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Returning 35 results for 'strange all connect'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
attack roll is rerolled against the chosen creature.Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables
A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect several underground
Species
Eberron: Rising from the Last War
Welcome, welcome! So good to see you again. Let me get your drinkâblackroot tal with honey, yes? And then you have to listen to this story Iâve heard about the strange things going on
allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
House Ghallanda
Leader: Yoren dâGhallanda
Headquarters: Gatherhold
Magic Items
Lost Laboratory of Kwalish
heavily muscled warrior, and its great helm is unusual in that it has no openings â only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large
power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Hospitality âWelcome, welcome! So good to see you again. Let me get your drink â blackroot tal with honey, yes? And then you have to listen to this story Iâve heard about the strange
allows the bearer to keep a place clean and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Hospitality Welcome, welcome! So good to see you again. Let me get your drinkâblackroot tal with honey, yes? And then you have to listen to this story Iâve heard about the strange things
the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Far Realm Rifts Features The following features are common in each of the three Far Realm rifts. Strange Stone The terrain of the Far Realm rifts appears to be moist stone. If damaged, the stone
seeps a strange gray ichor, like viscous blood. Damage to the stone reverses over the course of an hour. Illumination A strange, green-and-silver illumination suffuses the Far Realm rifts. It emanates
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
in her home city. Her ability to connect local archaeological objects with their cultural context was unrivaled, so after her graduation, Dr. Dannell became a Varkenbluff faculty member and field
scientist, accompanying the universityâs archaeology crews on digs in the area. On a recent expedition into the nearby Murkmire, the archaeologists unearthed a strange object. Light green, opaque, and
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
successful check result of 16 or higher, characters note that strange wiring runs throughout the grounds, seeming to connect all the buildings together, and originating in area M8 (the control room
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
sewers. Stop the spread of a deadly drug or strange disease flowing from a well tied to Khyber. Khyber is an ever-present threat. Any deep passage could connect to a realm of fiends or spew out an army
alongside dolgrims and dolgaunts (see chapter 6). Others can unintentionally threaten a community by releasing something from the underworld: an unnatural disease, a malevolent demon, or a strange and
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
connect to. Each gate-town shares many of the characteristics of the plane where its gate leads. Planar emissaries often meet in these gate-towns, so it isnât unusual to see strange interactions, such as
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the strange environment. Both creatures are concealed by the dark, churning water and make attacks against anyone who gets close, particularly creatures affected by the magical symbol on the bridge
tower has three floors and a door on the ground floor. Stairs connect the levels, and only the topmost level is furnished. A continual flame spell in the wizardâs study on the top floor still burns
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
, write them down. Then think of what stories connect the pieces you want to use or fill in gaps you donât know about yet. For example, perhaps youâve got an idea for a troll that ambushes adventurers
inside a bag of holding. When he tried to leave, though, he became lost amid a constantly increasing number of extradimensional storage spaces. Over time, the strange forces of this magical in
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Strange Riders Later in the day (likely while the characters are on the streets or walls), the character with the highest passive Wisdom (Perception) score spots a dragonnel ridden by two figures
ride it. Clystran and the dragonnel managed to soar close to the flying citadel. Tunnels riddle the citadelâs base. Eerie lights suggest they connect with the temple above. Clystran found Darrett and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
wires connect the tables to a complex control panel standing between them.
Andras The result of one of Thessalarâs grand experiments, Andras has the body of a male human and the head of a massive snowy
âPoisonsâ in appendix C). The silver wires connect Francache to a lawful neutral female human bandit captain named Big Gadai (sister to the dead thief in area 6) and a normal rat. As Andras operates
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Spawn Hollow Locations Many slaadi reproduce by implanting Humanoid hosts with eggs that transform into slaad tadpoles. In the weird dimension of the Far Realm, however, biology takes strange turns
disappears into the flesh vortex in area S3. S3: Flesh Vortex Chamber Chalk lines connect the warts along the walls of this room. The chalk and warts become denser toward a vortex near the ceiling in an
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
chapter). The most dangerous places include those described below. Barrier Peaks. These forbidding highlands are home to strange monsters. âExpedition to the Barrier Peaks,â an adventure in Quests from the
Mountains populated with threats including fire giants and red dragons. Beneath the mountains are labyrinths that connect to the Underdark, wherein lie hidden cities, strongholds, and temples
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
what lies beyond. The door of the Dran & Courtier is neither locked nor trapped â though the building emanates strange sounds, shakes as though itâs falling apart, and continues to radiate a strange
disagree as to how many days theyâve been here). They have seen a number of strange, shady people coming and going, including some who wore cloaks to conceal their features. The doors seemed to work
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
village has also partially collapsed.
Nightstone got its name from a massive chunk of obsidian that once stood in the middle of the village square. The obsidian megalith had strange glyphs carved into
, such as a spider climb spell. All the buildings in the village except the watchtowers are made of wood and have steep, shingled rooftops. Muddy paths connect them.
Moat. Water from the river fills the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
smooth black stone, form a perimeter around the heart of the Crypt â which can be seen only from a terrifyingly close vantage. Obscured and protected by the towers are several strange plots of land
: some barren, others overrun with twisted, thorny flora not found in nature. Rail-less bridges connect these towers at various points, and all of them spiral around the heart: that which is reputedly the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
appears to connect to a suit of plate armor standing at the far end of room.
