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Returning 35 results for 'bars branches diffusing calling resort'.
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Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wreck of the Star Goddess A wooden vessel is caught high in the tree branches, broken into three chunks. It resembles a ship, but there are differences that mark it clearly as not a seagoing vessel
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wreck of the Star Goddess A wooden vessel is caught high in the tree branches, broken into three chunks. It resembles a ship, but there are differences that mark it clearly as not a seagoing vessel
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wreck of the Star Goddess A wooden vessel is caught high in the tree branches, broken into three chunks. It resembles a ship, but there are differences that mark it clearly as not a seagoing vessel
branches another 10 feet above that.
A weak voice calls out, “Hallo, on the ground. Can you help us?”
The Star Goddess was a 90-foot skyship from Halruaa. It flew like a blimp, with the aid of an
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Celtic Pantheon It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the
and standing stones Brigantia, goddess of rivers and livestock NG Life Footbridge Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches Dunatis, god of mountains and peaks N
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Celtic Pantheon It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the
and standing stones Brigantia, goddess of rivers and livestock NG Life Footbridge Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches Dunatis, god of mountains and peaks N
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
The Celtic Pantheon It’s said that something wild lurks in the heart of every soul, a space that thrills to the sound of geese calling at night, to the whispering wind through the pines, to the
and standing stones Brigantia, goddess of rivers and livestock NG Life Footbridge Diancecht, god of medicine and healing LG Life Crossed oak and mistletoe branches Dunatis, god of mountains and peaks N
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3-inch-wide iron bars. Three deadbolts secure the door, which is also barred from the inside, so there are no locks that can be picked from the outside. Guard A guard stands on the other side of the
unauthorized people try to open or bypass the door, calling six more guards to help defend the entrance. Members If the characters continue watching the door, they see up to four more visitors approach
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3-inch-wide iron bars. Three deadbolts secure the door, which is also barred from the inside, so there are no locks that can be picked from the outside. Guard A guard stands on the other side of the
unauthorized people try to open or bypass the door, calling six more guards to help defend the entrance. Members If the characters continue watching the door, they see up to four more visitors approach
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
3-inch-wide iron bars. Three deadbolts secure the door, which is also barred from the inside, so there are no locks that can be picked from the outside. Guard A guard stands on the other side of the
unauthorized people try to open or bypass the door, calling six more guards to help defend the entrance. Members If the characters continue watching the door, they see up to four more visitors approach
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that with the motto of a group of politically allied cities in the North calling themselves the Lords’ Alliance: “Threats to home must be terminated without prejudice. Superiority is our security
. Gather information throughout Faerûn, discern the political dynamics within each region, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that with the motto of a group of politically allied cities in the North calling themselves the Lords’ Alliance: “Threats to home must be terminated without prejudice. Superiority is our security
. Gather information throughout Faerûn, discern the political dynamics within each region, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
that with the motto of a group of politically allied cities in the North calling themselves the Lords’ Alliance: “Threats to home must be terminated without prejudice. Superiority is our security
. Gather information throughout Faerûn, discern the political dynamics within each region, and promote fairness and equality by covert means. Act openly as a last resort. Thwart tyrants and any leader
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, calling them “the Delvers,” and leave the bodies untouched. Secret Door. In the southeastern corner is a secret door that requires a successful DC 15 Wisdom (Perception) check to find by noticing the
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, calling them “the Delvers,” and leave the bodies untouched. Secret Door. In the southeastern corner is a secret door that requires a successful DC 15 Wisdom (Perception) check to find by noticing the
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, calling them “the Delvers,” and leave the bodies untouched. Secret Door. In the southeastern corner is a secret door that requires a successful DC 15 Wisdom (Perception) check to find by noticing the
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and ceiling of the tunnel as far as you can see. Within this tunnel are several branches, all of them covered in the same black moss.
The notable aspect of this tunnel is the uniform layer of black
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and ceiling of the tunnel as far as you can see. Within this tunnel are several branches, all of them covered in the same black moss.
The notable aspect of this tunnel is the uniform layer of black
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and ceiling of the tunnel as far as you can see. Within this tunnel are several branches, all of them covered in the same black moss.
