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Returning 35 results for 'billowing burned diffusing cracks regarded'.
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blowing burn diffusing cracks regarded
billowing burned diffusing cracks regards
bellowing bored diffusing cracks rewarded
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in a heavy wooden brace. Three casks stand against the north wall, six against the east wall, and three against the south wall. Decorative lettering is burned into the top of each cask, showing the
these casks are rotted and empty. The wine name burned on each is Red Dragon Crush. Lining the interior of the sixth one is a patch of yellow mold (see “Dungeon Hazards” in chapter 5, “Adventure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in a heavy wooden brace. Three casks stand against the north wall, six against the east wall, and three against the south wall. Decorative lettering is burned into the top of each cask, showing the
these casks are rotted and empty. The wine name burned on each is Red Dragon Crush. Lining the interior of the sixth one is a patch of yellow mold (see “Dungeon Hazards” in chapter 5, “Adventure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in a heavy wooden brace. Three casks stand against the north wall, six against the east wall, and three against the south wall. Decorative lettering is burned into the top of each cask, showing the
these casks are rotted and empty. The wine name burned on each is Red Dragon Crush. Lining the interior of the sixth one is a patch of yellow mold (see “Dungeon Hazards” in chapter 5, “Adventure
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
History Death House is the name given to an old row house in the village of Barovia (area E7 on the village map). The house has been burned to the ground many times, only to rise from the ashes time
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
History Death House is the name given to an old row house in the village of Barovia (area E7 on the village map). The house has been burned to the ground many times, only to rise from the ashes time
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
History Death House is the name given to an old row house in the village of Barovia (area E7 on the village map). The house has been burned to the ground many times, only to rise from the ashes time
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->The Book of Many Things
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
tree limb’s edge. Scabbery. When Aurnozci’s minions are destroyed on the Material Plane, their souls slip through cracks in the multiverse and drip to Xulregg to feed Gorewood’s thirsty roots. After
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
tree limb’s edge. Scabbery. When Aurnozci’s minions are destroyed on the Material Plane, their souls slip through cracks in the multiverse and drip to Xulregg to feed Gorewood’s thirsty roots. After
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
tree limb’s edge. Scabbery. When Aurnozci’s minions are destroyed on the Material Plane, their souls slip through cracks in the multiverse and drip to Xulregg to feed Gorewood’s thirsty roots. After
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
down through cracks in the sagging ceiling. Halaster converted this tomb for the elven dead into a series of test chambers that now lie abandoned. 26a. Do Not Feed the Owlbears! Owlbears. Two owlbears
is a badly burned wizard’s spellbook that still contains the following spells: comprehend languages, crown of madness, darkvision, gaseous form, ray of sickness, remove curse, Tenser’s floating disk, and unseen servant.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
down through cracks in the sagging ceiling. Halaster converted this tomb for the elven dead into a series of test chambers that now lie abandoned. 26a. Do Not Feed the Owlbears! Owlbears. Two owlbears
is a badly burned wizard’s spellbook that still contains the following spells: comprehend languages, crown of madness, darkvision, gaseous form, ray of sickness, remove curse, Tenser’s floating disk, and unseen servant.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
down through cracks in the sagging ceiling. Halaster converted this tomb for the elven dead into a series of test chambers that now lie abandoned. 26a. Do Not Feed the Owlbears! Owlbears. Two owlbears
is a badly burned wizard’s spellbook that still contains the following spells: comprehend languages, crown of madness, darkvision, gaseous form, ray of sickness, remove curse, Tenser’s floating disk, and unseen servant.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
depiction, for it represents one of a handful of dragons the city has faced in its history. After being paraded to a square near where the dragon was defeated or driven off, the enormous effigy is burned
. The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then carried up the slopes and burned as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
depiction, for it represents one of a handful of dragons the city has faced in its history. After being paraded to a square near where the dragon was defeated or driven off, the enormous effigy is burned
. The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then carried up the slopes and burned as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
depiction, for it represents one of a handful of dragons the city has faced in its history. After being paraded to a square near where the dragon was defeated or driven off, the enormous effigy is burned
. The height of the celebration comes when the effigy of Kistarianth the Red is burned on the slopes of Mount Waterdeep. A dracolich version of Kistarianth is then carried up the slopes and burned as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
thin vapor drift through the space, emanating from narrow cracks in the floor and several giant holes in the ceiling. Through the space echoes the clangor of thousands of metallic feet. Countless modrons
, sheer cliff drops from the ledge to the cavern floor. The cracks in the floor and holes in the ceiling are winding and stretch endlessly through the depths. Mummified Beholder. Soon after the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
thin vapor drift through the space, emanating from narrow cracks in the floor and several giant holes in the ceiling. Through the space echoes the clangor of thousands of metallic feet. Countless modrons
, sheer cliff drops from the ledge to the cavern floor. The cracks in the floor and holes in the ceiling are winding and stretch endlessly through the depths. Mummified Beholder. Soon after the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
thin vapor drift through the space, emanating from narrow cracks in the floor and several giant holes in the ceiling. Through the space echoes the clangor of thousands of metallic feet. Countless modrons
, sheer cliff drops from the ledge to the cavern floor. The cracks in the floor and holes in the ceiling are winding and stretch endlessly through the depths. Mummified Beholder. Soon after the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are piled two high near the door to the kitchen (area N2e). All the barrels have the Wizard of Wines name burned into them. Nine of the fifteen barrels, including two of the barrels in the curtained
alcoves, have the following label burned into their sides, under the winery’s name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are piled two high near the door to the kitchen (area N2e). All the barrels have the Wizard of Wines name burned into them. Nine of the fifteen barrels, including two of the barrels in the curtained
alcoves, have the following label burned into their sides, under the winery’s name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
are piled two high near the door to the kitchen (area N2e). All the barrels have the Wizard of Wines name burned into them. Nine of the fifteen barrels, including two of the barrels in the curtained
alcoves, have the following label burned into their sides, under the winery’s name: Purple Grapemash No. 3. Six of the fifteen barrels, including one of the barrels in the curtained alcoves, have a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center, its moldering halls reputedly still infested by the ghosts
notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Waterdeep elected by the people of Triboar to command the town militia, settle disputes, and keep the peace. Her association with the Harpers is not widely known, but she is widely regarded as a fair
, Kolstaag’s bracers of defense, and a +1 wand of the war mage. T16. The Triboar Arms The Triboar Arms has burned to the ground twice and been rebuilt twice. Its owner and proprietor is Nemyth (NG male
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
) are flooded with murky water to a depth of 2 feet to make them difficult terrain. The water seeps into the dungeon from nearby sewers through cracks in the limestone. It carries a foul stench and is
previous owner burned into its umber cover. This book contains the following spells: charm person, find familiar, identify, magic missile, sleep. Spellbook 3 is bound in scaly black reptile hide and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center, its moldering halls reputedly still infested by the ghosts
notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center
, Disengage, or Hide action.
Tyler Jacobson Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center
, Disengage, or Hide action.
Tyler Jacobson Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
human knight and servant of Torm, is always looking for fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center
, Disengage, or Hide action.
Tyler Jacobson Among Little Calimshan’s most notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center, its moldering halls reputedly still infested by the ghosts
notorious locations is the Calim Jewel Emporium, widely regarded as the best jeweler in the city — and the best place to fence stolen gems, as it’s also the local Guild headquarters. In addition to






