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Returning 26 results for 'being bringing diffusing combine relief'.
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being bringing diffusing combine relies
Monsters
Lorwyn: First Light
wolfhounds often accompanied by invasive plant species and frenzied wild beasts.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations
of nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the
Monsters
Lorwyn: First Light
through an empty village.
Incarnations of Nature
Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of nature are beyond the ken of most mortal beings
—untamable, primal, and awe inspiring.
In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of three or more creatures. In Lorwyn
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Combine Vast sinkholes called zonots are the primary geographic divisions among the Simic. Each zonot pierces layer upon layer of crumbled city as it descends deep below the surface and
chamber just below the street serves as the gathering place for all the Speakers, as well as a location where non-Simic visitors can meet with the Prime Speaker or other combine emissaries. Goals of the
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Incarnations of Nature Primal Manifestations of Nature Habitat: Planar (Feywild); Treasure: None Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of
nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring. In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Incarnations of Nature Primal Manifestations of Nature Habitat: Planar (Feywild); Treasure: None Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of
nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring. In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Incarnations of Nature Primal Manifestations of Nature Habitat: Planar (Feywild); Treasure: None Incarnations of nature embody abstract ideas such as curiosity, relief, or terror. Incarnations of
nature are beyond the ken of most mortal beings—untamable, primal, and awe inspiring. In the realm of Lorwyn-Shadowmoor, these beings take the forms of chimeric behemoths that combine the features of
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
downward slope, bringing the characters 20 feet beneath street level. N2: Half-Collapsed Chamber The soft lapping of water echoes through this wide chamber. Wood and stone debris from collapsed
tomb. Bookshelves carrying various tomes and scholarly implements stand against the walls. At the center is a stone, gold-painted sarcophagus, the sides of which bear a beautiful relief carving of two
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
downward slope, bringing the characters 20 feet beneath street level. N2: Half-Collapsed Chamber The soft lapping of water echoes through this wide chamber. Wood and stone debris from collapsed
tomb. Bookshelves carrying various tomes and scholarly implements stand against the walls. At the center is a stone, gold-painted sarcophagus, the sides of which bear a beautiful relief carving of two
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
downward slope, bringing the characters 20 feet beneath street level. N2: Half-Collapsed Chamber The soft lapping of water echoes through this wide chamber. Wood and stone debris from collapsed
tomb. Bookshelves carrying various tomes and scholarly implements stand against the walls. At the center is a stone, gold-painted sarcophagus, the sides of which bear a beautiful relief carving of two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
point before the party arrives in Luskan, ask the players whether their characters are bringing the orrery housing and any components with them, and if so, who carries the relics. If they plan instead
relief as desired. Having been thrown out of countless taverns, Noriel knows the general rumors talking of how Dran Enterprises has a secret headquarters somewhere in Luskan. He also knows the even more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
point before the party arrives in Luskan, ask the players whether their characters are bringing the orrery housing and any components with them, and if so, who carries the relics. If they plan instead
relief as desired. Having been thrown out of countless taverns, Noriel knows the general rumors talking of how Dran Enterprises has a secret headquarters somewhere in Luskan. He also knows the even more
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
point before the party arrives in Luskan, ask the players whether their characters are bringing the orrery housing and any components with them, and if so, who carries the relics. If they plan instead
relief as desired. Having been thrown out of countless taverns, Noriel knows the general rumors talking of how Dran Enterprises has a secret headquarters somewhere in Luskan. He also knows the even more
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
monastery to Bane and lay in ruins for many years. Now priests of Bane have begun rebuilding it, bringing an influx of wealth and trade, along with the many skilled masons and laborers necessary for such a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
monastery to Bane and lay in ruins for many years. Now priests of Bane have begun rebuilding it, bringing an influx of wealth and trade, along with the many skilled masons and laborers necessary for such a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
monastery to Bane and lay in ruins for many years. Now priests of Bane have begun rebuilding it, bringing an influx of wealth and trade, along with the many skilled masons and laborers necessary for such a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
’ resourcefulness and your imagination combine to create a memorable story of legendary triumph or narrow failure, followed by even narrower escapes. Ideas and plans for getting to and rescuing Oppal can
by tracking down the orc who committed the murder Oppal is accused of. Bringing that villain in might easily clear Oppal’s name — and bring the characters a certain amount of notoriety in the city. But
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
that privilege. Examples include turning over a valuable discovery to the Flaming Fist, leading a counterattack against assaulting undead, or bringing proof that they drove off an incursion by frost giants.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
that privilege. Examples include turning over a valuable discovery to the Flaming Fist, leading a counterattack against assaulting undead, or bringing proof that they drove off an incursion by frost giants.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
’ resourcefulness and your imagination combine to create a memorable story of legendary triumph or narrow failure, followed by even narrower escapes. Ideas and plans for getting to and rescuing Oppal can
by tracking down the orc who committed the murder Oppal is accused of. Bringing that villain in might easily clear Oppal’s name — and bring the characters a certain amount of notoriety in the city. But
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
that privilege. Examples include turning over a valuable discovery to the Flaming Fist, leading a counterattack against assaulting undead, or bringing proof that they drove off an incursion by frost giants.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
’ resourcefulness and your imagination combine to create a memorable story of legendary triumph or narrow failure, followed by even narrower escapes. Ideas and plans for getting to and rescuing Oppal can
by tracking down the orc who committed the murder Oppal is accused of. Bringing that villain in might easily clear Oppal’s name — and bring the characters a certain amount of notoriety in the city. But
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The narrow stairs empty into a small courtyard, apparently the top of what was once a
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has






