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Returning 35 results for 'being built diffusing chain regarded'.
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Backgrounds
Guildmasters’ Guide to Ravnica
.
Skill Proficiencies: Intimidation, Religion
Languages: Two of your choice
Equipment: An Orzhov insignia, a foot-long chain made of ten gold coins, vestments, a set of fine clothes, and
.
Contacts
The Orzhov Syndicate operates according to a strict hierarchy built on a network of connections among old, wealthy families. Your family might provide important contacts, while your family’s
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Termalaine Founded by Calishite settlers who appreciated beauty, Termalaine is widely regarded as the most picturesque town in Icewind Dale, spreading out from the shore of Maer Dualdon and bordered
feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Termalaine Founded by Calishite settlers who appreciated beauty, Termalaine is widely regarded as the most picturesque town in Icewind Dale, spreading out from the shore of Maer Dualdon and bordered
feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
built enclaves in similarly dramatic locations protected by magic, such as atop waterfalls, in caverns, on isolated mountain peaks, or in calderas of volcanoes. Magic Dependence High Netherese regarded
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Termalaine Founded by Calishite settlers who appreciated beauty, Termalaine is widely regarded as the most picturesque town in Icewind Dale, spreading out from the shore of Maer Dualdon and bordered
feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chain of tropical islands on the world of Oerth. There, the party must plumb the depths of a deadly complex called the Tomb of Wayward Souls, which was built to lure in and slay treasure-seekers. This
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chain of tropical islands on the world of Oerth. There, the party must plumb the depths of a deadly complex called the Tomb of Wayward Souls, which was built to lure in and slay treasure-seekers. This
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
chain of tropical islands on the world of Oerth. There, the party must plumb the depths of a deadly complex called the Tomb of Wayward Souls, which was built to lure in and slay treasure-seekers. This
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
stairs is a large entrance on the west wall, where wagons are secured on stone sleds pulled by a chain up a steep slope. The hoisting mechanism is at the top of the lift is operated by an earth elemental
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
stairs is a large entrance on the west wall, where wagons are secured on stone sleds pulled by a chain up a steep slope. The hoisting mechanism is at the top of the lift is operated by an earth elemental
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
stairs is a large entrance on the west wall, where wagons are secured on stone sleds pulled by a chain up a steep slope. The hoisting mechanism is at the top of the lift is operated by an earth elemental
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
ranks of the cult thinned as members began to lose interest in the debacle. Then Strahd von Zarovich arrived. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
precious artifacts. Acererak demolished settlements across the island, stealing treasures and killing indiscriminately. He then built one of his infamous tombs near the coast. The descendants of
an archipelago known as the Asperdi-Duxchan Chain. The island’s temperate climate creates a haven for venomous snakes and poisonous fauna, and its craggy cliffs contain treacherous coastal cave systems
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
ranks of the cult thinned as members began to lose interest in the debacle. Then Strahd von Zarovich arrived. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
ranks of the cult thinned as members began to lose interest in the debacle. Then Strahd von Zarovich arrived. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the
shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10 Dexterity check. The chain can be broken with a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
precious artifacts. Acererak demolished settlements across the island, stealing treasures and killing indiscriminately. He then built one of his infamous tombs near the coast. The descendants of
an archipelago known as the Asperdi-Duxchan Chain. The island’s temperate climate creates a haven for venomous snakes and poisonous fauna, and its craggy cliffs contain treacherous coastal cave systems
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
precious artifacts. Acererak demolished settlements across the island, stealing treasures and killing indiscriminately. He then built one of his infamous tombs near the coast. The descendants of
an archipelago known as the Asperdi-Duxchan Chain. The island’s temperate climate creates a haven for venomous snakes and poisonous fauna, and its craggy cliffs contain treacherous coastal cave systems
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the
shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10 Dexterity check. The chain can be broken with a
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the
shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10 Dexterity check. The chain can be broken with a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
post in their hut to prevent escape. The shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
anchored on the River Styx a few hundred yards from the dock. Hanging from the barge’s loading crane by a rusty chain is a ten-foot-diameter, spherical diving bell made of iron and glass. Suction tubes
protrude from the diving bell’s lower hemisphere like flimsy arms.
Bazelsteen built the experimental bathysphere to dredge the bottom of the River Styx for silted souls. He needs to test it, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
anchored on the River Styx a few hundred yards from the dock. Hanging from the barge’s loading crane by a rusty chain is a ten-foot-diameter, spherical diving bell made of iron and glass. Suction tubes
protrude from the diving bell’s lower hemisphere like flimsy arms.
Bazelsteen built the experimental bathysphere to dredge the bottom of the River Styx for silted souls. He needs to test it, but
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
anchored on the River Styx a few hundred yards from the dock. Hanging from the barge’s loading crane by a rusty chain is a ten-foot-diameter, spherical diving bell made of iron and glass. Suction tubes
protrude from the diving bell’s lower hemisphere like flimsy arms.
Bazelsteen built the experimental bathysphere to dredge the bottom of the River Styx for silted souls. He needs to test it, but
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
almost everything air represents. The Plane of Earth is a chain of mountains rising higher than any mountain range in the Material Plane. It has no sun of its own, and no air surrounds the peaks of its
settlements here consist of wooden structures suspended above the muck. Most are built on platforms between trees, but a few stand on stilts driven deep into the muck. No solid earth underlies the mud of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
arms and tries to get those around her to listen. A bored-looking human in a chain shirt and shield decorated with the sigil of Neverwinter stands next to the dwarf. He finally bangs his spear against
Next to Grizzelda is Sergeant Hazz Yorrum. Yorrum is a human guard, and in charge of the Neverwinter soldiers who protect the settlers while the town is being built. He is a coward, as lazy as he is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls have rusted iron shower heads protruding from the ceiling. A rusty pull chain hangs near each shower head, and each alcove has drain holes in the floor. The showers draw cold water from an
underground river.
Secret Door. A secret door in the back of the east alcove opens into area 37c.
37b. Sauna Heating Tank. Heat billows from vents built into the sides of an 8-foot-tall, 5-foot-diameter
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
arms and tries to get those around her to listen. A bored-looking human in a chain shirt and shield decorated with the sigil of Neverwinter stands next to the dwarf. He finally bangs his spear against
Next to Grizzelda is Sergeant Hazz Yorrum. Yorrum is a human guard, and in charge of the Neverwinter soldiers who protect the settlers while the town is being built. He is a coward, as lazy as he is
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
arms and tries to get those around her to listen. A bored-looking human in a chain shirt and shield decorated with the sigil of Neverwinter stands next to the dwarf. He finally bangs his spear against
Next to Grizzelda is Sergeant Hazz Yorrum. Yorrum is a human guard, and in charge of the Neverwinter soldiers who protect the settlers while the town is being built. He is a coward, as lazy as he is






