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Returning 35 results for 'been both diffusing crossing required'.
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been both diffusing crossing require
been both diffusing crossing requires
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spell — a circular, horizontal plane of force 3 feet in diameter and 1 inch thick. The disks are set in a line and spaced 5 feet apart. If any disks are deactivated, a not-insignificant leap is required
unfortunate enough to fall while crossing the disks, they are teleported into the prison cells at area M6. See area C4 for more information.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spell — a circular, horizontal plane of force 3 feet in diameter and 1 inch thick. The disks are set in a line and spaced 5 feet apart. If any disks are deactivated, a not-insignificant leap is required
unfortunate enough to fall while crossing the disks, they are teleported into the prison cells at area M6. See area C4 for more information.
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
spell — a circular, horizontal plane of force 3 feet in diameter and 1 inch thick. The disks are set in a line and spaced 5 feet apart. If any disks are deactivated, a not-insignificant leap is required
unfortunate enough to fall while crossing the disks, they are teleported into the prison cells at area M6. See area C4 for more information.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
rafters crossing below them at a height of 10 feet.
Doors. Normal doors are made of wood, and are so rotted as to be soft and easily breakable (no ability check required). Secret doors are made of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
rafters crossing below them at a height of 10 feet.
Doors. Normal doors are made of wood, and are so rotted as to be soft and easily breakable (no ability check required). Secret doors are made of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
rafters crossing below them at a height of 10 feet.
Doors. Normal doors are made of wood, and are so rotted as to be soft and easily breakable (no ability check required). Secret doors are made of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
work is required, followed by another check. Sun Painting. The painting of the pyramid and the sun conceals a secret door. A character who makes a successful DC 15 Wisdom (Perception) check discovers
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
work is required, followed by another check. Sun Painting. The painting of the pyramid and the sun conceals a secret door. A character who makes a successful DC 15 Wisdom (Perception) check discovers
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
between natives and invaders.
The north wall depicts people questing for a new land; their experiences during the journey include crossing treacherous mountains, sailing over storm-tossed seas, and
work is required, followed by another check. Sun Painting. The painting of the pyramid and the sun conceals a secret door. A character who makes a successful DC 15 Wisdom (Perception) check discovers
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, then take the crossing there to the Feywild at sundown. The many splendors of Paliset Hall await you on the other side! Formal attire is expected but not required.
A detect magic spell reveals an
terms and agree to steal the necklace, Fifel leads them to Loch Wynnis, a lakeside hamlet with a fey crossing that serves as a gateway between the Material Plane and the Feywild (see the “Loch Wynnis
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, then take the crossing there to the Feywild at sundown. The many splendors of Paliset Hall await you on the other side! Formal attire is expected but not required.
A detect magic spell reveals an
terms and agree to steal the necklace, Fifel leads them to Loch Wynnis, a lakeside hamlet with a fey crossing that serves as a gateway between the Material Plane and the Feywild (see the “Loch Wynnis
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, then take the crossing there to the Feywild at sundown. The many splendors of Paliset Hall await you on the other side! Formal attire is expected but not required.
