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Returning 24 results for 'night clutching roaming pdf'.
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Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Wynling Mischief The characters arenât the only ones roaming the night market. After each Market Game, or whenever the characters are away from the Tyenmo and Xungoon shops, roll on the Market
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
mounted to its mainmast and its ragged sails are stitched from worn leather. Barbaric half-orcs patrol its decks and standby, ready to employ its deadly siege weapons. A giantâs skeleton clutching a
challenge. Characters who attempt to sneak up on the vessel must succeed on a DC 15 group Dexterity (Stealth) check, with advantage if they attempt this task at night. On a failure, the cultists on the
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
the Vasavadan dynastyâs founder. The Vasavadan coat of arms, a golden wyvern clutching a white lotus in its talons, emblazons her armor and that of her soldiers. Merciless. Ramya demands loyalty from
night of the next new moon and rejoins the maharaniâs army. Ramyaâs living followers consider this deathless state an honor and the ultimate mark of loyalty. Blood Relatives. Ramya never compromises
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to Mantol-Derith. Davra is an assassin. In addition to her weapons, she carries dust of disappearance and wears goggles of night while roaming the dark halls of Gauntlgrym.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, Feldar, Hong, Khafra, Serenade, and Xandeval. They are chanting the following verse over and over in Common: âDarkness quench the sun. Darkness swallow the moon. We are nothing but the night.â Keresta
coral figurine of a mermaid clutching a pink pearl (250 gp), a carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp), and a crystal dragon mask (2,500 gp). 7c. Feeding Hall
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Manor Occupants As the characters explore the manor, they might encounter one or more creatures roaming the halls or moving from one room to another. Whenever you feel the need for a random encounter
new haven and playthings. Renekor floats around the manor during the day before retreating to the ballroom at night. Although it might not be on high alert, it is still keenly observant and paranoid as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Atfez and Pachi notice the characters, theyâre surprised to see other people in the desert, especially at night. Atfez, the more assertive sibling, interrogates the characters about their presence
meant to pay their respects to the deceased pharaoh here. In the centuries after the fall of Bakar, the walls were destroyed by disgruntled citizens and roaming vandals. CoupleOfKooks Iaseda, leader
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
clutching shields and spears. The shield of the northern statue features a pine tree, while an oak tree is emblazoned on the shield of the statue to the south.
Frescoes. The walls are carved with
the graven image of an old man clutching a staff. The rules of this gate are as follows: Tapping the arch three times with a staff of any kind causes the gate to open for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
people of Torch are crooked, greedy, and cruel. Townsfolk eye each other with suspicion as they pass through the sloped alleys, clutching their purses in one hand and brandishing cautionary blades in the
townâs hidden oligarchy. Noor Rahman Day and night, Torchâs three volcanic spires belch fire and smoke, giving the gate-town its name Gate Like a bloodshot eye gazing over the Outlands or a scarlet
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
belongings are thoroughly searched in the gatehouse to make sure they contain nothing that could damage crops, such as rodents and vermin. Guests who want to spend the night are directed to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Copper, but the two had a falling out. One morning, after a bitter argument the night before, Copper decided to return to Ten-Towns. He snuck out while Macreadus was still asleep, leaving behind a
considered telling you before, but you were particularly rude about the dinner I made last night.
May the light of the Morninglord protect you,
Copper
When the characters find Copperâs letter, give
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
along the edges of the pool, staring at a corpse floating in it.
Five bulezaus drowned a night hag in the pool. The hag, Yiggleblight, was working with Trantolox to find Crokekâtoeck until the
as they claw at each other. Floating near them is the half-eaten corpse of a bearded devil clutching a glaive. The pool is 20 feet wide and 40 feet long, with a horseshoe-shaped ledge around it.
