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Returning 35 results for 'barriers being devising completely return'.
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Monsters
Phandelver and Below: The Shattered Obelisk
of their psionic abilities, goblin psi commanders wield blades of pure psychic energy. They can throw barriers of mental force while toppling foes with a single, mind-splitting burst.
Psionic
with other Aberrations, which help them transform in return for their service as shock troops. Regardless, the result is the same: a goblin with unnatural and barely contained psychic power.
Psionic
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
working together and contributing to the overall effort can enough power be brought to bear against the cult to prevent Tiamat’s return. The more successful the characters are in their actions against the
reference. You can even add more chapters of your own devising, or which expand on ideas the players generate.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, this one has been cleared completely of debris, forming a seemingly easy path forward. Unfortunately, it’s a trap. While there are no outward signs for characters to notice that might give this fact
area. Both icy barriers have AC 12, 30 hit points each, vulnerability to fire damage, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
otherwise be as different or similar as the player wishes. Incarnations might use completely different character options, they might have different physical forms, or they might simply have cosmetic
from the one who just died, but each incarnation doesn’t need to be played before a particular incarnation reappears. Work the incarnation’s return into the adventure, following the guidance in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
otherwise be as different or similar as the player wishes. Incarnations might use completely different character options, they might have different physical forms, or they might simply have cosmetic
from the one who just died, but each incarnation doesn’t need to be played before a particular incarnation reappears. Work the incarnation’s return into the adventure, following the guidance in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
otherwise be as different or similar as the player wishes. Incarnations might use completely different character options, they might have different physical forms, or they might simply have cosmetic
from the one who just died, but each incarnation doesn’t need to be played before a particular incarnation reappears. Work the incarnation’s return into the adventure, following the guidance in the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
energy cells, and the like. The controls that operate the antimagic field are set into a wall and completely hidden behind a pile of junk. More piles of junk hide the monastery’s treasure, including
laboratory’s equipment to return to its original body. Instead of being thankful, however, the devil turns against the characters at the first opportunity. Kwalish’s Journal. The cover of Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
energy cells, and the like. The controls that operate the antimagic field are set into a wall and completely hidden behind a pile of junk. More piles of junk hide the monastery’s treasure, including
laboratory’s equipment to return to its original body. Instead of being thankful, however, the devil turns against the characters at the first opportunity. Kwalish’s Journal. The cover of Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
energy cells, and the like. The controls that operate the antimagic field are set into a wall and completely hidden behind a pile of junk. More piles of junk hide the monastery’s treasure, including
laboratory’s equipment to return to its original body. Instead of being thankful, however, the devil turns against the characters at the first opportunity. Kwalish’s Journal. The cover of Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and its outbuildings, they discover that the tracks have been completely obscured. If the characters wait until morning to set out, they find a set of fresh footprints left behind by a lone duergar
ogre zombie pulling a dogsled. These new tracks begin where the duergar tracks end, a quarter-mile outside of town. (The ogre zombie waited all night for the duergar to return. The duergar hopped onto
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ignore it completely. Stubborn angels, salamander servitors, and a trio of hags all create further complications. The threats on the hill span a wide range of difficulty; low- and moderate-level
infesting the ruins of Gardmore Abbey won’t pursue characters who retreat from the hill to tend their wounds. Characters have the opportunity to return another day, with a new plan to defeat Mekkalath and obtain the deck. Mike Schley Map 16.1: Ruins of Gardmore Abbey View Player Version
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
because it’s home to the temple of Savras, is completely walled off from lower ground. A wide stone bridge crosses on arched columns from Temple Hill to Throne Hill, site of Goldenthrone. A second bridge
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
replenish it. If any fish died, the deva uses raise dead spells to revive one fish per day for ten days. Once all is set right, the deva flies from the train and casts plane shift to return to Mount Celestia, taking the decanter with it.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
replenish it. If any fish died, the deva uses raise dead spells to revive one fish per day for ten days. Once all is set right, the deva flies from the train and casts plane shift to return to Mount Celestia, taking the decanter with it.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
fish dart through the ruins and circle an alabaster statue carved in the likeness of an angel clutching a decanter. Nearby fish scatter at the sight of you.
This car is completely flooded, and magic
replenish it. If any fish died, the deva uses raise dead spells to revive one fish per day for ten days. Once all is set right, the deva flies from the train and casts plane shift to return to Mount Celestia, taking the decanter with it.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and its outbuildings, they discover that the tracks have been completely obscured. If the characters wait until morning to set out, they find a set of fresh footprints left behind by a lone duergar
ogre zombie pulling a dogsled. These new tracks begin where the duergar tracks end, a quarter-mile outside of town. (The ogre zombie waited all night for the duergar to return. The duergar hopped onto
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and its outbuildings, they discover that the tracks have been completely obscured. If the characters wait until morning to set out, they find a set of fresh footprints left behind by a lone duergar
ogre zombie pulling a dogsled. These new tracks begin where the duergar tracks end, a quarter-mile outside of town. (The ogre zombie waited all night for the duergar to return. The duergar hopped onto
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ignore it completely. Stubborn angels, salamander servitors, and a trio of hags all create further complications. The threats on the hill span a wide range of difficulty; low- and moderate-level
infesting the ruins of Gardmore Abbey won’t pursue characters who retreat from the hill to tend their wounds. Characters have the opportunity to return another day, with a new plan to defeat Mekkalath and obtain the deck. Mike Schley Map 16.1: Ruins of Gardmore Abbey View Player Version
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
ignore it completely. Stubborn angels, salamander servitors, and a trio of hags all create further complications. The threats on the hill span a wide range of difficulty; low- and moderate-level
infesting the ruins of Gardmore Abbey won’t pursue characters who retreat from the hill to tend their wounds. Characters have the opportunity to return another day, with a new plan to defeat Mekkalath and obtain the deck. Mike Schley Map 16.1: Ruins of Gardmore Abbey View Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
because it’s home to the temple of Savras, is completely walled off from lower ground. A wide stone bridge crosses on arched columns from Temple Hill to Throne Hill, site of Goldenthrone. A second bridge
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
because it’s home to the temple of Savras, is completely walled off from lower ground. A wide stone bridge crosses on arched columns from Temple Hill to Throne Hill, site of Goldenthrone. A second bridge
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
style of research: keep adding energy until something blows up, then observe the results.
— Doug Beyer, Return to Ravnica: The Secretist
The Izzet are obsessive experimenters, combining a keen
a methodology that relies on unexpected outcomes: all results are informative, even if they completely defy expectations. For example, an experiment that begins as the creation of a “hypermana






