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Returning 13 results for 'bad border diffusing compound railing'.
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Mythic Odysseys of Theros
need in their shimmering homeland and knowing the treachery of strangers.
Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world
adversaries—incredibly clever and well-prepared to play a long game but ultimately doomed to lose their games.
4
I’m certain every bad thing that happens can ultimately be blamed on the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
they need in their shimmering homeland and knowing the treachery of strangers. Still, some leonin wonder what lies beyond Oreskos’s border mountains and seek to test themselves in a wider world. Noble
play a long game but ultimately doomed to lose their games.
4 I’m certain every bad thing that happens can ultimately be blamed on the gods, but I roll my eyes at each new twist of fate and try to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mention that his cantankerous father, Davian Martikov, owns the local winery and vineyard, the Wizard of Wines (chapter 12). There’s bad blood between Urwin and his father (whom Urwin and Danika refer
railing that encloses the loft are dozens of ravens. Any character who has a horse can keep it here for 1 sp per night. The gray mare is a draft horse named Drusilla, and she likes apples. The horse
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
located. South of the Run are the slums, the “bad” area of town. Near the slums is the Captain’s Close, where the residences of High Captains Taerl and Suljack stand, but the area is otherwise quite poor
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
-called “First Folk of Berdusk,” have made a great show of their piety since the founding of Elturgard, and a great many of the high-ranking priests hail from their families. Over the years a few bad
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
navigation weren’t bad enough, explorers must bring their own provisions into the Mournland, unless they want to risk the danger of ingesting tainted food and water. Terrain Features The Day of
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the Armory, a foreboding stronghold at the ward’s border with the Lower Ward. Deliberately grown razorvine creeps along the structure’s bladed balconies and lower walls, deterring thieves who seek to
for 300 gp apiece. Barracks Riccardo Moscatello Factol Sarin of the Harmonium Hushed streets surround the Barracks, a wide compound of cold granite at the opposite end of the Lady’s Ward from the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
runs along the outside wall of the cottage, with wooden doors at the top and bottom of it. A rickety railing hugs the edge of the staircase, which looms above the foggy lake. A steady droning sound
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
Framed portraits adorn the walls of this grand foyer, which features a wide staircase with a sculpted railing. A long, carpeted hall attached to the foyer stretches almost the length of the mansion and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Calling Horns and report their fire giant sighting to Tamalin, she is satisfied and gives them her letter. Carnath Roadhouse This walled compound served as a hostelry on the High Road between Waterdeep and
Road hugs the west border of the valley, which is hemmed in on the east by the High Forest and the Forlorn Hills. The valley is dotted with settlements, farms, and isolated homesteads, yet most of it
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The
disappears during the winter, buried under deep snow. Moreover, the area has few trees or hills to provide shelter. Northfurrow The Northfurrow extends from Waterdeep to the fortified farming compound of






