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Returning 34 results for 'barrier both diffusing curious resolve'.
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Elf
Legacy
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races
Basic Rules (2014)
more often amused than excited, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or
insults with vengeance.
Like the branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, and more likely to be curious than greedy. They tend to remain aloof and unfazed by petty happenstance. When pursuing a goal, however, whether adventuring on a mission or learning a new skill or art
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
awards the party a potion of flying. Stone Giant’s Resolve Each competitor must sit or stand atop a wooden post beneath a roaring waterfall. If a competitor’s body ceases to be in contact with the
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
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
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
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
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
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 (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities remain a mystery — with a curious exception. We know that at some point during this
approach too close, however, lest you stumble into the invisible barrier — a “force cage,” I am told — that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities remain a mystery — with a curious exception. We know that at some point during this
approach too close, however, lest you stumble into the invisible barrier — a “force cage,” I am told — that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. For more than a thousand years, folk lived and traded at the site of what would become Waterdeep, but their identities remain a mystery — with a curious exception. We know that at some point during this
approach too close, however, lest you stumble into the invisible barrier — a “force cage,” I am told — that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
chamber, and a burned tapestry spans the east wall. Dancing about the room are four small humanoids made of magma.
The dancing creatures are four magmins. They are curious to know who the characters are
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
sound of running water and a curious buzzing coming from far below.
The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
chamber, and a burned tapestry spans the east wall. Dancing about the room are four small humanoids made of magma.
The dancing creatures are four magmins. They are curious to know who the characters are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
times in their lives and are curious about what lurks there. C24. Osvaldo’s Prison If Ammalia Cassalanter or Victoro Cassalanter (see appendix B) or both are present, the door to this room is unlocked but
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This
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
sound of running water and a curious buzzing coming from far below.
The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
chamber, and a burned tapestry spans the east wall. Dancing about the room are four small humanoids made of magma.
The dancing creatures are four magmins. They are curious to know who the characters are
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
sound of running water and a curious buzzing coming from far below.
The easternmost chamber in the Mountain Door complex formerly served as the main entrance to the Glitterhame, which occupies the great
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
times in their lives and are curious about what lurks there. C24. Osvaldo’s Prison If Ammalia Cassalanter or Victoro Cassalanter (see appendix B) or both are present, the door to this room is unlocked but
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
times in their lives and are curious about what lurks there. C24. Osvaldo’s Prison If Ammalia Cassalanter or Victoro Cassalanter (see appendix B) or both are present, the door to this room is unlocked but
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This