A detect magic spell reveals an
terms and agree to steal the necklace, Fifel leads them to Loch Wynnis, a lakeside hamlet with a fey crossing that serves as a gateway between the Material Plane and the Feywild (see the “Loch Wynnis
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
as the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the
and visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
as the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the
and visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the Gateguides
visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the Gateguides
visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
as the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the
and visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Right Pashas of Little Calimshan, the Crossed of Wyrm’s Crossing, the Gravemakers of Tumbledown, or the Bloomridge Dandies. By far the most important crew to travelers, however, is the Gateguides
visitors to Baldur’s Gate are always welcome, spies and saboteurs are not. Legitimate foreign agents, such as ambassadors, are required to report to the High Hall for an elaborate series of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Loch Wynnis via the fey crossing: You stand in a fountain of illusory water on a cobblestone patio. Colorful globes of light bob in the air, dancing in time with the stars that blink on the twilit
. Fey Crossing. The fountain contains the fey crossing connected to Loch Wynnis. In addition to the few times when the fey crossing opens on its own, anyone can open the fey crossing from this side by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Loch Wynnis via the fey crossing: You stand in a fountain of illusory water on a cobblestone patio. Colorful globes of light bob in the air, dancing in time with the stars that blink on the twilit
. Fey Crossing. The fountain contains the fey crossing connected to Loch Wynnis. In addition to the few times when the fey crossing opens on its own, anyone can open the fey crossing from this side by
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Loch Wynnis via the fey crossing: You stand in a fountain of illusory water on a cobblestone patio. Colorful globes of light bob in the air, dancing in time with the stars that blink on the twilit
. Fey Crossing. The fountain contains the fey crossing connected to Loch Wynnis. In addition to the few times when the fey crossing opens on its own, anyone can open the fey crossing from this side by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
or masters to be obeyed. The Sign of the Crushing Wave. Water cultists use a simple hand sign to identify one another when a token of recognition is required: crossing the forefingers and overlapping
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Pirates versus zombies
6 River barge crossing
7–8 The Maverick
Just Cut to the End If the players are particularly clever, they might come up with novel ways to shortcut the search for
reaching the crow’s nest, then continuing on to the aft platform and the exit portal. At different points during the crossing of the rigging, the characters might attract the attention of crew members
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Pirates versus zombies
6 River barge crossing
7–8 The Maverick
Just Cut to the End If the players are particularly clever, they might come up with novel ways to shortcut the search for
reaching the crow’s nest, then continuing on to the aft platform and the exit portal. At different points during the crossing of the rigging, the characters might attract the attention of crew members
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Pirates versus zombies
6 River barge crossing
7–8 The Maverick
Just Cut to the End If the players are particularly clever, they might come up with novel ways to shortcut the search for
reaching the crow’s nest, then continuing on to the aft platform and the exit portal. At different points during the crossing of the rigging, the characters might attract the attention of crew members
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
; there’s no danger in crossing it. Watery Peril. At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long
hillside to the west of the Stone Tooth. 30. Old Storeroom The northern door in area 28 has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Durgeddin’s folk
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
; there’s no danger in crossing it. Watery Peril. At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long
hillside to the west of the Stone Tooth. 30. Old Storeroom The northern door in area 28 has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Durgeddin’s folk
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dynamite stick and the fuse leading from it with a successful DC 14 Wisdom (Perception) check. A character can cut a fuse as an action (no ability check required). If a dynamite stick takes damage from any
when summer melts the snow. When the full moon hangs in the night sky, the lake becomes a fey crossing. Anyone who completely submerges in the icy waters during this time surfaces in the Feywild.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
stone bridge spans the frozen river 20 feet below. The top of the bridge is covered with a slippery, icy glaze. Crossing the bridge safely requires a successful DC 10 Dexterity (Acrobatics) check. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
stone bridge spans the frozen river 20 feet below. The top of the bridge is covered with a slippery, icy glaze. Crossing the bridge safely requires a successful DC 10 Dexterity (Acrobatics) check. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
northernmost caves, which are above water level. No ability check is required to do so, given the abundant handholds and footholds on the cliffs. Water used to flow out of the southernmost tunnel and feed
stone bridge spans the frozen river 20 feet below. The top of the bridge is covered with a slippery, icy glaze. Crossing the bridge safely requires a successful DC 10 Dexterity (Acrobatics) check. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
; there’s no danger in crossing it. Watery Peril. At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long
hillside to the west of the Stone Tooth. 30. Old Storeroom The northern door in area 28 has swollen shut from dampness. A successful DC 10 Strength check is required to force it open. Durgeddin’s folk
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
dynamite stick and the fuse leading from it with a successful DC 14 Wisdom (Perception) check. A character can cut a fuse as an action (no ability check required). If a dynamite stick takes damage from any
when summer melts the snow. When the full moon hangs in the night sky, the lake becomes a fey crossing. Anyone who completely submerges in the icy waters during this time surfaces in the Feywild.






