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                        Returning 35 results for 'stones serving adventurers'.
                    
                
                        
                            
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                                                     Monsters
                                                    Storm King's Thunder
                                                    
                                                
                                            
                                                    ":"1d4+2","rollType":"damage","rollAction":"Sling","rollDamageType":"bludgeoning"} bludgeoning damage. Darz carries twenty sling stones.
Roleplaying Information
In his youth, Darz was a member of the
                                                
                                            
                                                
                                                     Xanathar Thieves’ Guild in Waterdeep. After serving ten years in prison for his crimes, he cut all ties to the city and moved north to be a campground caretaker.
Ideal: “You can run from
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     easily manipulated into serving their more forceful brethren. Having purpose forced upon them, these Returned perform simple, artless tasks with middling efficiency. Their one virtue is their
                                                
                                            
                                                
                                                    .
Returned Masks. Adventurers who defeat Returned foes might marvel at their fortune in claiming such rich spoils after a battle. The mask of a Returned is worth approximately 100 gp, based on its
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the
                                                
                                            
                                                
                                                     priests sought to loose upon the world; thus they were denied their reward of immortality.
To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their reward of immortality.
To this day, the priests of Osybus seek to unleash Strahd from
                                                
                                            
                                                
                                                     the mists, often using adventurers as their pawns. They also ironically bear their hated founder’s name, for they know it is his original deathly gift that gives them their horrific powers
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world
                                                
                                            
                                                
                                                    ; thus they were denied their reward of immortality.
To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied
                                                
                                            
                                                
                                                     their reward of immortality.
To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder’s
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    , thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their reward of immortality.
To this day, the priests of Osybus
                                                
                                            
                                                
                                                     seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder’s name, for they know it is his original deathly gift that gives them
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their
                                                
                                            
                                                
                                                     reward of immortality.
To this day, the priests of Osybus seek to unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder’s name, for
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their reward of immortality.
To this day, the priests of Osybus seek to
                                                
                                            
                                                
                                                     unleash Strahd from the mists, often using adventurers as their pawns. They also ironically bear their hated founder’s name, for they know it is his original deathly gift that gives them their
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     adventurers in the hopes of pitting them against fire giant rivals.
Hoarded Histories
Emerald dragons prize knowledge, particularly local histories that focus on magical events and individuals. They usually
                                                
                                            
                                                
                                                     convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
                                                
                                            
                                                
                                                     the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.
8
An
                                                
                                            
                                        
                                                     Backgrounds
                                                    Sword Coast Adventurer's Guide
                                                    
                                                
                                            
                                                     traveled in Waterdeep’s baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or
                                                
                                            
                                                
                                                     organization that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
 
Skill Proficiencies: 
                                                
                                            
                                        
                                                    Kenku
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     kenku make an easy living serving as messengers, spies, and lookouts for thieves’ guilds, bandits, and other criminal cartels. A network of kenku can relay a bird call or similar noise across the
                                                
                                            
                                                
                                                     degradation or shifts in meaning. Human messengers might switch words or phrases and garble a message inadvertently, but the kenku produce perfect copies of whatever they hear.
Kenku Adventurers
Kenku
                                                
                                            
                                        
                                                    Orc
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    , injury, or age) often join these cults instead of facing daily humiliation, exile, or death.
Serving as the bridge between the two parts of the tribe are the priestesses of Luthic, the orc goddess who
                                                
                                            
                                                
                                                     ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     flow for the better part of a day, the adventurers reach a bend where several prominent rocks jut from the mud. These stones mark the entrance to the Court of Orestes.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Quest Goals To complete the Dwarven Excavation Quest, the adventurers need only to warn Dazlyn and Norbus of the white dragon. The grateful dwarves then tempt the adventurers with a quest of their
                                                
                                            
                                                
                                                     own, offering their pair of sending stones as a reward if the characters rid the temple of the monsters within. If they stay long enough to help Dazlyn and Norbus, the characters encounter orcs before they leave (see “When Orcs Attack”).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    Adventures Giants often appear in adventures that aren’t about giants, serving as powerful enemies or allies to adventurers. This section offers inspiration if you want to make giants or the realms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     ceiling.
 Daylight will enable adventurers to dimly see what appear to be two separate doors at the end of the corridor. The paving stones on the floor 50 feet south of the entrance are unmortared
                                                
                                            
                                                
                                                     character can use thieves’ tools to keep the stones from shifting by taking 1 minute and succeeding on a DC 20 Dexterity check. On a failed check, the shims are put in place but they fail when someone moves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Chapter 4: The Chosen Path  Guided by Harshnag the frost giant, the adventurers travel to the Spine of the World, scaling icy mountains to reach a temple built by the giant lords of Ostoria. Within
                                                
                                            
                                                
                                                     their effort before it begins. Realizing that the adventurers are no match for the ancient blue dragon, Harshnag challenges Iymrith, distracting her so that the characters can flee. The temple’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    T9. Chamber of Moving Stones  If the characters speak to Baragustas in area T8 or examine the door to this area, a Black Earth priest (see chapter 7) named Larrakh hears them. If he does, he quickly
                                                
                                            
                                                
                                                     on the floor near the center of the room. An odd array of stone monoliths — some upright standing stones, and others arranged in three-stone arches — stand around the chamber. Six low stone slabs are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Exploring This Level All location descriptions for this level are keyed to map 10. Adventurers most likely enter Muiral’s Gauntlet by using the stairs from level 9 (near area 1) or by descending a
                                                
