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Returning 33 results for 'barrier been diffusing cries respect'.
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barriers been diffusing comes respect
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of warforged who fought in the Last War. What They’ll Settle For. Ultimately, Kalyth’s group wants money, and Mercy’s group wants respect. If both parties get what they want, the dispute ends. Settling
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of warforged who fought in the Last War. What They’ll Settle For. Ultimately, Kalyth’s group wants money, and Mercy’s group wants respect. If both parties get what they want, the dispute ends. Settling
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of warforged who fought in the Last War. What They’ll Settle For. Ultimately, Kalyth’s group wants money, and Mercy’s group wants respect. If both parties get what they want, the dispute ends. Settling
powered not by a Docent, but by a device called a graymatter engine that incorporated part of an artifact—perhaps that’s what you seek? The graymatter engine was said to generate a magical barrier
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) Fiefdom with a significant navy; its princess commands the respect of many dwarves beyond Ulek Valley of the Mage, the The Mage of the Valley (identity unknown) Secluded refuge of an ancient archmage
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) Fiefdom with a significant navy; its princess commands the respect of many dwarves beyond Ulek Valley of the Mage, the The Mage of the Valley (identity unknown) Secluded refuge of an ancient archmage
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
) Fiefdom with a significant navy; its princess commands the respect of many dwarves beyond Ulek Valley of the Mage, the The Mage of the Valley (identity unknown) Secluded refuge of an ancient archmage
meat with some spices and seasonings brought from the west, creating unique flavors. Old Keoland and Its Neighbors The long chain of the Lortmil Mountains forms a natural barrier between Old Keoland and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
wounded. In fact, the knight and the bandits are four succubi in magical disguise, testing the party’s integrity on behalf of Hulgaz. The knight cries out for help, apparently assailed by the bandits. How
member of the party. Hulgaz offers the characters these gifts as tokens of her esteem. To emphasize her respect for the party, she has tailored the charms to suit each character’s stated goals or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
wounded. In fact, the knight and the bandits are four succubi in magical disguise, testing the party’s integrity on behalf of Hulgaz. The knight cries out for help, apparently assailed by the bandits. How
member of the party. Hulgaz offers the characters these gifts as tokens of her esteem. To emphasize her respect for the party, she has tailored the charms to suit each character’s stated goals or
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
wounded. In fact, the knight and the bandits are four succubi in magical disguise, testing the party’s integrity on behalf of Hulgaz. The knight cries out for help, apparently assailed by the bandits. How
member of the party. Hulgaz offers the characters these gifts as tokens of her esteem. To emphasize her respect for the party, she has tailored the charms to suit each character’s stated goals or
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
Curst
Gate The gate to Carceri stands in a ringed courtyard in the center of town. The ruddy, four-pillared metal arch swirls with carmine sand and tortured cries. Creatures that step into the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
Curst
Gate The gate to Carceri stands in a ringed courtyard in the center of town. The ruddy, four-pillared metal arch swirls with carmine sand and tortured cries. Creatures that step into the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
Curst
Gate The gate to Carceri stands in a ringed courtyard in the center of town. The ruddy, four-pillared metal arch swirls with carmine sand and tortured cries. Creatures that step into the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) A morose, rail-thin figure, Rennick is cautious and wise beyond their years. They respect their fellow wereravens but are deeply mistrustful of others. Rennick frightens away unwanted visitors by
at all times. Gifted with a wry wit and a witch’s cackle of a laugh, Vinique mimics the happy cries of small children and the screams of a dying man to frighten intruders. Personality Trait. “Once I
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) A morose, rail-thin figure, Rennick is cautious and wise beyond their years. They respect their fellow wereravens but are deeply mistrustful of others. Rennick frightens away unwanted visitors by
at all times. Gifted with a wry wit and a witch’s cackle of a laugh, Vinique mimics the happy cries of small children and the screams of a dying man to frighten intruders. Personality Trait. “Once I
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) A morose, rail-thin figure, Rennick is cautious and wise beyond their years. They respect their fellow wereravens but are deeply mistrustful of others. Rennick frightens away unwanted visitors by
at all times. Gifted with a wry wit and a witch’s cackle of a laugh, Vinique mimics the happy cries of small children and the screams of a dying man to frighten intruders. Personality Trait. “Once I
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
following text: A glowing, ethereal sphere hovers over this chilling sanctum, whose walkways are formed from the vertebrae of some unknown behemoth. The orb resonates with the haunting cries of the
much damage on a successful one. Skall’s Reward. If the characters help Skall and defeat the spirit, they earn the respect of the dead. Skall bestows a Charm of the Dead Truce (see the “Heralds of Dust Charms” section) on each character.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
following text: A glowing, ethereal sphere hovers over this chilling sanctum, whose walkways are formed from the vertebrae of some unknown behemoth. The orb resonates with the haunting cries of the
much damage on a successful one. Skall’s Reward. If the characters help Skall and defeat the spirit, they earn the respect of the dead. Skall bestows a Charm of the Dead Truce (see the “Heralds of Dust Charms” section) on each character.
