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Returning 35 results for 'becomes blinked diffusing continual resort'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
healthful properties of the area’s waters and natural beauty. The guests, proprietors, and staff have long since fled the resort. Source of the Flames If the characters linger here, looking for people
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
healthful properties of the area’s waters and natural beauty. The guests, proprietors, and staff have long since fled the resort. Source of the Flames If the characters linger here, looking for people
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
healthful properties of the area’s waters and natural beauty. The guests, proprietors, and staff have long since fled the resort. Source of the Flames If the characters linger here, looking for people
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
sudden shift in the architecture: a square window becomes circular, a wood panel turns to stone, and the like. Immediately after, the cracks vanish, and the architecture returns to normal. Ceilings and
rooms of the manor are brightly lit with continual flame spells spaced evenly along the walls. Music. Illusion magic creates jaunty music in the ballroom that can be heard throughout most of the palace—everywhere except the basement.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
sudden shift in the architecture: a square window becomes circular, a wood panel turns to stone, and the like. Immediately after, the cracks vanish, and the architecture returns to normal. Ceilings and
rooms of the manor are brightly lit with continual flame spells spaced evenly along the walls. Music. Illusion magic creates jaunty music in the ballroom that can be heard throughout most of the palace—everywhere except the basement.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
sudden shift in the architecture: a square window becomes circular, a wood panel turns to stone, and the like. Immediately after, the cracks vanish, and the architecture returns to normal. Ceilings and
rooms of the manor are brightly lit with continual flame spells spaced evenly along the walls. Music. Illusion magic creates jaunty music in the ballroom that can be heard throughout most of the palace—everywhere except the basement.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
1 The air becomes heavy and malleable. The space in the room becomes difficult terrain. While in the room, creatures have a flying speed equal to their walking speed. 2 Doors and windows in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
1 The air becomes heavy and malleable. The space in the room becomes difficult terrain. While in the room, creatures have a flying speed equal to their walking speed. 2 Doors and windows in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
text states otherwise. Lighting. The mansion is illuminated by continual flame spells cast on candles that are mounted to the walls. Windows. Each window is under the effect of an arcane lock spell. The
1 The air becomes heavy and malleable. The space in the room becomes difficult terrain. While in the room, creatures have a flying speed equal to their walking speed. 2 Doors and windows in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Harpers act openly only as a last resort.
Act I In the first act, the protagonist, Vargan, lives out a peaceful childhood in the village of Wisteria Vale. Vargan is a boy with a penchant for
that only people like him and the Harpers can stop them. Act III Vargan becomes more powerful, using his talents in magic and espionage to single-handedly take down corrupt kings and mages. Although
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Harpers act openly only as a last resort.
Act I In the first act, the protagonist, Vargan, lives out a peaceful childhood in the village of Wisteria Vale. Vargan is a boy with a penchant for
that only people like him and the Harpers can stop them. Act III Vargan becomes more powerful, using his talents in magic and espionage to single-handedly take down corrupt kings and mages. Although
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Harpers act openly only as a last resort.
Act I In the first act, the protagonist, Vargan, lives out a peaceful childhood in the village of Wisteria Vale. Vargan is a boy with a penchant for
that only people like him and the Harpers can stop them. Act III Vargan becomes more powerful, using his talents in magic and espionage to single-handedly take down corrupt kings and mages. Although
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile toward them once the deception is revealed.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
unless provoked. They attack only as a last resort, preferring to use their Sleep Gaze to subdue foes, then flee. They are notably more reluctant to fight spellcasters and characters using silvered or
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
unless provoked. They attack only as a last resort, preferring to use their Sleep Gaze to subdue foes, then flee. They are notably more reluctant to fight spellcasters and characters using silvered or
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
unless provoked. They attack only as a last resort, preferring to use their Sleep Gaze to subdue foes, then flee. They are notably more reluctant to fight spellcasters and characters using silvered or
confidence in her allies and fear in her enemies. Though normally calm and composed, Korvala becomes angry and combative when recalling the struggles she and her pack have experienced, including Nidalia’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile toward them once the deception is revealed.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the characters resort to magical trickery (for example, creating an illusory dress), the Abbot becomes hostile toward them once the deception is revealed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
command, carries a potion of supreme healing, which she uses if she becomes grievously wounded. 7a. Arch Gate to Level 15 Light. Torches burn in iron brackets mounted to four pillars that support the 20
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
command, carries a potion of supreme healing, which she uses if she becomes grievously wounded. 7a. Arch Gate to Level 15 Light. Torches burn in iron brackets mounted to four pillars that support the 20
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
command, carries a potion of supreme healing, which she uses if she becomes grievously wounded. 7a. Arch Gate to Level 15 Light. Torches burn in iron brackets mounted to four pillars that support the 20
glass lanterns with continual flame spells cast on them.
Wounded Githyanki. Four githyanki warriors are recovering from wounds inflicted on them by the mind flayers’ thralls. Each has 30 hit points
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
1d6. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. A creature that fails three of these saving throws transforms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
1d6. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. A creature that fails three of these saving throws transforms
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
1d6. If the saving throw DC drops to 0, the creature overcomes the arcane blight and becomes immune to the effect of further exposure. A creature that fails three of these saving throws transforms
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
need to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
need to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
odd things: A duergar merchant can’t stop insulting customers when they are trying to sell something, but becomes a picture of politeness when they want to buy. A number of duergar merchants give
characters must resort to less convenient means of finding the Whorlstone Tunnels.
If the characters do manage to catch Droki in the West Cleft, he drops limp and babbles, but is suspiciously amenable and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
odd things: A duergar merchant can’t stop insulting customers when they are trying to sell something, but becomes a picture of politeness when they want to buy. A number of duergar merchants give
characters must resort to less convenient means of finding the Whorlstone Tunnels.
If the characters do manage to catch Droki in the West Cleft, he drops limp and babbles, but is suspiciously amenable and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
need to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
odd things: A duergar merchant can’t stop insulting customers when they are trying to sell something, but becomes a picture of politeness when they want to buy. A number of duergar merchants give
characters must resort to less convenient means of finding the Whorlstone Tunnels.
If the characters do manage to catch Droki in the West Cleft, he drops limp and babbles, but is suspiciously amenable and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
automatic. As the day wears on and the commotion winds down, the camp becomes calmer and better organized. Guards resume their normal routines. If characters haven’t entered the camp before sundown of the
to resort to stealth or subterfuge to get in. For example, characters scaling the plateau from the east could use brush for cover right up to where the cliff overlooks the camp. From there, they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
place. It’s said that the city is overrun by living spells. In addition to the remnants of damaging spells (see “Living Spells” in chapter 6), there are stranger phenomena: living continual flames
light can sometimes be seen in its dark depths. Toward the edges of the plateau, the glass becomes lighter in color and more transparent, appearing almost pale white along the jagged cliffs at the edge
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
place. It’s said that the city is overrun by living spells. In addition to the remnants of damaging spells (see “Living Spells” in chapter 6), there are stranger phenomena: living continual flames
light can sometimes be seen in its dark depths. Toward the edges of the plateau, the glass becomes lighter in color and more transparent, appearing almost pale white along the jagged cliffs at the edge






