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Returning 30 results for 'being branch diffusing chained reflect'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
cavern. Some of the crystal faces reflect distorted images of the cavern, while others flicker with scenes of the lich-god Vecna visiting destruction on distant worlds.
Three tunnels branch off the
reflect vague, phantasmagoric scenes of the unreality at the tunnel’s far end. A creature can walk up to 50 feet down a tunnel and remain in Vecna’s Grasp. To the creature, the tunnel appears to go on
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chamber. The tranquil surface seems to reflect something odd.
Vecna included this fountain of blood in his unreality to taunt Kas, who knows it’s here but can’t drink from it while chained in area K5
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chamber. The tranquil surface seems to reflect something odd.
Vecna included this fountain of blood in his unreality to taunt Kas, who knows it’s here but can’t drink from it while chained in area K5
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chamber. The tranquil surface seems to reflect something odd.
Vecna included this fountain of blood in his unreality to taunt Kas, who knows it’s here but can’t drink from it while chained in area K5
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
oppressive gloom and shadow.
The main tunnel heads into the mountain, ending at a pile of rubble left over from the cave-in. Secondary hallways branch off to the left and the right. The meenlocks
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
gate-town’s roads, which branch from the Bone Plinth in the town center. The courts of the Lightcaller and Nightwhisperer face each other opposite the ivory fountain. Moondark Tower The gates of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
gate-town’s roads, which branch from the Bone Plinth in the town center. The courts of the Lightcaller and Nightwhisperer face each other opposite the ivory fountain. Moondark Tower The gates of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
reflect their demeanors: a flamboyant, golden disc for the Lightcaller and a closed, silver helmet for the coolly distant Nightwhisperer. The circadian monarchs swap places at dusk and dawn, and
gate-town’s roads, which branch from the Bone Plinth in the town center. The courts of the Lightcaller and Nightwhisperer face each other opposite the ivory fountain. Moondark Tower The gates of
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bridges spiral and swirl everywhere. Some groves have no gravity, and visitors are encouraged to float among the beauty and reflect upon their lives. Reasons to Visit. Adventurers might visit the
. There is no finer lodging in all Netheril than the court, and its astronomical prices reflect its grandeur and sophistication. A single room costs 10 PP per night; a suite that sleeps five people costs
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bridges spiral and swirl everywhere. Some groves have no gravity, and visitors are encouraged to float among the beauty and reflect upon their lives. Reasons to Visit. Adventurers might visit the
. There is no finer lodging in all Netheril than the court, and its astronomical prices reflect its grandeur and sophistication. A single room costs 10 PP per night; a suite that sleeps five people costs
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
bridges spiral and swirl everywhere. Some groves have no gravity, and visitors are encouraged to float among the beauty and reflect upon their lives. Reasons to Visit. Adventurers might visit the
. There is no finer lodging in all Netheril than the court, and its astronomical prices reflect its grandeur and sophistication. A single room costs 10 PP per night; a suite that sleeps five people costs
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
quite bright, and he will not be rash. Cell 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
quite bright, and he will not be rash. Cell 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the floor, twined in each other’s arms. Cell 12C. A female human assassin is chained to the wall. She cheerfully admits to being a thief who was caught trying to find the king’s treasure room (“Know
quite bright, and he will not be rash. Cell 14C. Chained in the cell next to the guardroom is an empyrean (of chaotic good alignment). It has been drugged and is effectively unconscious. A character who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
has a glyph key attuned to this zone and the Hatchery. White Gate. A white gate is located in the south branch of the corridor that leads west from this area toward the Swine Run. Swine Run These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
has a glyph key attuned to this zone and the Hatchery. White Gate. A white gate is located in the south branch of the corridor that leads west from this area toward the Swine Run. Swine Run These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
has a glyph key attuned to this zone and the Hatchery. White Gate. A white gate is located in the south branch of the corridor that leads west from this area toward the Swine Run. Swine Run These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warren’s central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
weapon—a freshly captured giant subterranean lizard (see appendix B). Although the lizard is chained, it can attack anyone who comes within its reach. It strikes with its tail first, hoping to knock a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
them a gift, the mirror of reflected pasts (see appendix A). An elven relic used to help long-lived peoples recall happier times, the mirror was intended to help the kingpriest reflect on simpler
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
them a gift, the mirror of reflected pasts (see appendix A). An elven relic used to help long-lived peoples recall happier times, the mirror was intended to help the kingpriest reflect on simpler
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
them a gift, the mirror of reflected pasts (see appendix A). An elven relic used to help long-lived peoples recall happier times, the mirror was intended to help the kingpriest reflect on simpler
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
her. d8 Object 1 The branch of a tree used to hang a murderer 2 Splinters from a tree struck by lightning 3 A shard of a treant’s bark, given freely 4 A wooden stake used to impale a vampire 5
blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.
Procan’s clerics reflect their deity’s chaotic nature. They seek omens of his moods in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
her. d8 Object 1 The branch of a tree used to hang a murderer 2 Splinters from a tree struck by lightning 3 A shard of a treant’s bark, given freely 4 A wooden stake used to impale a vampire 5
blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.
Procan’s clerics reflect their deity’s chaotic nature. They seek omens of his moods in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
her. d8 Object 1 The branch of a tree used to hang a murderer 2 Splinters from a tree struck by lightning 3 A shard of a treant’s bark, given freely 4 A wooden stake used to impale a vampire 5
blessings of his clerics, dogging their steps with wretched weather until his attention is drawn elsewhere.
Procan’s clerics reflect their deity’s chaotic nature. They seek omens of his moods in the