Glass Piping. Clear glass tubes connect flasks, funnels, columns, and other alchemical gear filled with strange components
Daoine Gloine The city of Daoine Gloine has long been thought of as mere legend â just another strange tale from the already-strange Barrier Peaks. Occasionally, travelers would return from the
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
whole of Eastern Oerik. Adventurers and Organizations
Factions and organizations aimed at player characters can connect adventurers to your world, providing ties to key NPCs and a clear agenda beyond
except the strange powers of the old hermit living in the nearby woods, which they regard with suspicion and mention only in whispers. By contrast, magic is common enough in the Free City of Greyhawk
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Exhibit Artificial plants made of wood, silk, and other materials sprout from artfully arranged planters. Tall ferns, bushes with strange berries, and slender trees are represented alongside placards
about ancient plant life.
One guard patrols this area. Hallways to the north and south connect to area V4. Alarms. The short hallways that connect this area to the grand entrance (area V1) have
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Morkoth Ancient and devious, morkoths are voracious collectors. Each one floats through the planes on a strange, mobile island, amassing the valuables, oddities, and castoffs of the multiverse in a
a twisted network of narrow tunnels that connect several underground chambers, although other structural forms might be incorporated. The morkoth dwells among the creatures and objects it prizes most
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
-Based Goals d20 Goal 1 Bring the villain to justice. 2 Clear the name of an innocent NPC. 3 Protect or hide an NPC. 4 Protect an object. 5 Discover the nature and origin of a strange phenomenon that
table, indicating that the partyâs goal is to secure aid from a ruler or council. You decide to connect that to the leadership of the order targeted by your vampire villain. Maybe the orderâs leaders
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
filled with a pink, quivering gelatinous mass (the brain pool in area X15). Two other mind flayers are nearby, but their features are unclear. A strange, jagged portal appears behind the trio and then
arms lashes a hand-tentacle across the face of a shriveled mind flayer with a single, staring eye, drawing blood. Several strange pods line the walls (area X12). A mental message rings out, âYou will
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Roomsâ games to gain access to Shemeshkaâs chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldnât remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
the spireâs entrance. It begins speaking in a strange, possibly forgotten, language.
Casting dispel magic on the illusory figure causes it to vanish. Otherwise, it disappears after giving its little
Compendium
- Sources->Dungeons & Dragons->Playerâs Handbook
might be indifferent to your existence. But the secrets youâve learned nevertheless allow you to draw strange magic from it.
Level 3: Awakened Mind You can form a telepathic connection between your
connection lasts for a number of minutes equal to your Warlock level. It ends early if you use this feature to connect with a different creature.
Level 3: Great Old One Spells The magic of your patron
Compendium
- Sources->Dungeons & Dragons->Heroesâ Feast: Saving the Childrenâs Menu
doors open to a large living area. Most of the interior has been demolished to make one open room thatâs 20 feet high. The seam along the walls where the second level used to connect is still visible
him and gives him the bottle. Ignis then sits on the table by the fire and, heating bits of spare metal, goes about crafting what appears to be a homemade sword. Unless drawn by strange noises or her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Amidships The air here is hot and damp. Two pools of dark, swirling water fill most of this area. A narrow wooden walkway crosses between them to connect doors toward the stern and the bow. Condensation
. See the âTemple of Tharizdunâ section in part 4 for more information. D9. Doryâs Chamber The air here is thick with clouds of steam scented by cloves, cinnamon, and ginger. Strange plants hang from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
connect this hall to area Y19l. Separate archways open into areas Y19n and Y19o. At the south end of the hall, a 10-foot-wide passageway leads to a locked double door, beyond which lies a balcony (area
studies the star field sees a strange phenomenon: a dark star in a position where no known star exists today. This character now risks being cursed with a foreboding sense of doom. At the end of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
strange surroundings and the chaos quadrapod as products of the nightmarish Far Realm. Portal 2: Guarded Warehouse As the portal opens, you feel a lurch as its magic wraps around you. The door is gone
your vantage point forty feet above the deck, you can see dozens of crew members below. All wear the livery of Dran Enterprises, and most carry swords and crossbows. Rigging and rope ladders connect
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
, but tunnels also connect its realm to Xenâdrik. Adventurers can potentially cross great distances quickly by passing through a daelkyrâs domain. Unfathomable Evil. The daelkyr are utterly alien, and
faces a creature twisted by the daelkyrâan aberration or another creature bearing a daelkyrâs corruptionâconsider rolling on the Daelkyr Modifications table to add strange cosmetic details to the creature
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
amuletâs wearer can command the bound guardian to cast the Fireball spell stored within the Construct. D8: Icicle Cave Rows of thick iciclesâsome long enough to connect the icy floor and ceilingâhang in
sheâd buy the dragonâs favor with lots of gems and the giantsâ pledge of service. Secret Wand. Aerstigga has a magic wand that makes gems, but only sometimesâit creates strange effects more often
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
battle that unfolds in the cavern, eager for its fair share of meat. Black Road Long ago, the Zhentarim built this trade route to connect its established footholds in the east with its lucrative
giants. If the characters stay at the Calling Horns Inn for a night, they and Tamalin are awakened in the wee hours by a strange racket. Two trolls are trying to claw their way into the innâs stable to






