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Returning 35 results for 'black being diffusing crossing religion'.
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Backgrounds
Strixhaven: A Curriculum of Chaos
: History, Religion
Languages: Two of your choice
Equipment: A bottle of black ink, an ink pen, a hammer, a hooded lantern, a tinderbox, a tome of history, a school uniform, and a pouch containing 15 gp
Backgrounds
Sword Coast Adventurer's Guide
in the shadows. Order agents tend to be proficient in Religion, and frequently seek aid from law enforcement friendly to the order’s ideals, and the clergy of the order’s patron gods.
The
from many walks of life, setting them to tasks that serve the goals of the Black Network but aren’t necessarily criminal in nature. Agents of the Black Network must often work in secret, and are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Cabin Characters might be drawn to this location by a tale told in Ten-Towns (see the Tall Tales in Ten-Towns table) or by a desire to help a gnome in Bryn Shander (see “Provisions for Macreadus”), or they might happen upon the Black Cabin while crossing the open tundra.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Cabin Characters might be drawn to this location by a tale told in Ten-Towns (see the Tall Tales in Ten-Towns table) or by a desire to help a gnome in Bryn Shander (see “Provisions for Macreadus”), or they might happen upon the Black Cabin while crossing the open tundra.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Black Cabin Characters might be drawn to this location by a tale told in Ten-Towns (see the Tall Tales in Ten-Towns table) or by a desire to help a gnome in Bryn Shander (see “Provisions for Macreadus”), or they might happen upon the Black Cabin while crossing the open tundra.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
of each floor, a pile of loose chunks of black marble rises to a height of 3 feet as it crosses to the adjacent floor. This rubble is difficult terrain. Sepulchers. The double doors to these
ranged attack rolls made against targets on a different floor. Moving between Floors. The edges of the tetrahedron are lined with piles of rubble. Crossing to the rubble pile onto an adjacent floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
of each floor, a pile of loose chunks of black marble rises to a height of 3 feet as it crosses to the adjacent floor. This rubble is difficult terrain. Sepulchers. The double doors to these
ranged attack rolls made against targets on a different floor. Moving between Floors. The edges of the tetrahedron are lined with piles of rubble. Crossing to the rubble pile onto an adjacent floor
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
of each floor, a pile of loose chunks of black marble rises to a height of 3 feet as it crosses to the adjacent floor. This rubble is difficult terrain. Sepulchers. The double doors to these
ranged attack rolls made against targets on a different floor. Moving between Floors. The edges of the tetrahedron are lined with piles of rubble. Crossing to the rubble pile onto an adjacent floor
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
and malice. Her presence prevents caravans from crossing the desert, and she enslaves Bedine tribes or turns them into undead thralls to serve her whims. Paladins, members of holy orders, and Harpers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
and malice. Her presence prevents caravans from crossing the desert, and she enslaves Bedine tribes or turns them into undead thralls to serve her whims. Paladins, members of holy orders, and Harpers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
and malice. Her presence prevents caravans from crossing the desert, and she enslaves Bedine tribes or turns them into undead thralls to serve her whims. Paladins, members of holy orders, and Harpers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Statue of Shar Fog. The room is lightly obscured by fog.
Statue. The east corner holds a black marble statue of a cloaked woman wielding two daggers. Three dust-covered human skeletons lie at
the statue’s feet
Robed Figure. Kneeling before the statue is a humanoid figure in a purple and black robe.
The kneeling figure is an empty robe that collapses into a pile on the floor if it is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Statue of Shar Fog. The room is lightly obscured by fog.
Statue. The east corner holds a black marble statue of a cloaked woman wielding two daggers. Three dust-covered human skeletons lie at
the statue’s feet
Robed Figure. Kneeling before the statue is a humanoid figure in a purple and black robe.
The kneeling figure is an empty robe that collapses into a pile on the floor if it is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
face. Dwarves immediately recognize Vergadain’s likeness, while other characters can determine its identity with a successful DC 15 Intelligence (Religion) check. Its eyes are glittering black
are teleported to the bottom of the pit in area 31. Treasure. The two black sapphires embedded in the golem’s eyes are worth 5,000 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Statue of Shar Fog. The room is lightly obscured by fog.
Statue. The east corner holds a black marble statue of a cloaked woman wielding two daggers. Three dust-covered human skeletons lie at
the statue’s feet
Robed Figure. Kneeling before the statue is a humanoid figure in a purple and black robe.
