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Returning 35 results for 'bad blades diffusing currents rites'.
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Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (earlier in the chapter) for guidelines on how the kobolds
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (earlier in the chapter) for guidelines on how the kobolds
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (earlier in the chapter) for guidelines on how the kobolds
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
carelessly strewn around matted heaps of furs, which would undoubtedly smell as bad as they look if not for the cold.
The chamber holds 12 kobolds when the characters enter. A few are sleeping but
most are tossing knucklebones, sharpening blades, sewing clothing, carving whalebone, or picking on each other. See “Random Encounters” (above) for guidelines on how the kobolds respond to intruders
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
he opened (Umberlee’s Maw) have created an area in the ocean that acts like a beacon for strong, irregular currents and bad weather. Underwater, the effect manifests as a general darkness in an oddly
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
build a city. Ephara and Nylea are almost polar opposites, and there is no shortage of bad blood between the god of the cities and the god of the hunt. Nylea resents the construction of every
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
build a city. Ephara and Nylea are almost polar opposites, and there is no shortage of bad blood between the god of the cities and the god of the hunt. Nylea resents the construction of every
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, and at work. Her followers generally pray at midday, with the sounds of the city forming an appropriate backdrop to their rites, as industry itself is sacred to Ephara. Many aspects of city life and
build a city. Ephara and Nylea are almost polar opposites, and there is no shortage of bad blood between the god of the cities and the god of the hunt. Nylea resents the construction of every
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
campaign, but a few select gods, goddesses, and otherworldly powers might play a larger role. Abbathor This dwarven deity of greed gets a bad rap. Because seriously, greed is just another form of the
works alongside Kelemvor, the god of the dead. But whereas Kelemvor sees to the more metaphysical side of death, Jergal sees to the details. Where did sweet Nana want to be buried? What rites did your
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
campaign, but a few select gods, goddesses, and otherworldly powers might play a larger role. Abbathor This dwarven deity of greed gets a bad rap. Because seriously, greed is just another form of the
works alongside Kelemvor, the god of the dead. But whereas Kelemvor sees to the more metaphysical side of death, Jergal sees to the details. Where did sweet Nana want to be buried? What rites did your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
umber hulk under the effect of a polymorph spell made permanent with a wish spell. The umber hulk reverts to its true form and attacks when its scorpion form is reduced to 0 hit points. 23b. Bad
Blades A corroded steel helm rests atop a pile of rusty swords in the middle of the room. When another creature enters the room, the pile of swords gathers into a vaguely humanoid form with the helm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
umber hulk under the effect of a polymorph spell made permanent with a wish spell. The umber hulk reverts to its true form and attacks when its scorpion form is reduced to 0 hit points. 23b. Bad
Blades A corroded steel helm rests atop a pile of rusty swords in the middle of the room. When another creature enters the room, the pile of swords gathers into a vaguely humanoid form with the helm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
umber hulk under the effect of a polymorph spell made permanent with a wish spell. The umber hulk reverts to its true form and attacks when its scorpion form is reduced to 0 hit points. 23b. Bad
Blades A corroded steel helm rests atop a pile of rusty swords in the middle of the room. When another creature enters the room, the pile of swords gathers into a vaguely humanoid form with the helm
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
campaign, but a few select gods, goddesses, and otherworldly powers might play a larger role. Abbathor This dwarven deity of greed gets a bad rap. Because seriously, greed is just another form of the
works alongside Kelemvor, the god of the dead. But whereas Kelemvor sees to the more metaphysical side of death, Jergal sees to the details. Where did sweet Nana want to be buried? What rites did your
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bad things in the world are proof that the world is unraveling—and most importantly, none of it is your fault. Those drawn to this message are called aspirants. Each aspirant meets regularly with an
participate in the rites together speak of themselves as a single “brood” and remain especially close-knit. This brood is the only family that remains to initiates. Broods are numbered in the group’s annals
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bad things in the world are proof that the world is unraveling—and most importantly, none of it is your fault. Those drawn to this message are called aspirants. Each aspirant meets regularly with an
participate in the rites together speak of themselves as a single “brood” and remain especially close-knit. This brood is the only family that remains to initiates. Broods are numbered in the group’s annals
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
bad things in the world are proof that the world is unraveling—and most importantly, none of it is your fault. Those drawn to this message are called aspirants. Each aspirant meets regularly with an
participate in the rites together speak of themselves as a single “brood” and remain especially close-knit. This brood is the only family that remains to initiates. Broods are numbered in the group’s annals
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Olhydra’s presence in an elemental node creates a number of widespread effects — bad weather, strong tides, and increasing aggression from dangerous sea life. Violent downpours become frequent within 10
miles of the lair. A downpour occurs once every 2d12 hours, and lasts 1d3 hours. Downpours are so heavy that creatures moving overland travel at half normal speed. Within 5 miles of the lair, currents
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Junk Wyrm, an eccentric adult copper dragon who reeks of garbage. The dump’s artistic guardian, Tudhog fashions three-dimensional pieces from once-magic blades, battle-damaged suits of shimmering armor
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer






