Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'becomes being diffusing council relatively'.
Other Suggestions:
become being diffusing counsel relatively
become being diffusing council relatively
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively
opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.Radiant
Monsters
Spelljammer: Adventures in Space
batter the offending ships to flinders.
Solar dragons are territorial carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful
opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.Radiant
Monsters
Spelljammer: Adventures in Space
is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.A Solar Dragon’s Lair
A
Monsters
Spelljammer: Adventures in Space
food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace system its hunting ground. They tend to give a wide berth to Humanoid folk, whom they find violent and
shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.A Solar Dragon’s Lair
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) speaks for the townsfolk. Though relatively young, Duvessa is the head of the Council of Speakers. Sheriff Markham Southwell (lawful good human veteran) commands the militia. Militia. Bryn Shander
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) speaks for the townsfolk. Though relatively young, Duvessa is the head of the Council of Speakers. Sheriff Markham Southwell (lawful good human veteran) commands the militia. Militia. Bryn Shander
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) speaks for the townsfolk. Though relatively young, Duvessa is the head of the Council of Speakers. Sheriff Markham Southwell (lawful good human veteran) commands the militia. Militia. Bryn Shander
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
council places at their disposal a modified keelboat with two pairs of oars and a step-down mast, large enough to accommodate the characters and any reasonable amount of equipment they want to take
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon’s plots
Four Councils When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
council places at their disposal a modified keelboat with two pairs of oars and a step-down mast, large enough to accommodate the characters and any reasonable amount of equipment they want to take
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
council places at their disposal a modified keelboat with two pairs of oars and a step-down mast, large enough to accommodate the characters and any reasonable amount of equipment they want to take
with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon’s plots
Four Councils When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon’s plots
Four Councils When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon’s plots
Four Councils When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon’s plots
Four Councils When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
throughout the crisis, right up to the final chapter of the adventure at the Well of Dragons. During the first session of the council, all the Sword Coast becomes aware of how the Cult of the Dragon’s plots
Four Councils When the characters arrive in Waterdeep, they are met by the Harper agent Leosin Erlanthar. The monk explains the purpose of the council and tells the adventurers they are expected to
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the shape of three swirling lightning bolts. The town council sees this strange phenomenon and becomes concerned. Earlier that morning a group of settlers left to pick up supplies at the inn. The
council asks the adventurers to investigate immediately. A Violent Atmosphere. As the party is gathering their equipment and preparing to leave town, the group of settlers dispatched earlier returns
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the shape of three swirling lightning bolts. The town council sees this strange phenomenon and becomes concerned. Earlier that morning a group of settlers left to pick up supplies at the inn. The
council asks the adventurers to investigate immediately. A Violent Atmosphere. As the party is gathering their equipment and preparing to leave town, the group of settlers dispatched earlier returns
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
first found the tunnels didn’t reveal their discovery to anyone, and to this day only a handful among the Council of Savants and the Gray Ghosts know about them. The long, gently curving tunnels have
relatively regular dimensions. They are known for their unusual rock formations and abundant patches of fungi, and for being suffused with faerzress (see chapter 2). There are currently two factions
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the shape of three swirling lightning bolts. The town council sees this strange phenomenon and becomes concerned. Earlier that morning a group of settlers left to pick up supplies at the inn. The
council asks the adventurers to investigate immediately. A Violent Atmosphere. As the party is gathering their equipment and preparing to leave town, the group of settlers dispatched earlier returns
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Spectral Bridge A 120-foot-long, 10-foot-wide bridge of wispy magical energy spans the lava-filled chasm, connecting areas 9 and 17. This bridge provides a relatively safe means of crossing the
. Normally, it is solid and safe to walk on — but any section of the bridge within 10 feet of a magic item becomes insubstantial. A creature or object passes through an insubstantial section of the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town council. The council members are unable to provide context beyond what is written on the board. When the characters return to the fishery after completing a quest, the council pays the reward
troops to protect the road. The emissary’s ships are anchored in a bay near Leilon, and the town council offers a reward of 1,500 gp for successfully negotiating aid.” If the characters undertake this
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town council. The council members are unable to provide context beyond what is written on the board. When the characters return to the fishery after completing a quest, the council pays the reward
troops to protect the road. The emissary’s ships are anchored in a bay near Leilon, and the town council offers a reward of 1,500 gp for successfully negotiating aid.” If the characters undertake this
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town council. The council members are unable to provide context beyond what is written on the board. When the characters return to the fishery after completing a quest, the council pays the reward
troops to protect the road. The emissary’s ships are anchored in a bay near Leilon, and the town council offers a reward of 1,500 gp for successfully negotiating aid.” If the characters undertake this
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
carnivores, and they behave accordingly. A young solar dragon might lay claim to an asteroid belt, where food is relatively plentiful, while an ancient solar dragon might consider an entire Wildspace
resistance, followed by hostility, especially if the lair contains eggs. A solar dragon egg has an obsidian shell, shiny black and opaque. When an egg is close to hatching, the shell becomes translucent, allowing the light from the unborn wyrmling’s wings to shine through.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters are within the foothills and travel high enough to breach the clouds, the fortress becomes visible about from a mile away. The fortress is worked into the spur of a mountain slope in a way that
addressed to the Council of Speakers of Ten-Towns. It asserts that the goblins of Karkolohk will refrain from attacking travelers and caravans heading to and from Ten-Towns for as long as the peace treaty
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Resources: Waterdeep’s army and conscript troops Lady Laeral is present starting with the second council, at which point she becomes the Open Lord of Waterdeep. She is one of the Seven Sisters—legendary
with the Emerald Enclave. On the Council Because the Lords’ Alliance is a confederation, the order sends seven delegates to the Council of Waterdeep, each effectively representing his or her own
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Resources: Waterdeep’s army and conscript troops Lady Laeral is present starting with the second council, at which point she becomes the Open Lord of Waterdeep. She is one of the Seven Sisters—legendary
with the Emerald Enclave. On the Council Because the Lords’ Alliance is a confederation, the order sends seven delegates to the Council of Waterdeep, each effectively representing his or her own
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Resources: Waterdeep’s army and conscript troops Lady Laeral is present starting with the second council, at which point she becomes the Open Lord of Waterdeep. She is one of the Seven Sisters—legendary
with the Emerald Enclave. On the Council Because the Lords’ Alliance is a confederation, the order sends seven delegates to the Council of Waterdeep, each effectively representing his or her own






