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Returning 35 results for 'provides accept and his construct'.
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provides accepted and his construct
provided accept and his construct
races
Mordenkainen Presents: Monsters of the Multiverse
choose the kind of lycanthrope in your past, or you can determine it randomly by rolling on the Lycanthrope Ancestor table. The table also provides a suggestion for the Shifting option you might have
’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
each component (negotiable up to 4,000 gp, especially if there’s a competing offer from the other agent in play). If the characters accept, the agent they strike the deal with provides them with
information on where to seek the next missing components, as well as a special construct guide programmed to transport them through space and time to reach the site.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
each component (negotiable up to 4,000 gp, especially if there’s a competing offer from the other agent in play). If the characters accept, the agent they strike the deal with provides them with
information on where to seek the next missing components, as well as a special construct guide programmed to transport them through space and time to reach the site.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
good of Ten-Towns, will you penetrate the duergar fortress, slay this evil warlord, and destroy his terrible weapon?”
If the characters accept this quest, the speaker provides them with a map of
-Towns in search of a rare crystal known as chardalyn. With it, they’re building a mighty construct that will lay waste to Ten-Towns if nothing is done to stop it.
“Our militia captured one of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
good of Ten-Towns, will you penetrate the duergar fortress, slay this evil warlord, and destroy his terrible weapon?”
If the characters accept this quest, the speaker provides them with a map of
-Towns in search of a rare crystal known as chardalyn. With it, they’re building a mighty construct that will lay waste to Ten-Towns if nothing is done to stop it.
“Our militia captured one of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Drawing the Knight Card This section provides advice for DMs whose characters draw the Knight card from a Deck of Many Things, as well as general advice about including allies who fight alongside the characters. Finally, the knight summoned by the deck is reimagined as a loyal Construct: the deck defender.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Drawing the Knight Card This section provides advice for DMs whose characters draw the Knight card from a Deck of Many Things, as well as general advice about including allies who fight alongside the characters. Finally, the knight summoned by the deck is reimagined as a loyal Construct: the deck defender.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Friends and Foes This chapter provides more than forty monsters and NPCs who live in and around Strixhaven. They appear in this book’s adventures, and you’re free to use them in adventures of your
Creature Creature Type CR Archaic Celestial 18 Art Elemental Mascot Elemental 1/4 Beledros Witherbloom Dragon 24 Brackish Trudge Plant 3 Cogwork Archivist Construct 4 Daemogoth Fiend 10 Daemogoth
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Friends and Foes This chapter provides more than forty monsters and NPCs who live in and around Strixhaven. They appear in this book’s adventures, and you’re free to use them in adventures of your
Creature Creature Type CR Archaic Celestial 18 Art Elemental Mascot Elemental 1/4 Beledros Witherbloom Dragon 24 Brackish Trudge Plant 3 Cogwork Archivist Construct 4 Daemogoth Fiend 10 Daemogoth
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
boarding. Once the characters accept the undertaking, the council puts a small fishing boat at their disposal and provides them with any reasonable amount of nonmagical equipment that they feel they
require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed. They are not
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
boarding. Once the characters accept the undertaking, the council puts a small fishing boat at their disposal and provides them with any reasonable amount of nonmagical equipment that they feel they
require. The boat is large enough to accommodate the entire party plus two. The council also provides the services of two members of the guard to sail the boat for them when needed. They are not
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
become disoriented and lost. Such creatures are unable to find their way to the manor, as all paths appear to only exit the maze. If the characters accept his invitation, Ursas meets them at the maze’s
temple. Ursas is aware that Lynx has knowledge of other missing components that might relate to the Tomb of Horrors. Mechanical Guide Sir Ursas offers the characters the services of a magical construct
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
become disoriented and lost. Such creatures are unable to find their way to the manor, as all paths appear to only exit the maze. If the characters accept his invitation, Ursas meets them at the maze’s
temple. Ursas is aware that Lynx has knowledge of other missing components that might relate to the Tomb of Horrors. Mechanical Guide Sir Ursas offers the characters the services of a magical construct
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
shortly after the characters are back on board but before the ship departs. Topolah offers to introduce the characters to a potential ally, Grimzod Gargenhale. She provides the following information
relationship fell apart, but she’s quick to point out that she ended things with Gargenhale, not the other way around. Welcome Aboard? If the characters accept Topolah’s offer to lead them to Gargenhale’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
shortly after the characters are back on board but before the ship departs. Topolah offers to introduce the characters to a potential ally, Grimzod Gargenhale. She provides the following information
relationship fell apart, but she’s quick to point out that she ended things with Gargenhale, not the other way around. Welcome Aboard? If the characters accept Topolah’s offer to lead them to Gargenhale’s
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
manor library. If the characters accept Lynx’s invitation, she meets them while strolling the long hallways of her manor, the walls of which are filled with fine paintings. Rather than noting their
Infernal Machine and installed it in a magical construct resembling a silvery skeleton with decorative wings, nicknamed Eludecia. (If you connect this adventure to Lost Laboratory of Kwalish, the construct
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
manor library. If the characters accept Lynx’s invitation, she meets them while strolling the long hallways of her manor, the walls of which are filled with fine paintings. Rather than noting their
Infernal Machine and installed it in a magical construct resembling a silvery skeleton with decorative wings, nicknamed Eludecia. (If you connect this adventure to Lost Laboratory of Kwalish, the construct