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
following text: A glowing, ethereal sphere hovers over this chilling sanctum, whose walkways are formed from the vertebrae of some unknown behemoth. The orb resonates with the haunting cries of the
much damage on a successful one. Skall’s Reward. If the characters help Skall and defeat the spirit, they earn the respect of the dead. Skall bestows a Charm of the Dead Truce (see the “Heralds of Dust Charms” section) on each character.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro. Suddenly, Chandry cries out with joy and sprints toward the colossus. When the ghost comes within arm’s reach of Landro, it blinks out of existence. Chandry then reappears at the bottom of the
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro. Suddenly, Chandry cries out with joy and sprints toward the colossus. When the ghost comes within arm’s reach of Landro, it blinks out of existence. Chandry then reappears at the bottom of the
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Landro. Suddenly, Chandry cries out with joy and sprints toward the colossus. When the ghost comes within arm’s reach of Landro, it blinks out of existence. Chandry then reappears at the bottom of the
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with tiny gemstones sewn into it (2 gp). The characters can trade for this item like any other and return it to its proper owner (see area 21b). 21b. Sad Huggybug Huggybug, a goblin child, cries alone
found Kressando condescending. He killed the nobleman for failing to show the proper respect. Kressando’s gutted corpse was fed to the otyugh in area 17e, but Azrok kept the finger as a trophy. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with tiny gemstones sewn into it (2 gp). The characters can trade for this item like any other and return it to its proper owner (see area 21b). 21b. Sad Huggybug Huggybug, a goblin child, cries alone
found Kressando condescending. He killed the nobleman for failing to show the proper respect. Kressando’s gutted corpse was fed to the otyugh in area 17e, but Azrok kept the finger as a trophy. If the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with tiny gemstones sewn into it (2 gp). The characters can trade for this item like any other and return it to its proper owner (see area 21b). 21b. Sad Huggybug Huggybug, a goblin child, cries alone
found Kressando condescending. He killed the nobleman for failing to show the proper respect. Kressando’s gutted corpse was fed to the otyugh in area 17e, but Azrok kept the finger as a trophy. If the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
mouth of this small cave. A door locked with an iron padlock secures the room. Inside, you see two filthy prisoners dressed in tattered rags, crowding close to the door. “Thank Yondalla!” one cries
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
mouth of this small cave. A door locked with an iron padlock secures the room. Inside, you see two filthy prisoners dressed in tattered rags, crowding close to the door. “Thank Yondalla!” one cries
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
rests here in the garden,
Whose waters, we hear, like to harden.
But a drink now and then,
Cures all in our ken,
And may even bring cries of “Pardon!”
Fountain All Heal (area G9
characters to respect other people’s homes. Hidden Cave. A mossy cave hidden toward the back of the ravine holds a simple table and stool and a rack full of gardening tools. The furniture is for the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
mouth of this small cave. A door locked with an iron padlock secures the room. Inside, you see two filthy prisoners dressed in tattered rags, crowding close to the door. “Thank Yondalla!” one cries
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
rests here in the garden,
Whose waters, we hear, like to harden.
But a drink now and then,
Cures all in our ken,
And may even bring cries of “Pardon!”
Fountain All Heal (area G9
characters to respect other people’s homes. Hidden Cave. A mossy cave hidden toward the back of the ravine holds a simple table and stool and a rack full of gardening tools. The furniture is for the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
rests here in the garden,
Whose waters, we hear, like to harden.
But a drink now and then,
Cures all in our ken,
And may even bring cries of “Pardon!”
Fountain All Heal (area G9
characters to respect other people’s homes. Hidden Cave. A mossy cave hidden toward the back of the ravine holds a simple table and stool and a rack full of gardening tools. The furniture is for the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
each creature can gain only once every 24 hours. Demitasse, the only animated object on the cart that can speak, is impeccably polite and treats guests with respect. As tea is served, it compliments
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
each creature can gain only once every 24 hours. Demitasse, the only animated object on the cart that can speak, is impeccably polite and treats guests with respect. As tea is served, it compliments
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
each creature can gain only once every 24 hours. Demitasse, the only animated object on the cart that can speak, is impeccably polite and treats guests with respect. As tea is served, it compliments
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated






