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Returning 35 results for 'path artists and his chanting'.
Other Suggestions:
path artisan and his charging
path artisan and his casting
path artisan and his chasing
path artistry and his chasing
path artisans and his casting
Monsters
Fizban's Treasury of Dragons
from faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets
wonders? (Chaotic)
4
Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)
5
Inspiration. Great are history’s artists and creators. But
Monsters
Fizban's Treasury of Dragons
into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage great thinkers, and spur adventurers to heroic deeds
in even the simplest things if you look hard enough. (Good)
5
Inspiration. Great are history’s artists and creators. But greater still are those who inspire them. (Any)
6
Power
Monsters
Fizban's Treasury of Dragons
artists and poets, encourage great thinkers, and spur adventurers to heroic deeds. They sometimes give guidance to those in need or request help from adventurers to encourage them to greatness.
As a rule
ludicrous wonders? (Chaotic)
4
Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)
5
Inspiration. Great are history’s artists and creators
Monsters
Fizban's Treasury of Dragons
faraway places.
Moonstone dragons can project themselves into the realm of dreams to communicate with the creatures that sleep near their lairs. In this way, they inspire artists and poets, encourage
? (Chaotic)
4
Beauty. There is beauty to be found in even the simplest things if you look hard enough. (Good)
5
Inspiration. Great are history’s artists and creators. But greater still are
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists’ path brings them close to wherever the characters happen to be staying. For example, if the characters are camped out near one of the Haunted Keeps, they spot the group as it exits the
low, strange chanting.
When the characters investigate, add the following information. Several strangely dressed people stand in the street. One who looks like a priest chants as the others open a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ritual Kuo-toa parade around the altar in a wide circle as they chant. Part of their path sends them splashing and wading through the shallows of the Darklake. The characters quickly can’t tell
see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists’ path brings them close to wherever the characters happen to be staying. For example, if the characters are camped out near one of the Haunted Keeps, they spot the group as it exits the
low, strange chanting.
When the characters investigate, add the following information. Several strangely dressed people stand in the street. One who looks like a priest chants as the others open a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
walls and paint them with bright, colorful murals. Other artisans are covering the floor in an elaborate mosaic featuring a distinct winding path of red tiles, some of which cross over a series of
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Ritual Kuo-toa parade around the altar in a wide circle as they chant. Part of their path sends them splashing and wading through the shallows of the Darklake. The characters quickly can’t tell
see that the stonework of the depression is stained with the blood of innumerable sacrifices, and they can hear the gentle lapping of the Darklake coming up through the grate. The chanting grows louder
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
walls and paint them with bright, colorful murals. Other artisans are covering the floor in an elaborate mosaic featuring a distinct winding path of red tiles, some of which cross over a series of
over all that, the characters can hear a rhythmic chanting coming from the south (carried from the chapel of area 14 by the magic of Phenex’s ceremony). Creatures Twelve neutral tiefling muralists work
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
watches the dog nervously.
A green glow rises suddenly from a magic circle at the center of the platform, where a small humanoid statue is the focus of the chanting ritual. As you watch, a lump
within the Council of Savants using demonology as a path to power. Since the arrival of the demon lords, he has gathered and bullied several apprentices to participate in rituals aimed to sow chaos in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
watches the dog nervously.
A green glow rises suddenly from a magic circle at the center of the platform, where a small humanoid statue is the focus of the chanting ritual. As you watch, a lump
within the Council of Savants using demonology as a path to power. Since the arrival of the demon lords, he has gathered and bullied several apprentices to participate in rituals aimed to sow chaos in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
nonconformist rises from the ranks to light the path forward. The Hands of Havoc are champions of freedom and self-expression. Wreaker artists decorate bland buildings and forlorn structures throughout
Order Who Discover Laws to Find Truth Factol: Hashkar Headquarters: High Courts Aligned Plane: Mechanus Members: Con artists, lawyers, spellcasters Epithet: Guvners The Fraternity of Order examines
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
nonconformist rises from the ranks to light the path forward. The Hands of Havoc are champions of freedom and self-expression. Wreaker artists decorate bland buildings and forlorn structures throughout
Order Who Discover Laws to Find Truth Factol: Hashkar Headquarters: High Courts Aligned Plane: Mechanus Members: Con artists, lawyers, spellcasters Epithet: Guvners The Fraternity of Order examines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, their forms hunched and emaciated. Their gestures and movements are jerky, indicative of the madness possessing them. They are chanting, swaying to their own words. And then they stop as the glow of
would confuse an ordinary mind, but you instinctively know the path you must walk. Every step brings you closer to a magma-filled chasm, lodged in which is an enormous contraption of metal and stone — a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bridges or towers) by linking their bodies or dig around impediments. No matter how many modrons are destroyed, more take their place. Any non-modron that enters the path of the marching modrons on foot is
modrons’ path. On a successful save, it takes half as much damage but is otherwise affected the same. Modrons are unaffected by the march and can move through it unimpeded. Prepared for Power Before running
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
bridges or towers) by linking their bodies or dig around impediments. No matter how many modrons are destroyed, more take their place. Any non-modron that enters the path of the marching modrons on foot is
modrons’ path. On a successful save, it takes half as much damage but is otherwise affected the same. Modrons are unaffected by the march and can move through it unimpeded. Prepared for Power Before running
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, their forms hunched and emaciated. Their gestures and movements are jerky, indicative of the madness possessing them. They are chanting, swaying to their own words. And then they stop as the glow of
