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Returning 33 results for 'before being double could reside'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairn, the Silaes Tairn, and the Valaes Tairn. All three lines roam the northern plains of Aerenal, having left the forest long ago, but the Valaes Tairn now reside mostly in Valenar, being the
for the death of a friend or ally? Or have you turned away from your people, either by choice or because of the actions of a rival? Double-Bladed Scimitar The double-bladed scimitar is the signature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairn, the Silaes Tairn, and the Valaes Tairn. All three lines roam the northern plains of Aerenal, having left the forest long ago, but the Valaes Tairn now reside mostly in Valenar, being the
for the death of a friend or ally? Or have you turned away from your people, either by choice or because of the actions of a rival? Double-Bladed Scimitar The double-bladed scimitar is the signature
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairn, the Silaes Tairn, and the Valaes Tairn. All three lines roam the northern plains of Aerenal, having left the forest long ago, but the Valaes Tairn now reside mostly in Valenar, being the
for the death of a friend or ally? Or have you turned away from your people, either by choice or because of the actions of a rival? Double-Bladed Scimitar The double-bladed scimitar is the signature
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
heart of Setessa. Its regiment, led by the hero Anthousa, is dedicated to the defense of the polis and the training of its children. The Leina warriors favor double-edged axes. Ophis Tower. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
heart of Setessa. Its regiment, led by the hero Anthousa, is dedicated to the defense of the polis and the training of its children. The Leina warriors favor double-edged axes. Ophis Tower. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the North reside in the halls of the dwarves. Now, when shield dwarves invoke the name of Delzoun, they are calling upon the glory of all their past accomplishments: every feat of architectural mastery
as Sundbarr and Adbar, survive and thrive yet today. Mark: a horizontal, double-headed hammer in a triangle of three sparkling gems.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the North reside in the halls of the dwarves. Now, when shield dwarves invoke the name of Delzoun, they are calling upon the glory of all their past accomplishments: every feat of architectural mastery
as Sundbarr and Adbar, survive and thrive yet today. Mark: a horizontal, double-headed hammer in a triangle of three sparkling gems.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
culminate in a journey called peregrination, where they wander the world until they find a new place to call home. The few men who reside permanently in Setessa live in the Amatrophon, training and
heart of Setessa. Its regiment, led by the hero Anthousa, is dedicated to the defense of the polis and the training of its children. The Leina warriors favor double-edged axes. Ophis Tower. The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the North reside in the halls of the dwarves. Now, when shield dwarves invoke the name of Delzoun, they are calling upon the glory of all their past accomplishments: every feat of architectural mastery
as Sundbarr and Adbar, survive and thrive yet today. Mark: a horizontal, double-headed hammer in a triangle of three sparkling gems.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Middle Level (M1-M9) M1. Foyer and Hallway The characters emerge from the portal in the grand foyer of the mansion. On this side, the portal looks like a double door. The ceiling arches to fifteen
their village in exchange for their time and efforts exploring the mansion. If the characters agree to explore the mansion, Matreous steps through the double door leading back to the study room. When
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Middle Level (M1-M9) M1. Foyer and Hallway The characters emerge from the portal in the grand foyer of the mansion. On this side, the portal looks like a double door. The ceiling arches to fifteen
their village in exchange for their time and efforts exploring the mansion. If the characters agree to explore the mansion, Matreous steps through the double door leading back to the study room. When
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Middle Level (M1-M9) M1. Foyer and Hallway The characters emerge from the portal in the grand foyer of the mansion. On this side, the portal looks like a double door. The ceiling arches to fifteen
their village in exchange for their time and efforts exploring the mansion. If the characters agree to explore the mansion, Matreous steps through the double door leading back to the study room. When
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from the remains of a wooden table.
Six bugbears reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Spider’s assault on Wave Echo Cave, and the bugbears
proportioned for human use, as opposed to the dwarf-sized doorways and furnishings elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from the remains of a wooden table.
Six bugbears reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Spider’s assault on Wave Echo Cave, and the bugbears
proportioned for human use, as opposed to the dwarf-sized doorways and furnishings elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from the remains of a wooden table.
