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Returning 27 results for 'blackened both diffusing currents release'.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
enclose an intricately carved well that seems to be illuminated from within. Beyond the well, mounted on the wall, is a blackened mirror with a richly ornamented frame. Directly above the well, in the
tunnel can release the rope and drop into the well, taking no immediate damage (other than being covered in the liquid light), or it can swing its body outward and drop onto the floor, taking falling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
enclose an intricately carved well that seems to be illuminated from within. Beyond the well, mounted on the wall, is a blackened mirror with a richly ornamented frame. Directly above the well, in the
tunnel can release the rope and drop into the well, taking no immediate damage (other than being covered in the liquid light), or it can swing its body outward and drop onto the floor, taking falling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
enclose an intricately carved well that seems to be illuminated from within. Beyond the well, mounted on the wall, is a blackened mirror with a richly ornamented frame. Directly above the well, in the
tunnel can release the rope and drop into the well, taking no immediate damage (other than being covered in the liquid light), or it can swing its body outward and drop onto the floor, taking falling
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lies within, beneath blackened bones.
The treasure lies in the crypt of General Kroval “Mad Dog” Grislek (chapter 4, area K84, crypt 38). 7 of Swords—Hooded One I see a faceless god. He awaits you
F). 8 of Coins—Tax Collector The Vistani have what you seek. A missing child holds the key to the treasure’s release.
The treasure is hidden in the Vistani treasure wagon (chapter 5, area N9i). “A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lies within, beneath blackened bones.
The treasure lies in the crypt of General Kroval “Mad Dog” Grislek (chapter 4, area K84, crypt 38). 7 of Swords—Hooded One I see a faceless god. He awaits you
F). 8 of Coins—Tax Collector The Vistani have what you seek. A missing child holds the key to the treasure’s release.
The treasure is hidden in the Vistani treasure wagon (chapter 5, area N9i). “A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lies within, beneath blackened bones.
The treasure lies in the crypt of General Kroval “Mad Dog” Grislek (chapter 4, area K84, crypt 38). 7 of Swords—Hooded One I see a faceless god. He awaits you
F). 8 of Coins—Tax Collector The Vistani have what you seek. A missing child holds the key to the treasure’s release.
The treasure is hidden in the Vistani treasure wagon (chapter 5, area N9i). “A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
release Zaltember until they have obtained Duke Zalto’s conch of teleportation, the duke or the duchess gives it to them in exchange for the promise of Zaltember’s safe return. Zalto and Brimskarda also
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
release Zaltember until they have obtained Duke Zalto’s conch of teleportation, the duke or the duchess gives it to them in exchange for the promise of Zaltember’s safe return. Zalto and Brimskarda also
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
release Zaltember until they have obtained Duke Zalto’s conch of teleportation, the duke or the duchess gives it to them in exchange for the promise of Zaltember’s safe return. Zalto and Brimskarda also
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
forces, the subsequent effects range from whimsical to deadly. Eldritch Storm Eldritch Storms When magical currents become trapped amid winds and clouds, eldritch storms can result. Flaywind
orange lightning release a deluge of fiery droplets. Any creature caught in the burning rain takes 2d6 fire damage at the start of each of its turns. The droplets ignite any flammable objects that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
event that blackened every stone and sealed its doors and windows. The High Observer at the time ordered the fort, a day’s ride west of Elturel, to be bricked up, and the curious forbidden entrance, for
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
event that blackened every stone and sealed its doors and windows. The High Observer at the time ordered the fort, a day’s ride west of Elturel, to be bricked up, and the curious forbidden entrance, for
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
event that blackened every stone and sealed its doors and windows. The High Observer at the time ordered the fort, a day’s ride west of Elturel, to be bricked up, and the curious forbidden entrance, for
fear of what evil they might release into the world. The fort remains sealed today, and guards occupy a fortified encampment nearby to patrol this area and serve as a deterrent to adventurers and
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
leader commands, “Now! Release your secrets unto me! Let the truths hidden in your soul come forth and become stronger!” As if in response, the cultists’ silhouettes warp into two lanky shadowy entities
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
leader commands, “Now! Release your secrets unto me! Let the truths hidden in your soul come forth and become stronger!” As if in response, the cultists’ silhouettes warp into two lanky shadowy entities
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
that separates this area from the Pools of Devotion. 78. Undead Pool The stench of death is overwhelming here. The pool at the center of this chamber is a blackened sea of floating corpses. Three
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warriors stand guard (see appendix B for all three stat blocks). They attack intruders. In a desperate battle, the Red Wizard might take the time to release hatchlings to add to the characters’ opposition
of Despair. Dark Gardens Once an area of deadly gardens, these chambers have been altered to support the Blood Pens. 23. Dead Garden Dead and blackened thorny vines cover the walls and floor, which
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
kill any creature that enters the tunnel. Upon entering the tunnel for the first time, a character who has a passive Wisdom (Perception) score of 15 or higher notices odd waves and currents that suggest
leader commands, “Now! Release your secrets unto me! Let the truths hidden in your soul come forth and become stronger!” As if in response, the cultists’ silhouettes warp into two lanky shadowy entities
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
that separates this area from the Pools of Devotion. 78. Undead Pool The stench of death is overwhelming here. The pool at the center of this chamber is a blackened sea of floating corpses. Three
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warriors stand guard (see appendix B for all three stat blocks). They attack intruders. In a desperate battle, the Red Wizard might take the time to release hatchlings to add to the characters’ opposition
of Despair. Dark Gardens Once an area of deadly gardens, these chambers have been altered to support the Blood Pens. 23. Dead Garden Dead and blackened thorny vines cover the walls and floor, which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
warriors stand guard (see appendix B for all three stat blocks). They attack intruders. In a desperate battle, the Red Wizard might take the time to release hatchlings to add to the characters’ opposition
of Despair. Dark Gardens Once an area of deadly gardens, these chambers have been altered to support the Blood Pens. 23. Dead Garden Dead and blackened thorny vines cover the walls and floor, which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe’s controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a
that separates this area from the Pools of Devotion. 78. Undead Pool The stench of death is overwhelming here. The pool at the center of this chamber is a blackened sea of floating corpses. Three
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
striking the gong calls the disk to this level. Any such noise alerts the creatures in areas F14, F16, and area F17 that someone is here. F16. Emberhorn Den A blackened ogre skeleton stands against the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
striking the gong calls the disk to this level. Any such noise alerts the creatures in areas F14, F16, and area F17 that someone is here. F16. Emberhorn Den A blackened ogre skeleton stands against the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
striking the gong calls the disk to this level. Any such noise alerts the creatures in areas F14, F16, and area F17 that someone is here. F16. Emberhorn Den A blackened ogre skeleton stands against the






