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                        Returning 35 results for 'near charms respectively pdf'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Thieves in the Wind When the characters find a town that has chwingas living in or near it, the flame in the lantern of tracking (elementals) turns green as they approach the edge of town, whereupon
                                                
                                            
                                                
                                                     following: A charm of animal conjuring, a charm of heroism, or a charm of vitality, all of which are described in the Dungeon Master’s Guide. One of the charms described in the “New Chwinga Charms” section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    ) 5 The archmage Porphura isn’t dead at all. She lives still as a lich who rules the island in secret. (False) 6 Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see
                                                
                                            
                                                
                                                     appendix B) 7 Eating or drinking the garden’s bounty traps a person there forever. (Partially true; refers to the Fountain All Heal) 8 There is a cave near the garden in which wishes are granted. (True; refers to the Cave of Echoes)
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     at all. Rebuilding Corlinn Hill is impractical, thanks to the volcano. But in the last three or four years, hardy settlers have been rebuilding another ruin near the city: the old town of Phandalin
                                                
                                            
                                                
                                                     do it. The nobility are bound by honor and tradition to protect their people from both external and internal threats to stability. An organized society leaves no room for evil and chaos to take root. View Character Sheet Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     supernatural charm of the DM’s choice. See the Dungeon Master’s Guide for more information on supernatural charms.
 Natural Shelter. The chwinga magically takes shelter inside a rock, a living plant, or a
                                                
                                            
                                                
                                                     came to Icewind Dale with immigrants from Chult and made new homes for themselves in and around Ten-Towns. Those that remained near civilization adopted the garb of their humanoid neighbors, creating
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     traveler’s feet. Wilderness Hazards. Any of the wilderness hazards described in the Dungeon Master’s Guide might manifest near the dragon’s lair. Weather Changes Fog, storms, precipitation, and
                                                
                                            
                                                
                                                     affects nearby water, such as the way black and red dragons can foul the water near their lairs. Other regional effects related to water include the following examples: Beguiling Water. When a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     directly to the sewers. Public facilities for those out and about can be found all around the Market and the Field of Triumph, and near the largest city squares. In places without ready access to sewers
                                                
                                            
                                                
                                                     or public outhouses, members of the Dungsweepers’ Guild make multiple rounds each day, collecting urine and excrement separately — for use in industry and agriculture, respectively. Take comfort that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
                                                
                                            
                                                
                                                    . 31 5 steam mephits The mephits remain near the bath. 33 1 storm giant The giant remains here unless commanded by Uthor to go elsewhere. 34 2 storm giants, 9 giant crabs The giants and the crabs remain here until disturbed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     whirlwyrms and approaches. The captain is shocked to see whirlwyrms, as they typically hunt near Grakenok, a bariaur community across the bay. If the whirlwyrms are moving into the bay, Bkol suspects
                                                
                                            
                                                
                                                    , respectively. The characters can travel to Grakenok however they like. It would take their walking castle days to circle the bay and reach Grakenok, so Bkol offers them use of the Courier. As with all places
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     outside the parlor (area C8). Near the stairs is a partially open door through which the kitchen (area C7) can be seen. A short hallway connects to the dining room (area C6). C6. Dining Room This
                                                
                                            
                                                
                                                     dishes are stacked near a washbasin, waiting to be cleaned. C8. Parlor The centerpiece of this parlor is a gold-inlaid low table, around which a handful of overstuffed chairs and sofas are neatly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     dining room. E10. Private Dining Room The mounted head of a displacer beast hangs on the east wall near a small armoire to inspire this area’s name: the Displacer Beast Room. E11. Large Guest Room
                                                
                                            
                                                
                                                     wardrobe is a rug of smothering that attacks anyone other than Alan who steps on it or opens the chest. Treasure. The chest’s interior is divided into three equal-sized compartments containing 91 gp, 176 sp, and 288 cp, respectively. Alan uses this money to pay his staff and maintain the tavern.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     that the left side of her face sags much lower than the right. As the giant draws near, she skids to a stop, rests her greatclub on one broad shoulder, and says, “Need any help?”
 Tinjong avoids the
                                                
                                            
                                                
                                                     she returns, however. The chwinga likes music and bestows a supernatural charm (see “New Chwinga Charms”) upon the first character who spends at least 1 hour playing music for it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     ceiling, and when you look up, you see a distorted view of the room you left behind.
 Characters standing near the wall carving can see characters trapped in the maze but can’t hear them. Similarly
                                                
                                            
                                                