Six bugbears reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Spider’s assault on Wave Echo Cave, and the bugbears
proportioned for human use, as opposed to the dwarf-sized doorways and furnishings elsewhere in the mines. Both structures have battered and blackened masonry walls, their double doors cracked and scorched
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
vault’s entrance. Read the following: The goat path dead-ends at the convergence of three steep cliff walls. Two austere pillars flank a stone double door set into the wall. Next to each pillar stands a
silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
vault’s entrance. Read the following: The goat path dead-ends at the convergence of three steep cliff walls. Two austere pillars flank a stone double door set into the wall. Next to each pillar stands a
silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
vault’s entrance. Read the following: The goat path dead-ends at the convergence of three steep cliff walls. Two austere pillars flank a stone double door set into the wall. Next to each pillar stands a
silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cross a ward. If you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time it takes to move through one of them. For
maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones. The Cogs The
Sharn Inquisitive
Who owns sharn? Portrait of The ir’Tains and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Intrigue and treachery abound, blanketed behind the sumptuous veils of high society: masked balls, gambling houses, and private banquets. The Lady of Pain doesn’t reside in the ward that bears her name, but
over a largely deserted precinct. Life this close to the Hardheads is a double-edged sword. While local businesses—of which there are few—enjoy on-demand security, their proprietors must be spotless in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Intrigue and treachery abound, blanketed behind the sumptuous veils of high society: masked balls, gambling houses, and private banquets. The Lady of Pain doesn’t reside in the ward that bears her name, but
over a largely deserted precinct. Life this close to the Hardheads is a double-edged sword. While local businesses—of which there are few—enjoy on-demand security, their proprietors must be spotless in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cross a ward. If you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time it takes to move through one of them. For
maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones. The Cogs The
Sharn Inquisitive
Who owns sharn? Portrait of The ir’Tains and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cross a ward. If you’re traveling between wards, add 30 minutes for each ward you pass through. Dura and Tavick’s Landing are especially large; double the time it takes to move through one of them. For
maintained, and the district has a few thriving businesses. Most of the warforged that reside in Sharn work in Blackbones. The Cogs The
Sharn Inquisitive
Who owns sharn? Portrait of The ir’Tains and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Intrigue and treachery abound, blanketed behind the sumptuous veils of high society: masked balls, gambling houses, and private banquets. The Lady of Pain doesn’t reside in the ward that bears her name, but
over a largely deserted precinct. Life this close to the Hardheads is a double-edged sword. While local businesses—of which there are few—enjoy on-demand security, their proprietors must be spotless in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
pillars causes a creature to take 5 (2d4) lightning damage, or double that if it is wearing metal armor. The wall to the east shows a scene of various creatures submitting to a trio of huge, vaguely squid
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
pillars causes a creature to take 5 (2d4) lightning damage, or double that if it is wearing metal armor. The wall to the east shows a scene of various creatures submitting to a trio of huge, vaguely squid
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
before exiting at area 2 on map 6.7. 2. Ettin Guards’ Chamber Four ettins reside here when they are not on duty near the main entrance to the grand hall (map 6.5, area 2). Two are asleep, their weapons
pillars causes a creature to take 5 (2d4) lightning damage, or double that if it is wearing metal armor. The wall to the east shows a scene of various creatures submitting to a trio of huge, vaguely squid
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Illithinoch Locations The following locations are keyed to map 7.2. Mike Schley Map 7.2: Illithinoch View Player Version X1: Gates The long tunnel ends at an immense double door. An eerie green
while engaging in telepathic conversation, but they aren’t expecting an attack. The fanatics have told the mind flayers to expect surface cultists, such as the aberrant zealots who reside elsewhere in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Illithinoch Locations The following locations are keyed to map 7.2. Mike Schley Map 7.2: Illithinoch View Player Version X1: Gates The long tunnel ends at an immense double door. An eerie green
while engaging in telepathic conversation, but they aren’t expecting an attack. The fanatics have told the mind flayers to expect surface cultists, such as the aberrant zealots who reside elsewhere in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Illithinoch Locations The following locations are keyed to map 7.2. Mike Schley Map 7.2: Illithinoch View Player Version X1: Gates The long tunnel ends at an immense double door. An eerie green
while engaging in telepathic conversation, but they aren’t expecting an attack. The fanatics have told the mind flayers to expect surface cultists, such as the aberrant zealots who reside elsewhere in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
7.1. Damien Mammoliti Map 7.1: Spaceship Level 1 View Player Version S1: Entrance Sliding double doors open with a hiss to reveal the interior of a massive, derelict vessel of smooth metal. Bulbs
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
7.1. Damien Mammoliti Map 7.1: Spaceship Level 1 View Player Version S1: Entrance Sliding double doors open with a hiss to reveal the interior of a massive, derelict vessel of smooth metal. Bulbs
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
7.1. Damien Mammoliti Map 7.1: Spaceship Level 1 View Player Version S1: Entrance Sliding double doors open with a hiss to reveal the interior of a massive, derelict vessel of smooth metal. Bulbs
pocket inside each room. The rooms otherwise contain nothing of value. S16b: Elders’ Quarters. A vegepygmy moldmaker and five vegepygmy scavengers reside in this spacious former lounge. These