circles. Permanent teleportation circles exist within Sigil, but attempts to create new ones fail. If the Lady of Pain permits, they can be used to enter the city via the Plane Shift spell but not to leave.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
pass through them. Unlike the city of Sigil, the crossroads of the multiverse, gods are free to enter and leave the Infinite Staircase as they please, though many reject it in favor of more direct
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
telepathically warning intruders to leave immediately or face annihilation. Creatures that don’t comply are attacked. Kites. The three kites are hideous amalgamations of flesh and bone that serve as aerial
10 feet into the cave, a defensive sigil detonates on the ceiling, causing a cave-in. A character who moves 5 feet into the cave can detect this sigil with a successful DC 17 Perception (Wisdom) check
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters are inside the gate-town’s walls, though, they’re not allowed to leave. A secret path to freedom exists, but the characters must be willing to pay the price and take the risks of accessing it
. Curst is detailed in chapter 3 of Sigil and the Outlands. Review the town’s description prior to running this chapter. Aaron Miller Without help, Valder and Fellik Sands have little hope of escaping the oppressive gate-town of Curst
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, though: freeing its lost modron brethren and putting an end to the disruption in the Outlands that caused the characters to become unmoored from reality. After the characters leave the Platinum Rooms
having the monodrone seek them out. There’s no rush to move on with these events, though. Feel free to run other events inspired by Sigil and the Outlands. Andrea Piparo Modrons marching endlessly through Tyrant’s Spiral pass the skull of the former archdevil Beherit… again
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Arriving in Barovia When the characters step through the portal in Sigil, they wade through a thick mist before emerging on the western outskirts of Barovia. Read or paraphrase the following: Thick
.
If the characters attempt to leave or circumvent the village, the Mists return them to where they started. The third piece of the Rod of Seven Parts points toward the tall, gloomy house on the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
place, and ruined city blocks are restored. These are dabus, the silent caretakers of Sigil and loyal servants of the Lady of Pain. Dabus patrol the City of Doors to maintain public buildings, portals
illusory images and symbols in front of themselves. Scholars have yet to determine the origin of dabus’s difficult-to-comprehend rebuses, though some speculate their etymology predates Sigil itself
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
-key tears to keep the portal open. Beholders also frequent this area and try to pick off modrons as they escape. Portal to Sigil The portal in area T1, which the characters used to enter Tyrant’s
Spiral, still functions. However, like the portal to Hopeless, it is difficult to reach. Additionally, unleashing thousands of modrons on Sigil is dangerous. Should this happen, the Lady of Pain
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
refusing to bring in a bounty he believed was innocent—a deed that led to other faction members’ deaths. Valder abandoned his family when he fled his home in Sigil and went into hiding. Recently, Valder’s
the older man, though his skin is partially transparent.
“Time to go already, father?” the young man asks.
Fellik died in an accident in Sigil several years ago. When he manifested as a petitioner
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
An Important Detail Calder Moore The Mount Ironrot region is a wasteland scattered with broken war machines Before the characters leave Sigil for Mount Ironrot, the Wizards Three share their
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
are eager to leave, but cannot do so yet; each either has an unfulfilled bargain with the hag or has displeased her somehow and is working to win back her favor. All five performers are unarmed
“the Known World”) cries while studying script pages that have become wrinkled from his tears. Elegy (a female tiefling who claims to hail from Sigil) paces while talking to a tiefling skull. Klee
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
found in Old Sharn’s ruins. When the characters have all the information they need from Alden to find Garra, the Orien heir offers them a sum of 50 gp to leave his name and House Orien out of their report
a gesture of goodwill and thanks, Vishtai offers each character a unicorn-shaped feather token inset with the sigil of House Orien.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Undersigil Farrow knows a path through Undersigil to Fortune’s Wheel, a casino owned by Shemeshka. Though the shortcut avoids the Harmonium officers, the tunneled realms beneath Sigil bring their own
dangers, as detailed by the encounters in this section. For more information about Undersigil, see chapter 2 of Sigil and the Outlands. On entering Undersigil, Farrow cautions the characters to keep
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
found in Old Sharn’s ruins. When the characters have all the information they need from Alden to find Garra, the Orien heir offers them a sum of 50 gp to leave his name and House Orien out of their report
a gesture of goodwill and thanks, Vishtai offers each character a unicorn-shaped feather token inset with the sigil of House Orien.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
conveyance across the Outlands—though Zaythir won’t leave the Outlands herself or let the walking castle travel to other planes. Directions in the Outlands
As in Sigil, there are no literal cardinal
you can use at any time. The Castellan can provide the characters with an illusory version of the poster map of the Outlands from Sigil and the Outlands. Then, the characters can decide where they wish
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil know how to navigate the Loop, darting through it in desperate moments to trap threats and leave them to die. Nowhere When a faction falls apart or Sigil tolerates it no longer, its members
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
expended. It’s fine for death to be an annoyance, even for those who defy it. New Characters If a player wants to play a new character, you can have glitch characters leave the party or die permanently
no need to rush. Let characters explore Sigil and the Outlands at their leisure. Particularly when exploring the Outlands, days, months, or even years might pass as the party travels. There are no
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