                                                     top of the walls or flies beyond them is expelled from the maze, taking 22 (5d8) force damage and reappearing with a loud pop in an unoccupied space near the wall carving. Finding a Key. Any character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . A giant hyena attacks a mastiff near the statue of Zariel (area I2). A hezrou pounds on the door to the temple of Lathander (area I3), trying to force its way inside. Have the players roll
                                                
                                            
                                                
                                                     stop the demon lords each gain a charm of restoration. (See “Charms” in chapter 7 of the Dungeon Master’s Guide for the benefits of these supernatural gifts.) Characters who can’t or won’t answer the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     have been added in Goblin: Smelly Bottom, Stupid Skull, and Born Toothless, respectively. A detect magic spell reveals the faintest, lingering trace of magic within both fragments of the staff. The
                                                
                                            
                                                
                                                     a decrepit wooden table near the door: Uktarl Krannoc (NE human bandit captain with Performance +4), two human bandits, and a doppelganger, all disguised as vampires. They play cards using a marked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Beholder Zombie Watcher. A beholder zombie floats near the 20-foot-high ceiling of this chamber, out of melee range. Painted in white around its central eye is a circle with ten equidistant spokes radiating
                                                
                                            
                                                
                                                     alcoves: The two southernmost alcoves contain secret doors to areas 20b and 20d, respectively. The alcove to the north has an arch embedded in its back wall. Carved into the arch’s keystone is an image of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     perimeter of the dynamo. The ledge is 1 foot above water level, and four arching wooden bridges span the troughs near the central hub (area 12c). These bridges are securely bolted to the floor. The
                                                
                                            
                                                
                                                     10-foot-deep troughs to the south and east, and forced westward and northward along troughs that lead to areas 12d and 12e, respectively. 12d. West Water Collector The ceiling in this chamber forms a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     (see “Skabatha’s Ring of Keys” earlier in the chapter). Three balconies overlooking the garden connect to areas area L8, area L9, and L12, respectively. The balcony outside area L9 is only 5 feet above
                                                
                                            
                                                
                                                     Scarecrows. Five scarecrows are staked in a line near the pumpkin patch, and a detect magic spell reveals an aura of abjuration magic around each one. If an intruder moves within 50 feet of any of them, all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     can earn his release from the coffin along the way — by any means possible. Value to the Party. Originally native to an area near the Barrier Peaks, Ctenmiir has much experience with the initial route
                                                
                                            
                                                
                                                     lineage goes back to Levistus (see Mordenkainen’s Tome of Foes), and he keeps his horns adorned with rings, coins and other charms, some of which he claims are powerful magic items ready to be called on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     piece from its trove, the beholder uses the alien growth throughout this level of the dungeon against them. Whenever the characters come near a patch of the growth, it sprouts an eyestalk and attacks
                                                
                                            
                                                
                                                    ) Three painted gold masks sized for children and shaped like the faces of a bat, a monkey, and a parrot, respectively (75 gp each) A gold coronet shaped like an octopus with mother-of-pearl eyes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    -known region located near a ruined castle with monster-filled dungeons Bandit Kingdoms, the Four to six bandit lords Feuding kingdoms ruled by greedy bandit lords with private armies Barren Wastes, the
                                                
                                            
                                                
                                                     Bargra Yefkos (human) Land of the Wolf Nomads—horse riders engaged in war against Iuz  Baklunish Nomads The Chakyik and Wegwiur—called Tiger Nomads and Wolf Nomads, respectively, by their neighbors—are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     good-natured visitors of all walks. As the characters explore the village, play up its quaint charms and hospitable locals.
 Vogler should begin to feel like a home away from home for the characters
                                                
                                            
                                                
                                                     festival ground. An iron bell hangs atop a tall pole near the mayor’s house. In times of need, anyone who vigorously rings the bell summons the mayor and 2d12 volunteer militia members (guards) who arrive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     field of fire over the terrace before the castle gates. Two goblins with shortbows stand near the arrow slit.
 Cragmaw Castle’s main defenses are its secret location and the appearance of having been
                                                
                                            
                                                
                                                     worth 180 gp and 150 gp, respectively. Lhupo decided the items were of suitable quality for her unnamed rituals. C10: Postern Gate On the south side of the old castle, an overgrown path leads to a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     (Acrobatics) check. K3. Courtyard Two rickety wooden bridges loom over this area at heights of thirty feet and fifty feet, respectively. The higher bridge is missing a large section of its middle, and
                                                
                                            
                                                
                                                     off and falls prone on the ground near the slope. On a failed save, the creature falls 150 feet onto icy rocks with goblin bones scattered among them, taking 52 (15d6) bludgeoning damage from the impact.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
 Attached to the main building is a tower that has its own
                                                
