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Returning 35 results for 'being blades diffusing clearly relative'.
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Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Sovereign Host
The Sovereign Host
The Sovereigns are with us at all times. Onatar stands at every forge and Dol Dorn is with you whenever blades are drawn. The Sovereigns shape the world
. They offer us guidance and strength, but we must learn to listen. Honor each Sovereign in its place and time. If you hear one voice clearly, embrace their path and embody their values. As a follower of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Sovereign Host
The Sovereign Host
The Sovereigns are with us at all times. Onatar stands at every forge and Dol Dorn is with you whenever blades are drawn. The Sovereigns shape the world
. They offer us guidance and strength, but we must learn to listen. Honor each Sovereign in its place and time. If you hear one voice clearly, embrace their path and embody their values. As a follower of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Sovereign Host
The Sovereign Host
The Sovereigns are with us at all times. Onatar stands at every forge and Dol Dorn is with you whenever blades are drawn. The Sovereigns shape the world
. They offer us guidance and strength, but we must learn to listen. Honor each Sovereign in its place and time. If you hear one voice clearly, embrace their path and embody their values. As a follower of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host The Sovereigns are with us at all times. Onatar stands at every forge, and Dol Dorn is with you whenever blades are drawn. The Sovereigns shape the world. They offer us guidance and
strength, but we must learn to listen. Honor every Sovereign in their place and time. If you hear one voice clearly, embrace their path. As a follower of the Sovereign Host, you believe that the hand of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host The Sovereigns are with us at all times. Onatar stands at every forge, and Dol Dorn is with you whenever blades are drawn. The Sovereigns shape the world. They offer us guidance and
strength, but we must learn to listen. Honor every Sovereign in their place and time. If you hear one voice clearly, embrace their path. As a follower of the Sovereign Host, you believe that the hand of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sovereign Host The Sovereigns are with us at all times. Onatar stands at every forge, and Dol Dorn is with you whenever blades are drawn. The Sovereigns shape the world. They offer us guidance and
strength, but we must learn to listen. Honor every Sovereign in their place and time. If you hear one voice clearly, embrace their path. As a follower of the Sovereign Host, you believe that the hand of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
number of drowned ones that stayed behind from the most recent assault on Firewatch Island take notice. Three drowned blades, one drowned ascetic, and one drowned assassin lurk inside the ruined Tammeraut
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
number of drowned ones that stayed behind from the most recent assault on Firewatch Island take notice. Three drowned blades, one drowned ascetic, and one drowned assassin lurk inside the ruined Tammeraut
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
number of drowned ones that stayed behind from the most recent assault on Firewatch Island take notice. Three drowned blades, one drowned ascetic, and one drowned assassin lurk inside the ruined Tammeraut
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
threshold is crossed a second time, another pair of blades and a shield will attack, and each set gains a cumulative +1 bonus to attack and damage rolls, as well as 1 hit point more than the previous set
fate is clearly stated in glowing letters magically written on the north wall of the place. If someone arrives here, read: “You who dared to violate my tomb now pay the price. Stay here and die slowly
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
halfling cadet dashes past, clearly late for training. Turning a corner, they bump into a pair of plasmoid cadets—and become partially stuck in one of them! After pulling themself out and helping the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
threshold is crossed a second time, another pair of blades and a shield will attack, and each set gains a cumulative +1 bonus to attack and damage rolls, as well as 1 hit point more than the previous set
fate is clearly stated in glowing letters magically written on the north wall of the place. If someone arrives here, read: “You who dared to violate my tomb now pay the price. Stay here and die slowly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
threshold is crossed a second time, another pair of blades and a shield will attack, and each set gains a cumulative +1 bonus to attack and damage rolls, as well as 1 hit point more than the previous set
fate is clearly stated in glowing letters magically written on the north wall of the place. If someone arrives here, read: “You who dared to violate my tomb now pay the price. Stay here and die slowly
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
