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Returning 35 results for 'beating bracers diffusing core remote'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
experiences of dreamers. There is a dark core at the heart of the plane, shaped by the nightmare force known as the Dreaming Dark. For reasons unknown to the general populace, Dal Quor is always remote
influence. When the influence of a plane is especially strong it is said to be coterminous. When its influence is weak, a plane is remote. These states can be important for epic rituals, the creation of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
It’s Your World In creating your campaign world, it helps to start with the core assumptions and consider how your setting might change them. The subsequent sections of this chapter address each
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core — a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot.
When the characters reach the main vault, read: All tunnels seem to lead to a central core—a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot.
When the characters reach the main vault, read: All tunnels seem to lead to a central core—a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core — a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot. When the characters reach the main vault, read: All tunnels seem to lead to a central core — a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
25. Main Vault The icy “core” of the castle is hollowed out with tunnels that break the surface at multiple points. The white dragon, Glazhael the Cloudchaser, enters and leaves via a wide funnel
and crunches underfoot.
When the characters reach the main vault, read: All tunnels seem to lead to a central core—a glittering cavern of ice with jagged walls and icicles the size of stalactites
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
amenities. If the council needs a tie-breaking vote to determine whether to commute a prisoner’s sentence, the prison warden—a neutral arbiter with no ties to any Lords’ Alliance member—casts the deciding vote. The remote prison of Revel’s End contains many of the Sword Coast’s most dangerous criminals
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Construction began on enormous new creation foundries, hundreds of feet tall, carved into the sides of mountains or secretly nestled within remote canyons. The project succeeded beyond Cyre’s wildest dreams
sending adventurers into the Mournland in hopes of salvaging some or all of the network inside a fallen colossus. Colossus Power Core. The power source of a colossus is a Khyber dragonshard of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Construction began on enormous new creation foundries, hundreds of feet tall, carved into the sides of mountains or secretly nestled within remote canyons. The project succeeded beyond Cyre’s wildest dreams
sending adventurers into the Mournland in hopes of salvaging some or all of the network inside a fallen colossus. Colossus Power Core. The power source of a colossus is a Khyber dragonshard of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Construction began on enormous new creation foundries, hundreds of feet tall, carved into the sides of mountains or secretly nestled within remote canyons. The project succeeded beyond Cyre’s wildest dreams
sending adventurers into the Mournland in hopes of salvaging some or all of the network inside a fallen colossus. Colossus Power Core. The power source of a colossus is a Khyber dragonshard of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
Jos’s interest, however; portals are always of concern to the Red Wizards. Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
Jos’s interest, however; portals are always of concern to the Red Wizards. Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar patrol 13–14 Mad duergar 15–16 Orc mercenaries* 17–18 Slave caravan 19 Steeder handlers 20 Themberchaud Abusive Duergar Guards The characters come upon two duergar guards beating a duergar
the influence of Demogorgon. Many are developing tics, habits, and behaviors that fly against their core beliefs, including guards flaunting their corrupt behavior, the use of adornment for adornment’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar patrol 13–14 Mad duergar 15–16 Orc mercenaries* 17–18 Slave caravan 19 Steeder handlers 20 Themberchaud Abusive Duergar Guards The characters come upon two duergar guards beating a duergar
the influence of Demogorgon. Many are developing tics, habits, and behaviors that fly against their core beliefs, including guards flaunting their corrupt behavior, the use of adornment for adornment’s
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
; portals are always of concern to the Red Wizards. Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their presence, he arranges a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
; portals are always of concern to the Red Wizards. Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their presence, he arranges a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the mere, and they act like it
; portals are always of concern to the Red Wizards. Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their presence, he arranges a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
). Another thirty to seventy are in the immediate area, close enough to respond within fifteen minutes to the beating of the drum in the barbican. The bullywugs already believe themselves to be lords of the
Jos’s interest, however; portals are always of concern to the Red Wizards. Adventurers appearing at this remote, secret site also interest him. If Azbara Jos sees the characters or learns of their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
duergar patrol 13–14 Mad duergar 15–16 Orc mercenaries* 17–18 Slave caravan 19 Steeder handlers 20 Themberchaud Abusive Duergar Guards The characters come upon two duergar guards beating a duergar
the influence of Demogorgon. Many are developing tics, habits, and behaviors that fly against their core beliefs, including guards flaunting their corrupt behavior, the use of adornment for adornment’s
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hags Hags delight in bringing ruin and misery to the world. Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers. Annis Hag Annis hags lair in
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hags Hags delight in bringing ruin and misery to the world. Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers. Annis Hag Annis hags lair in
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Hags Hags delight in bringing ruin and misery to the world. Malevolence is such a core part of a hag that it shapes her physical form and molds her magical powers. Annis Hag Annis hags lair in
their children to “be good, or the annis will get you.” Child Corrupter. When an annis feels especially cruel, she disguises herself as a kindly-looking elderly woman, approaches a child in a remote
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Nature The power of nature is stripped down to its most destructive core in this zone. 105. Temple of Plague A glowing green mist drifts around a shrine of binding in this white marble chamber. To the
fight if he is freed. Treasure. Thutai wears bracers of defense and has spell scrolls of remove curse and speak with dead . Keys. Thutai has a glyph key attuned to every zone in this sector, as well as a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Nature The power of nature is stripped down to its most destructive core in this zone. 105. Temple of Plague A glowing green mist drifts around a shrine of binding in this white marble chamber. To the
fight if he is freed. Treasure. Thutai wears bracers of defense and has spell scrolls of remove curse and speak with dead . Keys. Thutai has a glyph key attuned to every zone in this sector, as well as a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
entertaining hallmark of assignments handed down from Head Office, and plausible deniability is one of the core competencies of any successful Acquisitions Incorporated franchise.) The Backstory
particularly convincing about their ignorance, Moguhl and her bandits attack in hopes that a good beating can convince them to tell what they know. Moguhl uses the wererat stat block and wields a +1 shortsword
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Nature The power of nature is stripped down to its most destructive core in this zone. 105. Temple of Plague A glowing green mist drifts around a shrine of binding in this white marble chamber. To the
fight if he is freed. Treasure. Thutai wears bracers of defense and has spell scrolls of remove curse and speak with dead . Keys. Thutai has a glyph key attuned to every zone in this sector, as well as a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
entertaining hallmark of assignments handed down from Head Office, and plausible deniability is one of the core competencies of any successful Acquisitions Incorporated franchise.) The Backstory
particularly convincing about their ignorance, Moguhl and her bandits attack in hopes that a good beating can convince them to tell what they know. Moguhl uses the wererat stat block and wields a +1 shortsword