                                            
                                                
                                                     private dock near the top. At the end of this dock is a ship shaped like a damselfly, its metal hull painted bright blue. Flanking this dock are two identical forty-foot-tall statues, each one depicting a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     The chalice, knife, and censer are human-made art objects worth 150 gp, 60 gp, and 120 gp, respectively. Awarding Experience Points Divide 150 XP equally among the characters if the party defeats the
                                                
                                            
                                                
                                                     15 Dexterity check, or knocked down with a successful DC 25 Strength check. Arrow Slits. Any character who pauses and listens near the arrow slits hears, from area 7, an occasional clatter of crockery
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . Kitchen If the characters pause in the corridor near the door to this room, they detect a smell in the air; it reminds them of cooking meat, though with an acrid tang to it. This odor is being emitted
                                                
                                            
                                                
                                                     incense burner are silver, worth 10 gp, 3 gp, and 5 gp respectively. The chest contains 20 gp and a potion of water breathing. 19. Senior Shaman’s Sleeping Quarters A single cot rests by the south wall, an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     port. Three years ago the mission launched, but the Marshal never made it to the first stop. Harpies serenaded the travelers, luring the vessel shoreward until it crashed into the rocks near Saltmarsh
                                                
                                            
                                                
                                                     Calimara’s soul trapped in her watery grave and has sent merrow to guard the wreck. Saltmarsh Story Hook. Gellan Primewater’s smugglers bring in goods by moving through the waters near the wreck of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     five charms. One of those charms is the key that unlocks the door to the antechamber (area T8). Cupboard. This magic cupboard radiates an aura of conjuration to a detect magic spell. It generates food
                                                
                                            
                                                
                                                     room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     diminution and growth respectively 2A. Dragon’s Ledge A ledge about 30 feet above the floor of the cavern has a cave-like nook at the back. On the elevated area, the female dragon hides and watches. If roused
                                                
                                            
                                                
                                                     near the center of the cavern. Treasure. Loose coins amounting to 500 gp, spilled from a rotted sack, are scattered around the frost giant skeletons. Note that the monsters at area 4B will attack any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , respectively.
 Four invisible imps lurk among the vases on the high shelf, one in each corner. The imps swoop down to attack anyone they perceive as intruders, including characters who have
                                                
                                            
                                                
                                                     system allows meals to be delivered to Duke Vanthampur’s bedroom (area V17). A tiny bell near the dumbwaiter rings whenever the duke wants food sent up to her. Slobberchops the tressym prowls the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Haven Locations The following locations are keyed to the map of the Haven of the Red Quill.  Map 16.1: haven of the red quill View Player Version H1. Deep Stairwell The wall near the top of the
                                                
                                            
                                                
                                                     haven as its guardians are released. Guardian Battle. Three stone golems (carved to resemble an 8-foot-tall crowned dwarf, a 10-foot-tall crowned elf, and a 12-foot-tall crowned human, respectively
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     (Perception) check. Old stone bunks in orderly rows line the walls of this chamber, and a corroded iron brazier full of cold coals stands near the middle of the room. The bones of a half-dozen dwarves
                                                
                                            
                                                
                                                     scorched iron chest stands near the foot of one of the beds. The adjacent closet on the south wall is full of rubble.
 This room contains the restless spirit of the last wizard to die here, Mormesk the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     alert, then shoots a crossbow bolt into the ground near the character’s feet as a final warning. Drop Box. The staircase in front of the double door to area G10 has a loose plank near the top. This plank
                                                
                                            
                                                
                                                    , respectively. Secret Door. A secret door in the office’s back wall leads to area G6. G6: Basement Staircase A wooden staircase in the northeast corner of this empty, boarded-up room leads to the basement.
 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , and dripping wet, having succumbed to the froghemoth that dwells there. The robots are in varying stages of repair. Spare Parts. Spare components fill bins near the repair area. A character who
                                                
                                            
                                                
                                                     two gems worth 450 gp and 125 gp respectively and one spaceship trinket. Roll on the Spaceship Trinkets table to determine the trinket. S18: Operating Theater (Yellow) This large, sterile room is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     end at five bells in the morning, one bell in the afternoon, and nine bells at night, respectively. Each shift consists of a priest of Chauntea (NG male or female Illuskan human), four acolytes (NG
                                                
                                            
                                                
                                                     the pumpkin patch houses workers who tend both the patch and the berry bushes that grow near the outer wall.
                                                
                                            
                                        





