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Returning 30 results for 'barren blades diffusing currents reality'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
reach are covered with snow and ice. Sirocco Straits The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
reach are covered with snow and ice. Sirocco Straits The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, currents, and winds called the Labyrinth Winds. These range from stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents
reach are covered with snow and ice. Sirocco Straits The Sirocco Straits is the region of the plane nearest to the Para-elemental Plane of Ash, where hot, dry winds scour earth motes into barren chunks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
). Rain and snow fall only in the part of the plane nearest to the Plane of Water. Most of the Plane of Air is a complex web of air streams, currents, and winds called the Labyrinth Winds. These range from
stiff breezes to howling gales that can rip a creature apart. Even the most skilled flying creatures must navigate these currents carefully, flying with the winds, not against them. Here and there
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
reality of Oerth, where Vecna has captured and imprisoned his archrival, Kas the Betrayer. Read the following to describe the scene: Your feet sink into the mucky basin of a sprawling wasteland. The
shattered remains of trees, roads, and whole mountain ranges dot the barren landscape. In the distance, a lone castle is silhouetted against the crimson horizon. Two hulking figures wander around the
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->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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Xaos Gate Destination: Ever-Changing Chaos of Limbo Primary Citizens: Githzerai Ruler: Varies Chaos reigns supreme in Xaos, a gate-town tethered to the ever-turbulent plane of Limbo, where reality is
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Xaos Gate Destination: Ever-Changing Chaos of Limbo Primary Citizens: Githzerai Ruler: Varies Chaos reigns supreme in Xaos, a gate-town tethered to the ever-turbulent plane of Limbo, where reality is
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Xaos Gate Destination: Ever-Changing Chaos of Limbo Primary Citizens: Githzerai Ruler: Varies Chaos reigns supreme in Xaos, a gate-town tethered to the ever-turbulent plane of Limbo, where reality is
only as stable as the thoughts that bind it. Xaos lies in a region of extreme climates and varied terrain—rugged mountains, muddy swamps, balmy coasts, and barren dunes. The town’s fragile structures
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, an alternate reality, or another Wildspace system. Valt Valt was one of Fyreen’s moons until it was ripped from the planet’s orbit by the Eye of Doom. It is days away from disappearing into the vortex
entirely of toxic green gas, is featured in chapters 8 and chapter 9. Yisheen. This small, barren moon is covered with black frost and belongs to Yisheen, a miserly adult lunar dragon (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, an alternate reality, or another Wildspace system. Valt Valt was one of Fyreen’s moons until it was ripped from the planet’s orbit by the Eye of Doom. It is days away from disappearing into the vortex
entirely of toxic green gas, is featured in chapters 8 and chapter 9. Yisheen. This small, barren moon is covered with black frost and belongs to Yisheen, a miserly adult lunar dragon (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
, an alternate reality, or another Wildspace system. Valt Valt was one of Fyreen’s moons until it was ripped from the planet’s orbit by the Eye of Doom. It is days away from disappearing into the vortex
entirely of toxic green gas, is featured in chapters 8 and chapter 9. Yisheen. This small, barren moon is covered with black frost and belongs to Yisheen, a miserly adult lunar dragon (see Boo’s Astral
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren’t summarily dispatched. Amid the constant strife, windstorms of blades scour
Feature 1 Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren’t summarily dispatched. Amid the constant strife, windstorms of blades scour
Feature 1 Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
reality. New arrivals are subject to forced conscription when encountered (whether by angel, demon, or devil), if they aren’t summarily dispatched. Amid the constant strife, windstorms of blades scour
Feature 1 Blades crafted here have a reputation for being especially fine and sharp. When a creature in the zone scores a critical hit with an attack that deals piercing or slashing damage, the attack
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
part of Cyre fed the Rushing River as it traced a short but fertile path south to Kraken Bay. The bed of the Rushing River is now as dry and barren as the rest of the Mournland, and the location of the
warforged who follow the Lord of Blades constitute the closest thing to a humanoid society that can be found in the Mournland. Similarly, golems and other constructs were largely unaffected by the Mourning
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
, and 5 feet away from the pedestal. If a character steps through the doorway, the fabric of reality warps and bends around them as they arrive in the demiplane: a cluttered den 40 feet long and 20
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
whalebone blades lined with shark teeth. The shields and the weapons aren’t particularly valuable, especially given their weight. A concave wall to the south has a giant-sized secret door set into it. It
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
whalebone blades lined with shark teeth. The shields and the weapons aren’t particularly valuable, especially given their weight. A concave wall to the south has a giant-sized secret door set into it. It
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
whalebone blades lined with shark teeth. The shields and the weapons aren’t particularly valuable, especially given their weight. A concave wall to the south has a giant-sized secret door set into it. It
giants are sensitive to water currents, so that any creature that swims through the cave must succeed on a DC 19 Dexterity (Stealth) check to avoid waking the giants. Treasure This room contains






