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Returning 35 results for 'because bare diffusing covering race'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X24. West Shrine This bare stone room consists of a foyer to the east and a shrine to the west. Candlesticks draped in cobwebs stand in the four corners of the foyer. In the shrine, a faceless
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X24. West Shrine This bare stone room consists of a foyer to the east and a shrine to the west. Candlesticks draped in cobwebs stand in the four corners of the foyer. In the shrine, a faceless
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X24. West Shrine This bare stone room consists of a foyer to the east and a shrine to the west. Candlesticks draped in cobwebs stand in the four corners of the foyer. In the shrine, a faceless
. Covering the statue or removing it from this shrine suppresses its magic and ends its sympathy effect on anyone. A pair of amber doors in the east wall open into area X25. A secret door is set in the back of one of the northern alcoves. Pulling it open releases hundreds of skulls (see area X26).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The course is 480 feet long. Racing Rules. The race is divided into 6-second rounds. Once the race begins, the snails move along the track at remarkable speed, each one covering 80 feet per round by
, fast-paced sport that draws a lively crowd. Characters can participate in the race as snail jockeys, but it costs 1 ticket punch to enter. On the Story Tracker, jot down the names of any characters who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hopene’er Asylum Hopene’er Asylum lies on Lamplicker’s Way in the High Quarter. The building is an old prison with bare walls and barred windows. A faded sign bearing the words “Welcome Home” hangs
before responding to them. Eventually, Brey agrees to allow the characters to enter and asks them to wait in a bare foyer while he fetches Trantor. Speaking with Trantor When Trantor first meets the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hopene’er Asylum Hopene’er Asylum lies on Lamplicker’s Way in the High Quarter. The building is an old prison with bare walls and barred windows. A faded sign bearing the words “Welcome Home” hangs
before responding to them. Eventually, Brey agrees to allow the characters to enter and asks them to wait in a bare foyer while he fetches Trantor. Speaking with Trantor When Trantor first meets the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hopene’er Asylum Hopene’er Asylum lies on Lamplicker’s Way in the High Quarter. The building is an old prison with bare walls and barred windows. A faded sign bearing the words “Welcome Home” hangs
before responding to them. Eventually, Brey agrees to allow the characters to enter and asks them to wait in a bare foyer while he fetches Trantor. Speaking with Trantor When Trantor first meets the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, only to form anew, again and again. Beneath the ruby glow lay a dark nightmare land of bare rock and flumes of sparks and gouting flame, where things slithered and scrambled half-seen in the shadows
celestial creatures, including angels, couatls, and pegasi. The Lower Planes are the home of fiends: demons, devils, yugoloths, and their ilk. The planes in between host their own unique denizens: the construct race of modrons inhabit Mechanus, and the aberrations called slaadi thrive in Limbo.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and champions. She speaks for Droaam, and is always interested in intrigues and plots. Sora Maenya is the commander of Droaam’s armies. It’s said that she can crush a giant with her bare hands, then eat
and prosperity, they could become envoys of the Daughters in the Five Nations or help to fight their enemies in Droaam. A character of a monstrous race could even become a warlord of Droaam. Even if
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and champions. She speaks for Droaam, and is always interested in intrigues and plots. Sora Maenya is the commander of Droaam’s armies. It’s said that she can crush a giant with her bare hands, then eat
and prosperity, they could become envoys of the Daughters in the Five Nations or help to fight their enemies in Droaam. A character of a monstrous race could even become a warlord of Droaam. Even if
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and champions. She speaks for Droaam, and is always interested in intrigues and plots. Sora Maenya is the commander of Droaam’s armies. It’s said that she can crush a giant with her bare hands, then eat
and prosperity, they could become envoys of the Daughters in the Five Nations or help to fight their enemies in Droaam. A character of a monstrous race could even become a warlord of Droaam. Even if
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
stags and wolves. Opposite the bed is a stone hearth with a black marble mantel that has a pair of elk antlers mounted above it. A bare, dust-covered writing desk is set against the west wall under a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
stags and wolves. Opposite the bed is a stone hearth with a black marble mantel that has a pair of elk antlers mounted above it. A bare, dust-covered writing desk is set against the west wall under a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
stags and wolves. Opposite the bed is a stone hearth with a black marble mantel that has a pair of elk antlers mounted above it. A bare, dust-covered writing desk is set against the west wall under a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enough heat to melt the ice on one set of doors. Otherwise, it takes a character using a weapon, a pick, or a similar tool 1 hour to chip away the ice covering one set of doors, or 1 hour to melt the ice
taken from its niche, it loses its magic forever. Statues The big statue in the middle of the temple depicts Annam the All-Father. The statue’s face is a mask of bare rock, bereft of facial features
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enough heat to melt the ice on one set of doors. Otherwise, it takes a character using a weapon, a pick, or a similar tool 1 hour to chip away the ice covering one set of doors, or 1 hour to melt the ice
taken from its niche, it loses its magic forever. Statues The big statue in the middle of the temple depicts Annam the All-Father. The statue’s face is a mask of bare rock, bereft of facial features
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enough heat to melt the ice on one set of doors. Otherwise, it takes a character using a weapon, a pick, or a similar tool 1 hour to chip away the ice covering one set of doors, or 1 hour to melt the ice
taken from its niche, it loses its magic forever. Statues The big statue in the middle of the temple depicts Annam the All-Father. The statue’s face is a mask of bare rock, bereft of facial features
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pit and Illusion The builders placed several open pits throughout the Winding Way, each measuring 6 feet by 6 feet and with a depth of 10 feet. Covering each pit is an illusory section of floor (major
a bare fifty-foot-square chamber. Three rotting figures stand close to the southern wall. They clutch large morningstars, which drag on the stone floor.
