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Returning 35 results for 'being before dark continues rate'.
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Monsters
Tomb of Annihilation
additional 20 feet, or make the gem go dark.
Turn the dagger into a compass that, while resting on Artus’s palm, points north.
Cast dimension door from the dagger. Once this property is used
returns to normal at a rate of 10 degrees per minute.
Artus can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2
Monsters
Divine Contention
exhales dark energy in a 90--foot cone. Each creature in that area must make a DC 22 Constitution saving throw, taking 77 (22d6);{"diceNotation":"22d6","rollType":"damage","rollAction":"Necrotic
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Rate of Falling The rule for falling assumes that a creature immediately drops the entire distance when it falls. But what if a creature is at a high altitude when it falls, perhaps on the back of a
500 feet at the end of that turn. This process continues until the fall ends, either because you hit the ground or the fall is otherwise halted.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K83. Spiral Stair Behind the door lies a dark spiral staircase. The staircase starts at area K78, climbs to a landing at area K83a, and continues upward to area K37.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Into the Cloakwood The characters can use the clues found at Candlekeep to track the thieves north along the Coast Way to the Cloakwood. Within this dark forest is the base of operations for the
Temple of the Immortal Lotus. When the characters enter the forest, read: As you begin your journey into the Cloakwood, the forest darkens at an alarming rate. From all around, you hear whispers, rustling
Orc
Legacy
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Species
Volo's Guide to Monsters
created the orcs and continues to direct their destiny. He is aided and abetted by the other warrior deities, Bahgtru and Ilneval, who bring strength and cunning to the battlefield. The followers of all
diplomacy. They care only for satisfying their insatiable desire for battle, to smash their foes and appease their gods.
Booming Birth Rate
In order to replenish the casualties of their endless warring
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
ability scores of your choice increase by 1. Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180
superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light, the vent is the center and source of the area’s dark hallow effect. This narrow opening continues down for hundreds of feet beneath the ocean bottom, never widening. Sealing this vent is the only
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
ability scores of your choice increase by 1. Age. Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180
superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Traits Your gnome character has certain characteristics in common with all other gnomes. Ability Score Increase. Your Intelligence score increases by 2. Age. Gnomes mature at the same rate
size is Small. Speed. Your base walking speed is 25 feet. Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
insecurities and tricking them into accepting dark bargains that ultimately lead to misery. The temple consists of three buildings. What was once Sylvarie’s private tower has been taken over by the hags as a
lair, and a former shrine to Sune has become a prison for the cursed elf. The main bathhouse looks exactly as Sylvarie built it, and it continues to provide services to visitors. Most of the staff of
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds
. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, you have superior vision in dark and dim
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
without exposing herself to danger. The Dark Lady’s image opens conversation by saying, “Welcome to Rundreth Manor.” The image ignores any attacks the characters make against it, although such interaction
reveals it to be an illusion. The Dark Lady Conversing with the Dark Lady The Dark Lady plays the menacing femme fatale to the hilt, verbally fencing with the adventurers. Use her to feed the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Capture The drow try to capture the escaped prisoners if at all possible, since Ilvara wants the pleasure of teaching them a lesson about disobedience. If the dark elves reduce any characters to 0
before Ilvara has the opportunity to torture them or sell them into slavery in the City of Spiders. If they escape her clutches again, the drow priestess continues her pursuit until she is dead or the party leaves the Underdark (see chapter 7).
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
appears as a middle-aged woman with dark hair and mournful features. Two gargoyles emerge out of the mist along with the spirit; like the gargoyles from the start of the adventure, they bear Won-Ha’s face
. Once defeated, these creatures discorporate into fog. Won-Ha’s gwishin reappears 24 hours later, though, and continues to imperil the city until she is put to rest.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
thriving black market. If you have shady friends, you’ve likely heard of Black Pit’s reputation as a place to quietly “disappear.” Similarly, if you have ties to the King’s Dark Lanterns, you know
begun to slip into Breland from the east at an alarming rate, and Brelish soldiers and adventurers stationed in Vathirond are usually the first to contend with these threats. Wroat Built on both sides
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Rival Princes When the characters arrive at the square, read or paraphrase the following: Locals crowd a shaded square, listening to a fervent argument between two well-dressed human men wearing dark
speaks, while the Anisan city folk shout agreement when Simbon speaks. As the debate continues, a muscular dwarf miner carrying a polished copper pick approaches the characters. This is Uzoma, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
surface, while the eastern path runs level with the water and continues into a tunnel opening. The water turns darker toward the center of the pool, where it transforms from a gentle swirl into a churning
vortex.
A water weird bound to the pool years has been corrupted by the demonic influence infecting these tunnels, turning it evil and giving it a dark hunger. The western path slopes upward to a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
FEATURES
As characters explore the Oozing Temple, keep in mind the following features.