                                            
                                                
                                                     latticework arches serving as buttresses and rafters. Many of these “web arches” are cracked and broken. Shattered pieces of these arches lie scattered across the floor, as well as the remains of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     Gorthok the Thunder Boar, a destructive force they can unleash against their enemies. A circle of standing stones atop the hill helps to focus the anchorites’ magic to make the summoning of Gorthok
                                                
                                            
                                                
                                                     possible. Three anchorites — Flenz, Narux, and Yargath — defend the hill. When not performing rituals in the circle of standing stones, they patrol the surrounding woods, forage for food, and lurk in caves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Adventure Summary “The Lost Caverns of Tsojcanth” begins with a meeting between the characters and an agent serving the margrave of a nation whose rivals surround the Yatil Mountains, where the Lost
                                                
                                            
                                                
                                                     Caverns are believed to be hidden. Whether the margrave covets one of Iggwilv’s treasures for himself, seeks to sponsor the adventurers, or wants the characters to prevent his rivals from claiming the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Serving Zariel The characters might decide after meeting Zariel that they wish to serve her, joining her army and smiting demons in the Blood War. They also might wind up serving her if they fail to
                                                
                                            
                                                
                                                     the Material Plane to do her bidding. Zariel has numerous schemes spinning at any given time, but the adventurers are particularly well suited to preparing Baldur’s Gate to meet the same fate as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     floor and begs for mercy. Baragustas is too weak to put up any sort of a fight, but he wrings his hands and begs the characters not to provoke “the wrath of the Delvers” by disturbing the stones of
                                                
                                            
                                                
                                                     the tomb (area T9). Baragustas knows everything that Braelen knows (see area T4). He freely acknowledges the existence of the Believers and explains the mystery of the moving stones, telling the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     is the secret guarded by the Believers, although it has also attracted the attention of the Cult of the Black Earth. The Sinkhole. If the adventurers find their way to the Tomb of Moving Stones on
                                                
                                            
                                                
                                                     adventure you are currently running. If you prefer to start the adventurers at 3rd level and dive into the Elemental Evil plot immediately, begin with the “Rumors of Evil” clues. If you wish to start
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     Performing a psychic song or “smell poem.” 3 Recovering and nursing fallen adventurers. 4 Revealing the location of helpful magic items. 5 Serving as a guide to a foe’s hidden lair. 6 Sharing excessive encouragement and praise.
                                                
                                            
                                                
                                                     often encounter dangerous beings such as aboleths and mind flayers. While flumphs generally avoid combat, they often help adventurers in peril. Such help might be of doubtful use, but flumphs mean well
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Planar Travel When adventurers travel into other planes of existence, they are undertaking a legendary journey across the thresholds of existence to a mythic destination where they strive to complete
                                                
                                            
                                                
                                                     direct or indirect access to other planes of existence. Plane shift and gate can transport adventurers directly to any other plane of existence, with different degrees of precision. Etherealness allows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Undermountain. Located in the center of the taproom, the well was once the outer shell of Halaster’s mighty tower, which was demolished long ago. Its sheer walls are made of old mortared stones. Next
                                                
                                            
                                                
                                                     to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Random Encounters In addition to the inhabitants noted in specific areas, the adventurers might run into Arauthator’s minions in any corridor or empty chamber. Whenever the characters move from a
                                                
                                            
                                                
                                                     to 5 feet for 2 minutes or until the characters move 90 feet away. Kobolds. Arauthator brought a pack of unwitting kobolds to Oyaviggaton generations ago, and the creatures have been serving him in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     quarrel with adventurers who leave them alone. 14a. Rizzeryl’s Hideout The door to this room has a mural painted on the outside depicting a darkmantle descending on an unsuspecting dwarf who is admiring a
                                                
                                            
                                                
                                                     through the eastern door, he casts greater invisibility on himself.
 Table. A wooden table in the center of the room bears a map made of loose stones arranged to form walls and doors (see “Tabletop Map
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Jhesiyra escaped her prison when its wards failed during the Spellplague. To hide from Halaster, she magically confined herself in the stones of Undermountain. She now exists in a bodiless state
                                                
                                            
                                                
                                                    , inhabiting the very dungeon itself. Halaster is unaware of Jhesiyra’s presence but also wonders over her disappearance following the Spellplague. Jhesiyra’s plan is to use adventurers to defeat Halaster so
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Into the Gray Dream The rapport with Araumycos affects the adventurers like an astral projection spell, sending their astral bodies out into the Astral Plane where Araumycos’s vast, dreaming mind
                                                
                                            
                                                
                                                     distance, but whether they are small stones or rocks the size of mountains, you can’t say for certain. Your moment of reverie is broken by the sound of Basidia’s voice in your mind. “It begins.”
 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     rules or once ruled, adventurers might find monuments built to honor great leaders, gods, and cultures. Use the Monuments table for inspiration, or randomly roll to determine what monument the adventurers
                                                
                                            
                                                
                                                     standing stones 19 Ruined or toppled circle of standing stones 20 Totem pole  Ruins Crumbling towers, ancient temples, and razed cities are perfect sites for adventures. Additionally, noting the existence of
                                                
                                            
                                        