Standing directly in the exit on the southern
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pit and Illusion The builders placed several open pits throughout the Winding Way, each measuring 6 feet by 6 feet and with a depth of 10 feet. Covering each pit is an illusory section of floor (major
a bare fifty-foot-square chamber. Three rotting figures stand close to the southern wall. They clutch large morningstars, which drag on the stone floor.
Standing directly in the exit on the southern
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
covering the walls depict several myths known throughout the region. Any of the legends mentioned in the “Tletepec” section at the end of this adventure might be represented here, such as the tale of the
(Athletics) check. Treasure. The obsidian altars are bare except for four ruby-encrusted torch sconces, two on each altar. The sconces are easily removed, and each is worth 750 gp.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
covering the walls depict several myths known throughout the region. Any of the legends mentioned in the “Tletepec” section at the end of this adventure might be represented here, such as the tale of the
(Athletics) check. Treasure. The obsidian altars are bare except for four ruby-encrusted torch sconces, two on each altar. The sconces are easily removed, and each is worth 750 gp.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
covering the walls depict several myths known throughout the region. Any of the legends mentioned in the “Tletepec” section at the end of this adventure might be represented here, such as the tale of the
(Athletics) check. Treasure. The obsidian altars are bare except for four ruby-encrusted torch sconces, two on each altar. The sconces are easily removed, and each is worth 750 gp.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
warrior’s neck. Scattered on the floor beneath the skeleton are 8 pp, 22 gp, and a yellow topaz (250 gp). C4: Living Mud Cavern This cavern is large and irregular in shape. The bare rock floor forms a
the governor to find Juliana and Orlando but never returned. Once the elementals are dead, weapons or tools can easily break away the mud shells covering the remains. One mound entombs the remains of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Pit and Illusion The builders placed several open pits throughout the Winding Way, each measuring 6 feet by 6 feet and with a depth of 10 feet. Covering each pit is an illusory section of floor (major
a bare fifty-foot-square chamber. Three rotting figures stand close to the southern wall. They clutch large morningstars, which drag on the stone floor.
Standing directly in the exit on the southern
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
warrior’s neck. Scattered on the floor beneath the skeleton are 8 pp, 22 gp, and a yellow topaz (250 gp). C4: Living Mud Cavern This cavern is large and irregular in shape. The bare rock floor forms a
the governor to find Juliana and Orlando but never returned. Once the elementals are dead, weapons or tools can easily break away the mud shells covering the remains. One mound entombs the remains of a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
warrior’s neck. Scattered on the floor beneath the skeleton are 8 pp, 22 gp, and a yellow topaz (250 gp). C4: Living Mud Cavern This cavern is large and irregular in shape. The bare rock floor forms a
the governor to find Juliana and Orlando but never returned. Once the elementals are dead, weapons or tools can easily break away the mud shells covering the remains. One mound entombs the remains of a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
forced open by a character who makes a successful DC 18 Strength (Athletics) check. Once the characters are inside, read the following: You see a bare, spartan room. Ahead, a short corridor off the
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
forced open by a character who makes a successful DC 18 Strength (Athletics) check. Once the characters are inside, read the following: You see a bare, spartan room. Ahead, a short corridor off the
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
forced open by a character who makes a successful DC 18 Strength (Athletics) check. Once the characters are inside, read the following: You see a bare, spartan room. Ahead, a short corridor off the
net falls from the ceiling, covering the area in front of the gate in area 1. Each creature standing under the net as it falls must make a successful DC 16 Dexterity saving throw or be restrained. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
the center of the room, carved into the rough shape of what looks like a giant foot. Runes scribed into the north and south walls of the chamber create the outline image of a bare footprint