Light. Except where specified otherwise, the tunnels and chambers are dark.
Air. The air is stale and perceptibly
tunnels and chambers are filling with water flowing in from area 6. The water rises at a rate of 1 foot per hour, meaning most of the tunnels and chambers will be completely flooded within 10 hours. Areas
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter’s fury, has withdrawn to this cold corner of the world to live among mortals
, turning midday into twilight and trapping Icewind Dale in winter’s dark embrace, with no sunlight or warmth to melt the snow and ice. Each casting of the spell leaves the Frostmaiden weakened, with just
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
around a large mesa and continues to spiral upward, but the ceiling of the cavern is too dark and high to see. You hear murmurs and whispers coming from atop the mesa, which grow louder as you approach
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
formulating a plan to get past the undead guardians in this area. A blast furnace and a mechanical bellows powered by a waterwheel dominate this large chamber. The furnace is cold and dark, but heaps of coal
gnomes, and it continues to act on ancient instructions to prevent intruders from passing through.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the dwarves
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
Welcome to Dragon’s Rest Jenn Ravenna The adventure continues at a tiny cloister on Stormwreck Isle called Dragon’s Rest, a haven where world-weary people come to seek peace, reconciliation, and
—now visible off the bow—promises rare wonders. Seaweed shimmers in countless brilliant colors below you, and rays of sunlight defy the overcast sky to illuminate the lush grass and dark basalt rock of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
indefinitely until extinguished. If taken from the area, it burns down normally. Flood Trap. The water fills the cell at a rate of 1 foot per round, taking 10 rounds to fill the room. If the candle is left
rate of 1 foot per round. 47C. Air Cell You immediately begin to choke as you are teleported to a room with no light, no sound, and no air.
The cell’s antimagic field douses magical lights, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, murder is less common but remains a threat. Long-time residents know to travel in groups after dark. Those looking to earn a few coins sometimes linger outside of taverns, hiring out as escorts for
inside it (see "Shield of the Hidden Lord"). Were the shield to be taken from the city, the murder rate might drop suddenly. It’s unclear whether the rise of Bhaal’s faith in Baldur’s Gate stems from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
illusory. Tactile exploration reveals that the liquid has no substance and the font is dry. The dark figure is a magical, illusory duplicate of whichever character opened the door to the room. It copies
duplicate moves backward, the duplicate moves toward the font. If the character then mimes drinking from the font, the duplicate slurps up the “soup” at a rate of 5 pints per round, draining the font in 8
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
plate embedded in the north wall. This lever raises and lowers the blue marble slab that seals off area C23. C23. East Cistern The dark cistern continues for another 40 feet beyond the blue marble
Caer Locations (C20-C24) C20. Shrine to Levistus Frost covers the floor of this dark, fifteen-foot-square room. To your left and right are narrow tunnels, and across from the entrance stands an eight
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most
accumulate much knowledge of local lore, dark creatures, and magic, which they are pleased to sell. Hags enjoy watching mortals bring about their own downfall, and a bargain with a hag is always dangerous
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
-traveled road only a mile or so from the polis’s edge. At your current rate, you—along with a loose crowd of other travelers—should reach the polis outskirts just before dark.
Not everyone’s moving at
, read the following text: The sound of racing hooves rises like rolling thunder from the direction the fallen rider emerged. Two more riders round the bend, both wearing dark tunics. The fading light
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
goes dark, but the northern goal continues to glow orange. Investigation reveals that a small panel has opened in the back of the depression. Within the space beyond is a pouch made of fish skin that
) force damage. When the ball moves out of a goal, it flies to the center of the corridor and hovers, awaiting the start of another point. The game continues until the characters die or score a goal
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
8. Crevasse The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the rough-hewn passage to the south, which continues off the map for about one
organic matter in the crevasse to age and decompose at half the normal rate. Currently heaped at the bottom among broken and well-gnawed bones is the half-eaten body of Thel Dendrar, the woodcarver of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
camped on the hill outside the gates of Daggerford, near the road. Guards atop the walls watch the camp closely at all hours. When the characters approach the camp, read: As the evening grows dark, you
gather around the fire and hear his tale: Stanimir fills his mouth with wine, then spits into the fire. The flames turn from orange to green. As they dance and sway, a dark shape appears in the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
either Bhaal or one of his future chosen. Some claim that Bhaal himself regularly visits the temple, his presence contributing to the city’s high murder rate. While the Dead Three occupy a prominent
that the last true heir of the Raddle patriar family died several years ago. Despite this, “Dowager Raddle” continues to throw lavish social events at her estate, though she never personally attends