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Job at Hand The posted contract explains that any interested parties are to meet with Guildmaster Tabeth at the local guild house. When the characters follow up, Tabeth provides them with the
, and clear it entirely of threats so that the guild can construct a lighthouse on the site. Payment is made upon completion of the job, which will be verified by guild members. The mariners’ guild
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chapter 7) has at least one nimblewright aboard. The docks are bustling and chaotic during the day, except in winter. At night, darkness provides sufficient cover for characters to approach the
Zord. Characters who accept Zord’s offer are shuttled by dinghy to his flagship, welcomed aboard by drow crew members magically disguised as attractive humans (see chapter 7 for more information
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
chapter 7) has at least one nimblewright aboard. The docks are bustling and chaotic during the day, except in winter. At night, darkness provides sufficient cover for characters to approach the
Zord. Characters who accept Zord’s offer are shuttled by dinghy to his flagship, welcomed aboard by drow crew members magically disguised as attractive humans (see chapter 7 for more information
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have this case resolved in no time.” A magistrate provides the City Watch with a warrant to search Gralhund Villa. Sometime afterward, Cromley visits the characters by himself and, as a courtesy, tells
. He’s still at large. The Watch plans to step up its search for him. Of the nimblewright, there was no sign. According to the Gralhunds, the construct was delivered to Gralhund Villa weeks earlier. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have this case resolved in no time.” A magistrate provides the City Watch with a warrant to search Gralhund Villa. Sometime afterward, Cromley visits the characters by himself and, as a courtesy, tells
. He’s still at large. The Watch plans to step up its search for him. Of the nimblewright, there was no sign. According to the Gralhunds, the construct was delivered to Gralhund Villa weeks earlier. The
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Vendri provides the following clarifications as needed: Only one of the characters needs to swear themself to serve Kalaman’s military—though all are welcome—and only until the threat to the region is
). If the characters refuse, Darrett asks to speak with them for a moment. He plans to accept the governor’s terms and attempts to convince the characters to join him. He wants their aid not only to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Vendri provides the following clarifications as needed: Only one of the characters needs to swear themself to serve Kalaman’s military—though all are welcome—and only until the threat to the region is
). If the characters refuse, Darrett asks to speak with them for a moment. He plans to accept the governor’s terms and attempts to convince the characters to join him. He wants their aid not only to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Clapperclaw nods, turns, or shakes its head. Clapperclaw knows the way to Thither from Hither and will guide the characters there if they help it recover its head. If the characters accept its offer, the
matter. Appendix D has additional roleplaying notes for Clapperclaw. Clapperclaw the Scarecrow
Small Construct, Lawful Neutral
Armor Class 12 (natural armor)
Hit Points 14 (4d6)
Speed 25 ft
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
(githyanki warriors) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
animated coffin* lurches along, carrying a reverently laid corpse to its crypt. The Construct approaches the characters and silently petitions them to escort it to its destination. 7 1d4 zombies
(githyanki warriors) march toward a portal to the Astral Plane to honor a fallen comrade. The githyanki attack characters who interrupt their solemn procession but accept any who share the load as
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Clapperclaw nods, turns, or shakes its head. Clapperclaw knows the way to Thither from Hither and will guide the characters there if they help it recover its head. If the characters accept its offer, the
matter. Appendix D has additional roleplaying notes for Clapperclaw. Clapperclaw the Scarecrow
Small Construct, Lawful Neutral
Armor Class 12 (natural armor)
Hit Points 14 (4d6)
Speed 25 ft
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
provides) and takes an action. The clock keeps excellent time. Characters who visit Elister’s shop in Loudwater discover that he has a gnome-sized clockwork companion. The construct, Tick Tock, has the
golem. She animates the giant that stands closest to the character or characters she considers the most threatening, then orders the construct to attack them. The golem obeys Kayalithica’s commands; it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
provides) and takes an action. The clock keeps excellent time. Characters who visit Elister’s shop in Loudwater discover that he has a gnome-sized clockwork companion. The construct, Tick Tock, has the
golem. She animates the giant that stands closest to the character or characters she considers the most threatening, then orders the construct to attack them. The golem obeys Kayalithica’s commands; it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
under Rezmir’s command are using a cloud giant’s flying castle to expedite the delivery. Talis offers to help the characters get aboard Skyreach Castle before it departs (see chapter 8) and provides them
setbacks within the cult hierarchy to paint herself as a “disgruntled cultist” who is perhaps not eager but willing to provide information. If the characters accept her surrender, she shares the following
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to travel to the Nine Hells (or even just Avernus), this establishment provides a possible meeting location. Of course, entrance to the demiplane must be negotiated with Mahadi, with the promise of
repair a damaged but functional infernal war machine at a cost of 50 gp per hit point restored. Burney the Barber Burney appears as a cheerful, well-kept Calishite woman. She provides all services any
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to travel to the Nine Hells (or even just Avernus), this establishment provides a possible meeting location. Of course, entrance to the demiplane must be negotiated with Mahadi, with the promise of
repair a damaged but functional infernal war machine at a cost of 50 gp per hit point restored. Burney the Barber Burney appears as a cheerful, well-kept Calishite woman. She provides all services any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
before anyone was hurt. If the characters accept Artavazda’s offer to work with the Brightguard, the pari explains the situation: “Atash worries for the safety of his people. Today’s incident comes on
were seeking, learn how they plan to use it, and put an end to their threat—preferably by bringing their mysterious leader to justice. The angel then provides directions to the nearby Ruz Bazaar.