Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bards burns diffusing clearly refuse'.
Other Suggestions:
bards bards diffusing clear rebuke
bards bards diffusing clear recluse
bards bards diffusing clearly refuse
bards bards diffusing clearly rebuke
bards bards diffusing clearly recluse
Juiblex
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
. If the slime is set on fire, it burns away after 1 round. Any creature that starts its turn in the burning slime takes 22 (4d10);{"diceNotation":"4d10","rollType":"damage","rollAction":"Burning Slime
creature enters the area for the first time on a turn or ends its turn there, that creature must make the same save.If the slime is set on fire, it burns away after 1 round. Any creature that starts its
Monsters
Fizban's Treasury of Dragons
clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like starlight between
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
Monsters
Fizban's Treasury of Dragons
scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons’ scales. It glows like
Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers
Sorcerer
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Classes
Basic Rules (2014)
Golden eyes flashing, a human stretches out her hand and unleashes the dragonfire that burns in her veins. As an inferno rages around her foes, leathery wings spread from her back and she takes to
master it, or revel in its unpredictable nature? Is it a blessing or a curse? Did you seek it out, or did it find you? Did you have the option to refuse it, and do you wish you had? What do you intend
Monsters
Fizban's Treasury of Dragons
crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal dragons&rsquo
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
Monsters
Fizban's Treasury of Dragons
. The oldest crystal dragons have scales of perfect clarity that bend and refract light, sometimes making them difficult to see clearly.
The radiant energy of the Positive Plane shimmers in crystal
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Ascending the Slope Visible through the haze that covers the hill is a square tower ringed by ruined walls. In front of the tower burns a bonfire shaped like a fiery giant. Scattered on the slope
Hc2), werewolves (camp Hc3), and worgs (camp Hc7) all have keen senses that don’t depend on sight. The denizens of a camp cry out an alarm only if they’re clearly losing a fight. Absent extenuating
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
who bumps into them in the street. Flustered and clearly in the wrong, the tiefling spins around and berates the characters: “Take a short stick and pike it, you leather-headed berk, or I’ll put your
little mischievous, the bariaur knows all the local hot spots and the portals that lead to them. She offers her services to the party for just 3 gp per day. If they refuse, the characters can explore the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
might hear you!” hisses another.
Ebbin Fulchre and his three companions are unarmed commoners who refuse to enter the cabin, even on a dare. Morbid curiosity brought them here, but they’re nothing
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hear rattling chains when they get to the fork in the tunnel. The sound clearly comes from the left passage. Further investigation reveals no source; the sound is one of Halaster’s illusory regional
(“Axallian”), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of travelers to wait for 6d10 minutes for no clear reason.
3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items.
4 The guards don’t let anyone through
no action that might endanger themselves.
5 The guards have clearly been bought off by the richest person involved and do whatever it takes to help that person.
6 Believing themselves to be
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
instantly turned to dust, as if affected by a disintegrate spell. Such a sword loses its magical properties if removed from Spelljammer Academy. Security guards refuse access to anyone not wearing the
halfling cadet dashes past, clearly late for training. Turning a corner, they bump into a pair of plasmoid cadets—and become partially stuck in one of them! After pulling themself out and helping the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
characters do the same, the attackers target them. Only one local holds their ground: a surprised woman named Aunt Dellie (commoner). She clearly recognizes some of the strange farmers and tries to reason
keep their crimson hue. If the farmers are healed or roused from unconsciousness, they refuse to speak. They don’t attack again, but the locals keep them restrained. The characters likely don’t have
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
to wait for 6d10 minutes for no clear reason. 3 The guards refuse to admit anyone with animals, unusual weapons, or obvious magic items. 4 The guards don’t let anyone through the gate. Those wishing
but make no arrests. 4 The guards watch circumstances unfold but take no action that might endanger themselves. 5 The guards have clearly been bought off by the richest person involved and do whatever
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
grow up to be a powerful ally or a dangerous adversary? Most war chiefs treasure their positions so highly that they would refuse to relinquish the title, even to a clearly superior creature. Thus, a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
other refuse left over from previous meals. No one ever cleans this place. Characters who undertake the “Peace Out” quest (see "Peace Out") are brought here to meet and dine with Chief Yarb-Gnock. The
rolling on the Icewind Dale Trinkets table in appendix A). If the characters clearly portray themselves as enemies of the goblins, Spellix removes his goblin mask so that the characters don’t mistake
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ability to read your foes and rivals clearly makes you the best choice for franchise leader. Unfortunately, your equally practiced ability to read your allies means you’ll know which of them see
burns your headquarters to the ground, your fellow franchise members always know how lucky they are to have you around. And with your special skills, you’ll be able to make sure they show their appreciation financially — whether they know it or not.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Otherwise, the thrones are empty, and the characters have nothing else to interact with. The apparitions refuse to speak in the characters’ presence, and they can’t be harmed or turned. Barely lifting
wyrm (dragon). When the proper ingredients are placed inside one, magical fire fills the brazier. This fire destroys the brazier’s nonmagical contents and burns for 1 hour. Only while all six braziers
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
meteorite.” Alternatively, the characters can claim that neither spectator should guard the meteorite, since it clearly belongs to the ogre, or that the ogre should choose the guardian. Whichever
character succeeds on the check, the spectators refuse to accept the characters’ proposal, although characters can make a different one. If one spectator ends up guarding the meteorite, the other
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
own light sources as well. The following locations are keyed to map 2.5. Q1. Icy Path An elevated causeway covered with snow winds toward the mouth of the berserkers’ cave. Tracks in the snow clearly
puts out the fire for good. As long as the brazier’s cold fire burns, chardalyn berserkers inside the cave (areas Q3 through Q8, and the tunnels and chutes that attach to them) can’t drop below 1 hit
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
as their title suggests. Linda Lithen Four elemental paragons, the Storm Lords, protect Fortitude’s gate to Arcadia Gate An unquenchable green flame burns atop a low, circular ziggurat in one of
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
gray figures with armored bodies and bladed limbs flank the gate.
