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Returning 15 results for 'before both dwellings could rolling'.
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Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
long gorge at the city’s center earned its name from the rolling clouds of steam that forever billow up from below. A number of subterranean streams flow out of the Mistrift’s vertical walls, their icy
the falls, diverting it to an underground cistern that the drow can tap into. Westrift The newest of the city’s large clefts, Westrift swallowed up three drow houses and a score of lesser dwellings
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
than one such barrow, either broken open from the outside by those seeking lost treasures, or somehow broken from within. The Fields of the Dead is a vast, rolling plain of windswept grasses that
few walled enclosures that contain several such dwellings can occasionally be found a short distance away from the roads and rivers that run through or near the Fields. The folk of this land are kind
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
long gorge at the city’s center earned its name from the rolling clouds of steam that forever billow up from below. A number of subterranean streams flow out of the Mistrift’s vertical walls, their icy
the falls, diverting it to an underground cistern that the drow can tap into. Westrift The newest of the city’s large clefts, Westrift swallowed up three drow houses and a score of lesser dwellings
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
long gorge at the city’s center earned its name from the rolling clouds of steam that forever billow up from below. A number of subterranean streams flow out of the Mistrift’s vertical walls, their icy
the falls, diverting it to an underground cistern that the drow can tap into. Westrift The newest of the city’s large clefts, Westrift swallowed up three drow houses and a score of lesser dwellings
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
area might be completely underground, or a cavern near the surface with holes in the ceiling to let in some sunlight. Root Cellars Much as humans do in their dwellings, kobolds set aside rooms with
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
area might be completely underground, or a cavern near the surface with holes in the ceiling to let in some sunlight. Root Cellars Much as humans do in their dwellings, kobolds set aside rooms with
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
area might be completely underground, or a cavern near the surface with holes in the ceiling to let in some sunlight. Root Cellars Much as humans do in their dwellings, kobolds set aside rooms with
cookpots or from cooling the kiln) Pits with disease-covered spikes Pots of green slime Rolling boulders Small-size bridges and ladders rigged to break if there is too much weight on them Snares Tripwires, either connected to traps or just for tripping creatures Volleys of needles
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Consider rolling on the Infested Effects table when the following circumstances occur in the region: Webs, cocoons, hives, anthills, or other insect dwellings are disturbed. A creature attacks an
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Consider rolling on the Infested Effects table when the following circumstances occur in the region: Webs, cocoons, hives, anthills, or other insect dwellings are disturbed. A creature attacks an
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Consider rolling on the Infested Effects table when the following circumstances occur in the region: Webs, cocoons, hives, anthills, or other insect dwellings are disturbed. A creature attacks an
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Rauvin Road, where the Rauvin and Surbrin rivers meet. Rivermoot’s wood-frame dwellings are built on stilts because the rivers swell during the spring and flood the ground around them. The
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Rauvin Road, where the Rauvin and Surbrin rivers meet. Rivermoot’s wood-frame dwellings are built on stilts because the rivers swell during the spring and flood the ground around them. The
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Rauvin Road, where the Rauvin and Surbrin rivers meet. Rivermoot’s wood-frame dwellings are built on stilts because the rivers swell during the spring and flood the ground around them. The
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a