halfling cadet dashes past, clearly late for training. Turning a corner, they bump into a pair of plasmoid cadets—and become partially stuck in one of them! After pulling themself out and helping the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
halfling cadet dashes past, clearly late for training. Turning a corner, they bump into a pair of plasmoid cadets—and become partially stuck in one of them! After pulling themself out and helping the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character to discover a trap without making an ability check if an action would clearly reveal the trap’s presence. For example, if a character lifts a rug that conceals a pressure plate, the character has
from inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to discover a trap without making an ability check if an action would clearly reveal the trap's presence. For example, if a character lifts a rug that conceals a pressure plate, the character has
inconvenient to deadly, making use of elements such as arrows, spikes, blades, poison, toxic gas, blasts of fire, and deep pits. The deadliest traps combine multiple elements to kill, injure, contain
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
dulls the blades of anger and hostility in its vicinity. At all hours, a pacifying aura radiates from the Bone Plinth in a 300-foot radius. Any creature that starts its turn in this area is targeted
to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest. 2 The Lightcaller holds a peace banquet in Solrise Tower, inviting powerful devils
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
dulls the blades of anger and hostility in its vicinity. At all hours, a pacifying aura radiates from the Bone Plinth in a 300-foot radius. Any creature that starts its turn in this area is targeted
to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest. 2 The Lightcaller holds a peace banquet in Solrise Tower, inviting powerful devils
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
dulls the blades of anger and hostility in its vicinity. At all hours, a pacifying aura radiates from the Bone Plinth in a 300-foot radius. Any creature that starts its turn in this area is targeted
to be the long-lost relative of a character. The spirit aims to possess the character and live life to the fullest. 2 The Lightcaller holds a peace banquet in Solrise Tower, inviting powerful devils
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fewer prizes and incur more risk. The other captains see the disadvantages clearly, but Jaharwon is building a following among the rank-and-file pirates of all three crews.
The Dragonfang’s crew
pilings, and a crane on the platform serves to lift cargo up to the warehouse. Thrust into the rough-hewn back wall of the warehouse are scores of rusty blades — old longswords, shortswords, rapiers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
his eyes and his smile. “You are clearly lying. I ought to just send you to the slave pens, but … you amuse me. What do you have that is worth your freedom?”
The duergar waits for your answer, his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
his eyes and his smile. “You are clearly lying. I ought to just send you to the slave pens, but … you amuse me. What do you have that is worth your freedom?”
The duergar waits for your answer, his
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fewer prizes and incur more risk. The other captains see the disadvantages clearly, but Jaharwon is building a following among the rank-and-file pirates of all three crews.
The Dragonfang’s crew
pilings, and a crane on the platform serves to lift cargo up to the warehouse. Thrust into the rough-hewn back wall of the warehouse are scores of rusty blades — old longswords, shortswords, rapiers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
fewer prizes and incur more risk. The other captains see the disadvantages clearly, but Jaharwon is building a following among the rank-and-file pirates of all three crews.
The Dragonfang’s crew
pilings, and a crane on the platform serves to lift cargo up to the warehouse. Thrust into the rough-hewn back wall of the warehouse are scores of rusty blades — old longswords, shortswords, rapiers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
teleported creatures arrive in an empty space near this oval, regardless of their intended destination in the Mournland. A creature that studies the reflection of the Mournland in the oval clearly sees the
windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Welcome to the City of Blades Entering the city is the first major hurdle the characters must surmount in Gracklstugh. Unless they heed Buppido’s advice to arrive by way of the Darklake (or come up
his eyes and his smile. “You are clearly lying. I ought to just send you to the slave pens, but … you amuse me. What do you have that is worth your freedom?”
The duergar waits for your answer, his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
imprisonment, anger, and fear make it difficult for him to think clearly. He attacks the characters, thinking they are his tormentors. Red Moonlight Mirror. The mirror in the ceiling sheds bright-red light in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
imprisonment, anger, and fear make it difficult for him to think clearly. He attacks the characters, thinking they are his tormentors. Red Moonlight Mirror. The mirror in the ceiling sheds bright-red light in






