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Returning 35 results for 'been beacon defusing cracks recent'.
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been beacon defying cracks recent
Monsters
Mythic Odysseys of Theros
fall unconscious. Instead, the damage creates cracks in its carapace, revealing its hearts. Tromokratis has four hearts: two on its chest, one on its back, and one at the base of its tail. A heart has an
. In recent memory, the massive menace rose from the waves to topple the Pyrgnos, Meletis’s great repository of scholarly knowledge. Since that day, the polis keeps a watch specifically for
Magic Items
Tasha’s Cauldron of Everything
existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the
of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny
assume that the characters have a suitable light source and are able to see their surroundings.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny
assume that the characters have a suitable light source and are able to see their surroundings.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny
assume that the characters have a suitable light source and are able to see their surroundings.
Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
with a jovial sprite there, Wheeldoli, who might know more about recent happenings. Random Encounters The journey with the satyrs should take at least 2 hours and as long as 6 hours, at your discretion
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
with a jovial sprite there, Wheeldoli, who might know more about recent happenings. Random Encounters The journey with the satyrs should take at least 2 hours and as long as 6 hours, at your discretion
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
characters have an opportunity to converse with the satyrs. If this happens, the characters learn the following information: Often over the past tenday, several cracks of thunder have sounded, even when
with a jovial sprite there, Wheeldoli, who might know more about recent happenings. Random Encounters The journey with the satyrs should take at least 2 hours and as long as 6 hours, at your discretion
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island’s signal beacon. The depression in the floor once held the large oil receptacle that fueled the beacon (this now sits in area 7). The metal framework extended above this receptacle and held the lenses
that focused the light of the beacon’s flame. The hermitage disassembled the beacon and installed the bell for sounding at mealtime and to signal the start of meditation sessions. Aaron’s Last
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island’s signal beacon. The depression in the floor once held the large oil receptacle that fueled the beacon (this now sits in area 7). The metal framework extended above this receptacle and held the lenses
that focused the light of the beacon’s flame. The hermitage disassembled the beacon and installed the bell for sounding at mealtime and to signal the start of meditation sessions. Aaron’s Last
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island’s signal beacon. The depression in the floor once held the large oil receptacle that fueled the beacon (this now sits in area 7). The metal framework extended above this receptacle and held the lenses
that focused the light of the beacon’s flame. The hermitage disassembled the beacon and installed the bell for sounding at mealtime and to signal the start of meditation sessions. Aaron’s Last
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising
can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising
can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising
can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Ice Spider Tunnels Harshnag doesn’t know about these tunnels and caves, which were formed by earth tremors and aren’t part of the dungeon’s original construction. In recent years, they have become
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Ice Spider Tunnels Harshnag doesn’t know about these tunnels and caves, which were formed by earth tremors and aren’t part of the dungeon’s original construction. In recent years, they have become
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
9. Ice Spider Tunnels Harshnag doesn’t know about these tunnels and caves, which were formed by earth tremors and aren’t part of the dungeon’s original construction. In recent years, they have become
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Tortured Tortle Mutiny The Silent Sound lighthouse sits atop a cliff three days’ travel north of Neverwinter, and acts as a navigation beacon to ships traveling up and down the Sword Coast. The
beacon, though, something is seriously wrong. Its top is hazy and indistinct, as if a fog was obscuring the lantern room. Also, for a place that’s an occupied headquarters, there’s a lot of scaffolding
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
royal regalia or as a badge of high office. Magic Item’s Minor Property 1d20 Minor Property 1–2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and
wealth. 4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties. 5 Loud. The item makes a loud noise—such as a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Tortured Tortle Mutiny The Silent Sound lighthouse sits atop a cliff three days’ travel north of Neverwinter, and acts as a navigation beacon to ships traveling up and down the Sword Coast. The
beacon, though, something is seriously wrong. Its top is hazy and indistinct, as if a fog was obscuring the lantern room. Also, for a place that’s an occupied headquarters, there’s a lot of scaffolding
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
The Tortured Tortle Mutiny The Silent Sound lighthouse sits atop a cliff three days’ travel north of Neverwinter, and acts as a navigation beacon to ships traveling up and down the Sword Coast. The
beacon, though, something is seriously wrong. Its top is hazy and indistinct, as if a fog was obscuring the lantern room. Also, for a place that’s an occupied headquarters, there’s a lot of scaffolding
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
royal regalia or as a badge of high office. Magic Item’s Minor Property 1d20 Minor Property 1–2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and
wealth. 4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties. 5 Loud. The item makes a loud noise—such as a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
royal regalia or as a badge of high office. Magic Item’s Minor Property 1d20 Minor Property 1–2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and
wealth. 4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties. 5 Loud. The item makes a loud noise—such as a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Meletis Meletis strives to be a beacon to all of Theros’s people. Well-intentioned members of any culture are welcome on Meletis’s streets, and the polis’s people work to earn the trust of their
what their stories remember of Agnomakhos’s tyranny. Even an age after the archon’s rule, most leonin view Meletis as a cursed place. Those few who have traveled to the polis in recent years find it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Meletis Meletis strives to be a beacon to all of Theros’s people. Well-intentioned members of any culture are welcome on Meletis’s streets, and the polis’s people work to earn the trust of their
what their stories remember of Agnomakhos’s tyranny. Even an age after the archon’s rule, most leonin view Meletis as a cursed place. Those few who have traveled to the polis in recent years find it
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Meletis Meletis strives to be a beacon to all of Theros’s people. Well-intentioned members of any culture are welcome on Meletis’s streets, and the polis’s people work to earn the trust of their
what their stories remember of Agnomakhos’s tyranny. Even an age after the archon’s rule, most leonin view Meletis as a cursed place. Those few who have traveled to the polis in recent years find it
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Obelisk Made from a black metal of alien origin, this monolith is perfectly smooth except for the cracks and chipped-off edges where it was splintered by some unknown force. The obelisk is 15 feet per
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Obelisk Made from a black metal of alien origin, this monolith is perfectly smooth except for the cracks and chipped-off edges where it was splintered by some unknown force. The obelisk is 15 feet per
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Obelisk Made from a black metal of alien origin, this monolith is perfectly smooth except for the cracks and chipped-off edges where it was splintered by some unknown force. The obelisk is 15 feet per
temporary — a fluke due to the recent disruption of faerzress throughout the Underdark. Both the potency and the nature of the effect could change within a week or two, and this teleport effect likely
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. 2 Compass. The wielder can use
obsessed with material wealth. 4 Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. 2 Compass. The wielder can use
obsessed with material wealth. 4 Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light. 2 Compass. The wielder can use
obsessed with material wealth. 4 Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
high. Two sea hags were drawn to the island during the recent attack, when they heard the screams of the victims of the drowned ones. While prowling around the hermitage with an invisible stalker
rainwater for drinking and washing, but the hermits often augment that supply with barrels of fresh water shipped in from the mainland. Recent rains have filled the cistern to capacity. Treasure. Since
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
high. Two sea hags were drawn to the island during the recent attack, when they heard the screams of the victims of the drowned ones. While prowling around the hermitage with an invisible stalker
rainwater for drinking and washing, but the hermits often augment that supply with barrels of fresh water shipped in from the mainland. Recent rains have filled the cistern to capacity. Treasure. Since
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
high. Two sea hags were drawn to the island during the recent attack, when they heard the screams of the victims of the drowned ones. While prowling around the hermitage with an invisible stalker
rainwater for drinking and washing, but the hermits often augment that supply with barrels of fresh water shipped in from the mainland. Recent rains have filled the cistern to capacity. Treasure. Since