The kneeling figure is an empty robe that collapses into a pile on the floor if it is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
face. Dwarves immediately recognize Vergadain’s likeness, while other characters can determine its identity with a successful DC 15 Intelligence (Religion) check. Its eyes are glittering black
are teleported to the bottom of the pit in area 31. Treasure. The two black sapphires embedded in the golem’s eyes are worth 5,000 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
face. Dwarves immediately recognize Vergadain’s likeness, while other characters can determine its identity with a successful DC 15 Intelligence (Religion) check. Its eyes are glittering black
are teleported to the bottom of the pit in area 31. Treasure. The two black sapphires embedded in the golem’s eyes are worth 5,000 gp each.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
days. Black Statue Water trickling down from the ceiling falls onto this statue and drips off its daggers like poison. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
days. Black Statue Water trickling down from the ceiling falls onto this statue and drips off its daggers like poison. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
include iron censers, stone candlesticks, polished crystal orbs, and black funeral helms. SYMBOL OF DUMATHOIN
Many areas of this level feature the symbol of Dumathoin, a mountain peak with a gemstone at
its heart. The symbol is recognized by any character who succeeds on a DC 15 Intelligence (Religion) check. Dwarves succeed on the check automatically.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
days. Black Statue Water trickling down from the ceiling falls onto this statue and drips off its daggers like poison. A character who succeeds on a DC 15 Intelligence (Religion) check recognizes the
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
include iron censers, stone candlesticks, polished crystal orbs, and black funeral helms. SYMBOL OF DUMATHOIN
Many areas of this level feature the symbol of Dumathoin, a mountain peak with a gemstone at
its heart. The symbol is recognized by any character who succeeds on a DC 15 Intelligence (Religion) check. Dwarves succeed on the check automatically.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
include iron censers, stone candlesticks, polished crystal orbs, and black funeral helms. SYMBOL OF DUMATHOIN
Many areas of this level feature the symbol of Dumathoin, a mountain peak with a gemstone at
its heart. The symbol is recognized by any character who succeeds on a DC 15 Intelligence (Religion) check. Dwarves succeed on the check automatically.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
approximately six hundred feet wide, nine hundred feet long, and sixty feet high. Characters who ascend the hill to search the top discover a number of large black rocks dumped there. (The rocks will
later be placed into the pattern of a grinning humanoid skull). A successful DC 18 Intelligence (Arcana, Nature, or Religion) check identifies the rocks as the remains of living creatures that have
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
important delegation from the city of Mirabar disappeared in the Sumber Hills. The delegation traveled overland from Westbridge to Beliard, crossing the Stone Bridge. From Beliard it headed south into
mines. Others were sent down to the Temple of the Black Earth (see chapter 4). Other troubles have also surfaced recently, including some that might directly affect the characters. Tailor the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
in profile, holding hatchet-headed polearms and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.
Pressure Plate. Near the
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Neighborhoods The following neighborhoods make up the Outer City. Blackgate. The Outer City settlement beyond the Black Dragon Gate, Blackgate serves those traveling to and from Waterdeep on the
and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Neighborhoods The following neighborhoods make up the Outer City. Blackgate. The Outer City settlement beyond the Black Dragon Gate, Blackgate serves those traveling to and from Waterdeep on the
and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Neighborhoods The following neighborhoods make up the Outer City. Blackgate. The Outer City settlement beyond the Black Dragon Gate, Blackgate serves those traveling to and from Waterdeep on the
folk and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
approximately six hundred feet wide, nine hundred feet long, and sixty feet high. Characters who ascend the hill to search the top discover a number of large black rocks dumped there. (The rocks will
later be placed into the pattern of a grinning humanoid skull). A successful DC 18 Intelligence (Arcana, Nature, or Religion) check identifies the rocks as the remains of living creatures that have
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V2: Godshead Crossing Just across a sturdy stone bridge, the road from Arborean Springs meets another road and comes to an end. The land is blackened and scarred by wildfires, but three things stand
, black pistils resemble the slitted pupils of dragons. A crushed dragoneye flower produces sparks that can start a fire; the flower functions as a Tinderbox with a single use. A picked flower retains its potency for 1d4 + 3 days.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
important delegation from the city of Mirabar disappeared in the Sumber Hills. The delegation traveled overland from Westbridge to Beliard, crossing the Stone Bridge. From Beliard it headed south into
mines. Others were sent down to the Temple of the Black Earth (see chapter 4). Other troubles have also surfaced recently, including some that might directly affect the characters. Tailor the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
approximately six hundred feet wide, nine hundred feet long, and sixty feet high. Characters who ascend the hill to search the top discover a number of large black rocks dumped there. (The rocks will
later be placed into the pattern of a grinning humanoid skull). A successful DC 18 Intelligence (Arcana, Nature, or Religion) check identifies the rocks as the remains of living creatures that have
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V2: Godshead Crossing Just across a sturdy stone bridge, the road from Arborean Springs meets another road and comes to an end. The land is blackened and scarred by wildfires, but three things stand
, black pistils resemble the slitted pupils of dragons. A crushed dragoneye flower produces sparks that can start a fire; the flower functions as a Tinderbox with a single use. A picked flower retains its potency for 1d4 + 3 days.