skull of the archlich Vecna. Where Are We? The characters are in the Mortuary in Sigil, an interplanar hub at the center of the Outer Planes. If they ever see the light of day again, they’re in for a
real treat. How Did We Get Here? To have wound up in the Mortuary, Morte reckons the characters must’ve died and been wheeled in, just like everyone else. How Do We Leave? Morte doesn’t know the way
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ultimately, to escape. He cares nothing for the domain or its inhabitants, as he’s confident he’ll be able to leave before Hazlan becomes utterly uninhabitable. Magic Hoarder. Hazlik’s magical ability is
limitations and give him a taste of the magic he’s lost. Omnipresent Observer. Hazlik spies on his domain’s inhabitants using his personal sigil, the Eye of Hazlik. The details of his pervasive
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in the upper echelons of Sigil in favor of persecuting petty crimes elsewhere in the ward. As if to balance its corruption, the Lady’s Ward contains over half of Sigil’s temples. Deities from every
Locations” section). 4 A desperate commoner from a faction of your choice has an impending trial in the High Courts of Sigil (see the “Lady’s Ward Locations” section). Unable to secure an advocate
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
didn’t ask for more information. Now, Alustriel expects to imminently be occupied helping Mordenkainen and Tasha locate Vecna. Alustriel can’t leave the sanctum, so she asks the characters to find her
Alustriel, Tasha, or Vecna, or anything about recently being in Sigil. By the time the characters return to the sanctum, it’s too late to stop Kas. Proceed to the “Kas Reveals Himself” section. Fighting Kas
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Durnan as a trophy of their success. Other adventurers leave such curios to mark their visits to the tavern, or relinquish them after losing a bet with Durnan, who likes to wager on the fate of
that is sealed and cannot be opened 19 A feeler taken from a slain rust monster 20 A wooden pipe marked with Elminster’s sigil
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
Sigil from past incarnations of the multiverse. 2 Portals are alive. They’re all part of the god Aoskar, whose body forms the foundation for Dendradis, and who is thought to be dead but is far from it
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
While in the sanctum, Kas is careful to leave no direct evidence that he’s not Mordenkainen. In Mordenkainen’s quarters (area S8), Kas leaves spellbooks and collections of notes spread across the
characters might become suspicious of Mordenkainen and question him. The characters could investigate the wizard’s activities outside the Sigil sanctum, or they might find the strange personal items
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
their journey, if anything. 1d20 Encounter 1–14 No encounter 15 An Indifferent Giant Ape protects its territory; its primary concern is getting the party to leave. 16 A Hostile Tyrannosaurus Rex is
Holding containing twelve 5-pound gold trade bars (worth 250 GP each) and a Spell Scroll of Teleportation Circle. The scroll also contains the sigil sequence for a permanent teleportation circle. At
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
arcanaloth is bound to the library by Acererak’s magic and can’t leave, nor can it allow any of the library’s books or scrolls to be removed. If any character speaks the arcanaloth’s true name (“Ygga
the planar city of Sigil. The portal is a two-way door to the plane of Arcadia. A legend lore spell cast on the spectacles reveals this information and raises their potential value to 2,500 gp if they
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spellbook has white leather covers and vellum pages. The tiefling’s personal sigil is burned into the front cover. The book contains the spells Avarice has prepared plus the following additional spells
leave Dzaan’s ashes to be scattered by the wind. Dzaan’s Simulacrum. Unbeknownst to his executioners, Dzaan had used a spell scroll of simulacrum to create a copy of himself. This simulacrum dwells in
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Just leave it blank. In this preamble, an aging warlock named Madryck Roslof tells the characters (those not working at the Witchlight Carnival) about a faerie realm called Prismeer, which can be
been good to me, and I would like to know she is well before I take my leave.
“Every eight years, our world is visited by a traveling extravaganza called the Witchlight Carnival. It recently returned
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them, if they leave him to his work here. The laboratory is such a great space, and the archmage is making incredible strides in understanding the thin veil between the worlds of the living and the
decide how to handle the super-secret basement. If you have a sense that the characters will return to the lighthouse at some point to take on Hoobur, you can leave the areas beyond this one to be
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
speak to any patrons they wish. Long Lunch. The table farthest from the door is occupied by Sigil MacFinn, a tall and strong wagon worker, and his squat friend, a carpenter who goes by the name of
Whiskey (both N male human guards). The two are complete opposites: Sigil composed and pleasant, Whiskey uncouth and short-tempered. They have been in the inn’s restaurant for a long time. The outside
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
stones can be found in each one’s stuffing. Hoobur Gran’Shoop’s sigil — the dragon skull pierced by a sword from the bottom up — is carved into these stones. 4. Crypt Three smashed human-sized coffins
to poison damage. After the fight, a thorough examination of the undead cockatrices reveals a tiny sigil etched into each of their beaks — the draconic skull with an upthrust sword that is the symbol
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across the floor, avoiding the sigil. The first time the characters arrive in this chamber, they hear music: a powerful female voice accompanied by the deep, haunting tones of a masterfully played
portcullis, and she and the whale leave the stronghold. 7. Coral Garden The floor of this air-filled cave is under 5 feet of water. Staircases in the north and south walls rise up toward areas 6 and 8
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
demons with crablike bodies and wolflike heads flank the door.
Two phisarazu spyder-fiends (see appendix A) flank the open door that leads to area Y3. The phisarazus don’t leave this chamber, but they
this vault to retrieve the Cloak of Arachnida that was stolen from the sisters. The cloak has distinctive purple edging with starburst patterns. Naxa wants to leave, but even with the cloak’s powers