would confuse an ordinary mind, but you instinctively know the path you must walk. Every step brings you closer to a magma-filled chasm, lodged in which is an enormous contraption of metal and stone — a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
temple. One can follow this path to a series of safe rooms secured by mechanical devices. Some safe rooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
. Several times, these con artists have stolen enough money to threaten the Three Old Kegs with bankruptcy, and the brothers have been forced to find outside help to recover their lost funds and keep
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked prone. The dragon turtle can’t harm or break the binding chains. The characters can open
between this area and the Stone Golem Quarries. 84. Altar Pool If the sahuagin occupy this area, those approaching can hear chanting. An octagonal pool fills this chamber. A slick of blood darkens the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
engraved into the walls of this place, casting an eerie light throughout the chamber. Three chanting sahuagin dressed in ceremonial robes float near the altar, their arms raised toward the ceiling, which
chanting only if they are attacked. They know the ritual must be maintained, or their lives are forfeit. If the characters cause any of the three priestesses to stop chanting, the Maw of Sekolah descends
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
engraved into the walls of this place, casting an eerie light throughout the chamber. Three chanting sahuagin dressed in ceremonial robes float near the altar, their arms raised toward the ceiling, which
chanting only if they are attacked. They know the ritual must be maintained, or their lives are forfeit. If the characters cause any of the three priestesses to stop chanting, the Maw of Sekolah descends
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
moves, any creature within 10 feet of its path must succeed on a DC 12 Dexterity saving throw or be knocked prone. The dragon turtle can’t harm or break the binding chains. The characters can open
between this area and the Stone Golem Quarries. 84. Altar Pool If the sahuagin occupy this area, those approaching can hear chanting. An octagonal pool fills this chamber. A slick of blood darkens the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
temple. One can follow this path to a series of saferooms secured by mechanical devices. Some saferooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
artists have stolen enough money to threaten the Three Old Kegs with bankruptcy, and the brothers have been forced to find outside help to recover their lost funds and keep the tavern solvent. The
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
temple. One can follow this path to a series of safe rooms secured by mechanical devices. Some safe rooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
. Several times, these con artists have stolen enough money to threaten the Three Old Kegs with bankruptcy, and the brothers have been forced to find outside help to recover their lost funds and keep
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
temple. One can follow this path to a series of saferooms secured by mechanical devices. Some saferooms hold treasures of the faith, while others are rented to wealthy individuals who wish to keep their
artists have stolen enough money to threaten the Three Old Kegs with bankruptcy, and the brothers have been forced to find outside help to recover their lost funds and keep the tavern solvent. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
still chanting at the end of round 2, the cultist on the altar (or closest to it) transforms into a gibbering mouther with all its hit points. Read or paraphrase the following text: “I have been
masks of Zargon’s cultists, allowing them to pass; otherwise, the duergar greet intruders with hostility. Acid Pool. A hissing, 3-foot-deep pool of digestive acid fills the area around the stone path. A
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
still chanting at the end of round 2, the cultist on the altar (or closest to it) transforms into a gibbering mouther with all its hit points. Read or paraphrase the following text: “I have been
masks of Zargon’s cultists, allowing them to pass; otherwise, the duergar greet intruders with hostility. Acid Pool. A hissing, 3-foot-deep pool of digestive acid fills the area around the stone path. A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hanali’s followers, love is a living thing that flows like a river, moving around obstacles with ease, and, if it must, carving a path through bedrock to reach the sea of unity where all love gathers to
departing spirits and set them on the path to Arvandor. Sehanine serves as patron of the lost and any who travel, as well as those who seek meaning. Elves beseech her to provide relief from madness, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hanali’s followers, love is a living thing that flows like a river, moving around obstacles with ease, and, if it must, carving a path through bedrock to reach the sea of unity where all love gathers to
departing spirits and set them on the path to Arvandor. Sehanine serves as patron of the lost and any who travel, as well as those who seek meaning. Elves beseech her to provide relief from madness, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
effect. “Booyahg” means “magic” in the Goblin tongue. Should ye happen upon goblins chanting “booyahg booyahg booyahg,” be warned! There might be a powerful sorcerer lurking in their midst.
— Elminster
staying unseen. Any obvious path through the territory (a valley, a clear trail, or a river) might be turned into an ambush point where a force of goblins can capture intruders. Such places might also
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
effect. “Booyahg” means “magic” in the Goblin tongue. Should ye happen upon goblins chanting “booyahg booyahg booyahg,” be warned! There might be a powerful sorcerer lurking in their midst.
— Elminster
staying unseen. Any obvious path through the territory (a valley, a clear trail, or a river) might be turned into an ambush point where a force of goblins can capture intruders. Such places might also
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
vault’s entrance. Read the following: The goat path dead-ends at the convergence of three steep cliff walls. Two austere pillars flank a stone double door set into the wall. Next to each pillar stands a
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Little Calimshan seem fractious and standoffish, in fact the opposite is true: the thick wall walks act as elevated streets, with locals able to look out over the layout from above and easily pick a path
many artists and dreamers. One of the neighborhood’s more outspoken critics of the Gate’s government, Pernilla “Prole” Cabrenock, a chaotic neutral female rock gnome bandit captain, has teamed up with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
vault’s entrance. Read the following: The goat path dead-ends at the convergence of three steep cliff walls. Two austere pillars flank a stone double door set into the wall. Next to each pillar stands a
outer hallway is eerily empty, but you can hear chanting coming from beyond the archways.
Three archways, each shrouded by a black curtain, connect the two spaces in this area. Once the characters