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Returning 35 results for 'blade bathing diffusing core resort'.
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Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved from a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved out of a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved out of a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of the Sea of Moving Ice, the prison is a single-story structure topped with battlements. Rising from the core of the panopticon is a tower that holds the prison’s administrative offices and guard
barracks. Both the prison and the tower are carved out of a tall, blade-shaped rock that rises high above the sea cliffs. This rock, called the Windbreak, shields the tower against the brutal winds that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hesitate to resort to underhanded methods to achieve victory, citing her opponent’s inability to notice her cheating as a failure of intellect. Gaining Nyssa’s Favor. Nyssa admires those who are
an explanation of the game’s rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queen’s amassed wealth. Gaining Rezran’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hesitate to resort to underhanded methods to achieve victory, citing her opponent’s inability to notice her cheating as a failure of intellect. Gaining Nyssa’s Favor. Nyssa admires those who are
an explanation of the game’s rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queen’s amassed wealth. Gaining Rezran’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hesitate to resort to underhanded methods to achieve victory, citing her opponent’s inability to notice her cheating as a failure of intellect. Gaining Nyssa’s Favor. Nyssa admires those who are
an explanation of the game’s rules). Rezran is an opportunist to his core, always chasing after riches. He is a devoted follower of Tiamat and covets the Dragon Queen’s amassed wealth. Gaining Rezran’s
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
so alien in construction that non-illithids must resort to magic to discern its meaning. Though Qualith can be used to keep records, illithids most often use it to mark portals or other surfaces with
Intelligence (save DC 15, +7 to hit with spell attacks). The mind flayer has the following wizard spells prepared:
Cantrips (at will): blade ward, dancing lights, mage hand, shocking grasp
1st
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
need of gear or supplies must deal through these individuals directly or their consortiums indirectly. The only alternative is to resort to the black markets in Malar’s Throat or Tiryki Anchorage
almost everywhere, but Jessamine has a monopoly on “sanctions” — writs that allow a killing by ordained methods (usually poison or stabbing with a blade). For an added fee, her agents will carry out
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
need of gear or supplies must deal through these individuals directly or their consortiums indirectly. The only alternative is to resort to the black markets in Malar’s Throat or Tiryki Anchorage
almost everywhere, but Jessamine has a monopoly on “sanctions” — writs that allow a killing by ordained methods (usually poison or stabbing with a blade). For an added fee, her agents will carry out
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
characters negotiate for more than Jalester’s goodwill, they’re also promised a luck blade with no wishes remaining. Jalester neglects to mention, however, that this weapon belongs to Mirt the Moneylender
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
characters negotiate for more than Jalester’s goodwill, they’re also promised a luck blade with no wishes remaining. Jalester neglects to mention, however, that this weapon belongs to Mirt the Moneylender
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
particularly stout dwarf wearing a helm shaped like a boar’s head. He says the gemstone is a spherical emerald roughly three inches in diameter, with a small imperfection in its core shaped vaguely like
characters negotiate for more than Jalester’s goodwill, they’re also promised a luck blade with no wishes remaining. Jalester neglects to mention, however, that this weapon belongs to Mirt the Moneylender
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
need of gear or supplies must deal through these individuals directly or their consortiums indirectly. The only alternative is to resort to the black markets in Malar’s Throat or Tiryki Anchorage
almost everywhere, but Jessamine has a monopoly on “sanctions” — writs that allow a killing by ordained methods (usually poison or stabbing with a blade). For an added fee, her agents will carry out
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
cranium rat skull with colored glass beads in its eye sockets 3 Torn parchment with half a rebus painted on it 4 Bracelet of twisted razorvine stems 5 Fragment of a bronze blade covered in verdigris 6 Broken holy symbol of a forgotten god
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
cranium rat skull with colored glass beads in its eye sockets 3 Torn parchment with half a rebus painted on it 4 Bracelet of twisted razorvine stems 5 Fragment of a bronze blade covered in verdigris 6 Broken holy symbol of a forgotten god
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
include the following details:
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings
A building that serves as the faction’s headquarters in the
cranium rat skull with colored glass beads in its eye sockets 3 Torn parchment with half a rebus painted on it 4 Bracelet of twisted razorvine stems 5 Fragment of a bronze blade covered in verdigris 6 Broken holy symbol of a forgotten god
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Brynshal’duun, a young blue dragon whose lair lies in the upper reaches of the Blade Desert. The dragon, having learned what Kreffik has been trafficking to Karnath, has chosen to waylay the airship above the
Dragon Chase Complications 1 One random crew station powers down as waves of fear can be felt emanating from the elemental core powering the airship. The station can be reactivated if a creature
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Brynshal’duun, a young blue dragon whose lair lies in the upper reaches of the Blade Desert. The dragon, having learned what Kreffik has been trafficking to Karnath, has chosen to waylay the airship above the
Dragon Chase Complications 1 One random crew station powers down as waves of fear can be felt emanating from the elemental core powering the airship. The station can be reactivated if a creature
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Brynshal’duun, a young blue dragon whose lair lies in the upper reaches of the Blade Desert. The dragon, having learned what Kreffik has been trafficking to Karnath, has chosen to waylay the airship above the
Dragon Chase Complications 1 One random crew station powers down as waves of fear can be felt emanating from the elemental core powering the airship. The station can be reactivated if a creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
shape on an old anvil.
Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
shape on an old anvil.
Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
shape on an old anvil.
Creatures. Two duergar smiths are forging a blade at the forge in the center of the south wall. The work is overseen by Snurrevin, a duergar with the following changes, which
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
blade can use an action to try to cut a subject free of the mycelium, doing so with a successful DC 20 Strength (Athletics) check. On a failed check, the character takes 20 (4d8) necrotic damage and
bugs. Drinking the water or bathing in it causes no ill effects. A character who succeeds on a DC 16 Wisdom (Perception) check finds the image of an oak leaf—the symbol of Silvanus—etched on one of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
blade can use an action to try to cut a subject free of the mycelium, doing so with a successful DC 20 Strength (Athletics) check. On a failed check, the character takes 20 (4d8) necrotic damage and
bugs. Drinking the water or bathing in it causes no ill effects. A character who succeeds on a DC 16 Wisdom (Perception) check finds the image of an oak leaf—the symbol of Silvanus—etched on one of the