Two ferrumach rilmani (see Morte’s Planar Parade) guard the entrance to Dendradis. They’re indifferent to the characters but refuse
’ names, as the rilmani know the characters have been inquiring about the modron and might know its whereabouts. If the characters share that they’ve heard R04M is in the area, Ascetelis is clearly
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
people of Elturgard also tend to be devout in their pursuit of justice and worship of the gods? Oh how bright Elturgard’s light burns! If only it could last. Humans are, after all, short-lived
other ne’er-do-wells who might otherwise try to find whatever is trapped in the fort’s depths.
The Companion The second sun that sits directly above Elturel burns night and day. This orb is commonly
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
armor is clearly decorative, though the helmet and the sword are genuine items of good quality. Above the armor is a trapdoor that opens upward into an attic that runs the length of the building. The
Room Each corner of this pleasant parlor has a scarlet armchair and a reading table piled high with books. A cheery fire burns in the fireplace. A pair of swords sits in a rack above the fireplace
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
legacy, empowered by the Mourning Flame that burns in the Mourning Sanctum at the temple’s heart. Map 7.3: bastion of takhisis View Player Version S21: Ruined Hall When the characters enter this area
up the stairs to area S22. S22: Nuitari’s Shrine This dilapidated room was clearly once a shrine, and its walls are covered in carvings of robed figures gathered beneath a large black moon. Recesses
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
the place by the various giants in the upper area. If the characters decide to look through the refuse, it takes 10 minutes to search a 10-foot-square area, and the toads from area 12 come into the
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
greatly. Upon noticing the characters enter, the ghost beseeches them for help in recovering its previous identity. If the characters refuse, the ghost sulks but isn’t hostile. Discovering the
tunnel is a secret door to area N6. From this side, the door is clearly visible and pulls open easily. N9: Sewerage Chamber A foul stench rises from the murky sewage that fills most of this large chamber
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
visitors, inquire about their business, and keep an eye out for any clearly hostile intruders. T2: Hostel Visitors stay in this small hostel while they wait to be called for their answering ceremony
. A clearly visible trapdoor leads down to a cellar full of foodstuffs, wine, beer, and fuel for the fire. T2d: Visitors’ Rooms. Each of these guest rooms contains a low table, three stools, and three
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
the constructs in area 27 to assist. If one or more characters surrender after causing harm to him or his family, he spares their lives but commands them to leave Lyn Armaal at once. If they refuse, or if they leave only to return at a later time, Thullen turns hostile and attacks them.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ruined galley has buckled, and is cluttered with trash, driftwood, and other refuse washed up on the tide. To the east, the galley’s prow juts into the channel like a jagged fang, while the west side of
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fewer prizes and incur more risk. The other captains see the disadvantages clearly, but Jaharwon is building a following among the rank-and-file pirates of all three crews.
The Dragonfang’s crew
under sail or half that when rowed, and it can hold up to ten Medium occupants. A short pier allows access to Sharkbait Rock. Prisoners with no value or who have information they refuse to give up, or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
can develop into violent, centuries-long feuds between planar entities. Some vendors stubbornly refuse traditional currencies, guffawing at the notion that gold, of all things, has any value at all
hacking cough, offers the party free samples of her famous mystery meat pies. 4 Clearly troubled, a human commoner in the Free League asks the party which faction, if any, they believe is right about the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
above the common room provides additional light from its tall candles. Hanging over the fireplace is a portrait of three children, two female and one male. The male is clearly a young Omin Dran.
Next