Two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. The dark cat can be seen roaming the area periodically, and keeps an eye on a mouse hole near the fireplace. Luna and Thalen would make excellent wizard hirelings for the franchise if the characters
Propha and Audraâs bedroom is next to the common room, so they can hear any disturbances at night. 6. Door to the Basement A door adjacent to the bar should lead under the second-floor stairs and down
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
plumage, and clutching mithral-tipped spears. The statues are harmless sculptures. Set into the floor in front of the throne is a 10-foot-diameter circular hole surrounded by decorative tiles of gold
armor hang from giant bronze mannequins that stand at attention, their backs against the outer wall. A wooden table rests between two doors, and a rug embroidered with an image of the night sky lies
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on the east wall above the counter. A third hook is bare.
When the office is staffed, a visitor can secure an upstairs bed for 5 cp per night (5 sp for a private room). Accommodations can also be
made in the stables for a travelerâs mount at a cost of 1 sp per night. Coin Box. Tucked behind the counter is a wooden coin box with a copper clasp. A character who inspects the coin box before opening
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dexterity (Stealth) check. This check is made with advantage at night or in fog. V2. Stable House This stone building contains stables for four draft horses, plus a fully equipped smithy with an anvil and a
-footed iron bathtub, and a fireplace. Standing in the middle of the room is Thurstwell Vanthampur, a frail and hateful forty-two-year-old man clutching an infernal puzzle box (see âTreasureâ below). If
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
to him.
Every day and night that the characters remain in Barovia, one or more of the vampireâs spies check on them and attempt to return to Strahd with a report. When a spy appears, characters who
nearest berserker. If someone spots the berserker, read: You startle a wild-looking figure caked in gray mud and clutching a crude stone axe. Whether itâs a man or a woman, you canât tell.
The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
attacked. When the characters arrive, a few other guests of the temple might be here, looking exhausted and clutching aching limbs while the disguised hag sarcastically congratulates them on doing
investigate those areas because the covenâs minions keep a close eye on him. (The two disguised scarecrows from area T9 lurk around the guest rooms at night, and the gargoyle above the tower entrance of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
best that one can do is to suffer those blows that canât be avoided, and then deal as much pain back to those who offend. Temples of Oppression The dark of living night and deadly abominations fuels the
move as if in a breeze, though you feel no such thing.
Creatures. A wraith and three will-oâ-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
night sky. Dozens of skeletonsâmany crushed under fallen debrisâare scattered across the floor.
The cave is large enough to contain two freestanding structures. Each of these stone rooms is
ghouls while seeing nothing strange about Undead roaming the mine. With a successful DC 15 Charisma (Deception) check, a character can convince the spectator that one or more party members are wizards or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
been gathered into squalid sleeping pallets.
At night, twenty prisoners (commoners) sleep in these cells. During the day, the cells are empty. B14: Large Prison Cell The door to this chamber bolts
serpentine creatures clutching spears. Floating ten feet above them is a spherical creature with a large central eye and ten eyestalks.
Two salamanders stand guard here along with a beholder known as
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
cold, cold north. Roaming this expanse are hundreds of sheep, goats, and cattle plucked from other regions of the North by the valeâs dread overlord, the red wyrm Klauth. Scattered here and there are the
of the Mere of Dead Men had to travel for miles around Leilon or pass by it at night to avoid the towerâs mysterious power. When Lord Neverember decided to reopen the High Road to travel, tearing down
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters dispose of his brother, Mortlock. D2. Baths From dawn to midnight, characters can expect to find 1d6 human commoners bathing here at any given time. From midnight to dawn, three female human night
two grim figures: a powerfully built woman clutching a mace, and an even bigger man wearing a bucket helm. The helmed man is jabbing the prisoner with a spear, causing him to twitch. Both figures are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thousands of bats. The bats hang here during daytime hours and fly out in the evening through the high towerâs central shaft (area K18a) to hunt at night. They will not attack intruders unless they are
âChef Deluxe A skeleton draped in white linen lies atop a marble slab in the center of the crypt, clutching a bell to its sunken chest. Fitted over its skull is a tall chefâs hat. If the bell is rung