The notable aspect of this tunnel is the uniform layer of black
this moss-covered maze of tunnels, luring them into dead-end caves using hallucinations (such as the sound of someone calling for help). M8. Pools This dead-end cavern opens wide, and the lingering
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and the landing at its top are strewn with bits of crab shell. If any character touches or inspects the door, read: A monstrous mouth forms on the door’s surface, calling out with a deep drawl: “I’m
similar effect, and bestows the effect of a water breathing spell on any creatures within it. The stout bars grant half cover against attacks originating from outside the cage. Using the winch, a character
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and the landing at its top are strewn with bits of crab shell. If any character touches or inspects the door, read: A monstrous mouth forms on the door’s surface, calling out with a deep drawl: “I’m
similar effect, and bestows the effect of a water breathing spell on any creatures within it. The stout bars grant half cover against attacks originating from outside the cage. Using the winch, a character
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and the landing at its top are strewn with bits of crab shell. If any character touches or inspects the door, read: A monstrous mouth forms on the door’s surface, calling out with a deep drawl: “I’m
similar effect, and bestows the effect of a water breathing spell on any creatures within it. The stout bars grant half cover against attacks originating from outside the cage. Using the winch, a character
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shape of winding serpents (50 gp), two matching shortswords with platinum filigree on the hilt and pommel in a similar serpent motif (25 gp each), and a stack of ten iron bars, each weighing 10
, leafless tree. Its gnarled branches reach toward the clouds like twisted fingers, and its rough bark is pockmarked with large knots and beetle holes.
This house belonged to Mayor Lei Duvezin and her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Creatures of the Dreadwood gain advantage on all attacks against them for the next day and know the character’s name and personal details, calling to them to journey deeper into the forest and serve
branches looms out of the swamp. The floor of the hut is covered with humanoid teeth. 3 Visible from half a mile away, smoke rises from a shrine built on large stones and dedicated to Semuanya, god of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
that know no higher calling than pure knowledge and academic glory. Reasons to Visit. Adventurers might visit the Last Academies for one of the following reasons: Magical Training. Any adventurer seeking
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shape of winding serpents (50 gp), two matching shortswords with platinum filigree on the hilt and pommel in a similar serpent motif (25 gp each), and a stack of ten iron bars, each weighing 10
, leafless tree. Its gnarled branches reach toward the clouds like twisted fingers, and its rough bark is pockmarked with large knots and beetle holes.
This house belonged to Mayor Lei Duvezin and her
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
shape of winding serpents (50 gp), two matching shortswords with platinum filigree on the hilt and pommel in a similar serpent motif (25 gp each), and a stack of ten iron bars, each weighing 10
, leafless tree. Its gnarled branches reach toward the clouds like twisted fingers, and its rough bark is pockmarked with large knots and beetle holes.
This house belonged to Mayor Lei Duvezin and her
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Creatures of the Dreadwood gain advantage on all attacks against them for the next day and know the character’s name and personal details, calling to them to journey deeper into the forest and serve
branches looms out of the swamp. The floor of the hut is covered with humanoid teeth. 3 Visible from half a mile away, smoke rises from a shrine built on large stones and dedicated to Semuanya, god of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
that know no higher calling than pure knowledge and academic glory. Reasons to Visit. Adventurers might visit the Last Academies for one of the following reasons: Magical Training. Any adventurer seeking
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Creatures of the Dreadwood gain advantage on all attacks against them for the next day and know the character’s name and personal details, calling to them to journey deeper into the forest and serve
branches looms out of the swamp. The floor of the hut is covered with humanoid teeth. 3 Visible from half a mile away, smoke rises from a shrine built on large stones and dedicated to Semuanya, god of the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
that know no higher calling than pure knowledge and academic glory. Reasons to Visit. Adventurers might visit the Last Academies for one of the following reasons: Magical Training. Any adventurer seeking
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bedchamber, including a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot. Bars over the windows dispel the air of luxury somewhat, as does the guard standing just inside the door.
A
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bedchamber, including a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot. Bars over the windows dispel the air of luxury somewhat, as does the guard standing just inside the door.
A
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bedchamber, including a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot. Bars over the windows dispel the air of luxury somewhat, as does the guard standing just inside the door.
A
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Constrict or Swallow traits) Cage G. Two hook horrors Cage H. One wyvern Each cage has rune-scribed bars of steel. Transmutation magic on the bars renders them unbreakable, so a creature inside can’t
physically or magically attack through the bars. To free the occupants of a cage, a character can pick the lock on the cage door, which requires a successful DC 15 Dexterity check. If freed from their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Constrict or Swallow traits) Cage G. Two hook horrors Cage H. One wyvern Each cage has rune-scribed bars of steel. Transmutation magic on the bars renders them unbreakable, so a creature inside can’t
physically or magically attack through the bars. To free the occupants of a cage, a character can pick the lock on the cage door, which requires a successful DC 15 Dexterity check. If freed from their






