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Returning 35 results for 'blade being diffusing clear relatively'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around
with drow, svirfneblin, orcs, and others — pay little attention to the characters unless they are looking to do business. Guards posted at the gates make it clear to the characters that non-duergar are
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Age of Demons The Age of Demons is shrouded in myth, and explorers rarely find ruins from that ancient era. But a few sites remain, particularly in the Demon Wastes and Q’barra, kept relatively
expeditions into these ancient ruins. Age of Demons Finds 1d12 Item 1 A statuette of a demonic frog-like figure made of an unknown, slimy substance 2 A dagger with a jagged blade whose handle squirms
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Veterans The characters encounter three lawful neutral veterans wandering through the mist. Once it’s clear the characters aren’t monsters or violent marauders, the wanderers introduce themselves as
infiltrate the ruins, but the warforged made it clear they wouldn’t give up their stockpile without a fight. Kalyth doesn’t know that the warforged are peaceful pilgrims, nor does she know that the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can see things up to 10 miles away, assuming clear skies and a relatively calm sea. Overcast skies reduce that distance by half. Lightly Obscured conditions reduce visibility just as they do on land
opening the desk drawer, suggesting the presence of a hidden compartment in the back or bottom of the drawer) or obvious (clear footprints lead across the room to a blank wall that is actually a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, snow-covered mountain that you recognize as Icespire Peak, a landmark so enormous as to be visible from Phandalin on a clear day. The mountain dwarfs the fortress, which consists of two separate
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
character who searches her body, making a successful DC 10 Wisdom (Medicine) check finds the tip of a blade made of bone in a fatal wound in Manda’s stomach, and with a successful DC 18 Intelligence
keeps order, a relatively easy job until the sahuagin arrived. Marciano refuses to answer questions shouted through the door unless a character first succeeds on a DC 15 Charisma (Persuasion) check to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
smaller stations, in open terrain, or in cases of dire emergency. A typical airship can reach a speed of 20 miles per hour in clear skies carrying up to 30 tons of cargo. Airships are most often
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains, or clear
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
(Perception) scores Normal 300 feet 3 miles 24 miles - Slow 200 feet 2 miles 18 miles Able to use stealth Difficult Terrain The travel speeds given in the Travel Pace table assume relatively simple terrain
: roads, open plains, or clear dungeon corridors. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
relatively easy to find due to the crude construction of the place. It requires a successful DC 12 Wisdom (Perception) check to find such a door. Random Encounters On the upper level of the
to get one of the guards from the entryway (area 1) A hill giant from the great hall (area 11) taking a stroll to clear his head Yard and Barracks Rooms. If the characters are in areas 22 through 25, they might encounter a hill giant from the great hall (area 11) heading for bed.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Saga of the Whirlwyrm Whether aboard the Courier or back on shore, the unusual nature of a whirlwyrm attack becomes clear. If the characters haven’t met Bkol, he witnessed their encounter with the
happened at Grakenok: Sytri. A silent, masked woman wearing Doomguard armor, Sytri is a chaotic good Doomguard rot blade (see Morte’s Planar Parade). She unfurls a carpet of flying measuring 3 feet by
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter.
The Ythryn mythallar is a relatively
word stun
9th level: blade of disaster,* power word kill
*Described in this chapter.
Wizard Spells Characters who obtain The Codicil of White from Auril’s abode or The Incantations of Iriolarthas
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
recently been sensed north of the lighthouse, and relatively close. All the activities mentioned in this section are introduced or talked about in the “Franchise Tasks and Downtime” section in chapter 2
a fast ship. Living the Good Life Characters not wanting to flout the law (or at least not to do so outside their own territory) could instead clear out smugglers and other riffraff along the coast
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
infernal iron that is 5 feet thick. See chapter 5 for more information on breaking these infernal chains. The chain links are covered in 1-foot-long iron barbs that make them relatively easy to move
, characters who take to the air can easily get clear of Elturel. However, flying creatures might attract the attention of winged devils and demons in the area, at your discretion. Improvised Equipment
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tiger District The Tiger District is a relatively new part of the city and is still undergoing construction, particularly along the forested stretch being cleared to the northwest. Even though the
visit the area near the forest, they find a large construction site full of scaffolding and equipment. Laborers clear stumps and raise the frames of new houses while armed guards keep an eye on the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
or have the poisoned condition for 1 hour. A Purify Food and Drink spell cleans the fountain and causes its waters to run clear for 1 hour, after which its spout resumes its putrid flow. B37: Embalming
burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers. Blade Traps. Three swinging blades are hidden in the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acts as though Daask is a problem only for Malleon’s Gate, and not a threat to law-abiding citizens, there is clear cunning in the criminal cabal’s actions. Their recent attacks have targeted
powers in Sharn, or pursue ancient artifacts in the ruins below the city to keep them out of others’ hands. Dreamlily is relatively safe; dragon’s blood is not. Its effects are intentionally unpredictable
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
that other folk study, making them skilled in battle but relatively illiterate on the finer points of how and why their magic works. The Academy of Devastation believes that an academic approach to
magic is a sign of weakness and inefficiency. A warrior doesn’t need to know about metallurgy to wield a blade, so why should a wizard care about where magic comes from? Devastators love to prove their
compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Appendix E: Trinkets
Worried that you’re going to pull out your dead sprite inside a clear glass bottle at a company function only to discover that three other people in the franchise have one as
Radiant Mists
99 An ice cube that never melts
00 An expertly carved sword hilt with the blade snapped cleanly off
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
polished coral ring in area 5 (a symbol of friendship) Vanrak’s sun blade in area 8 (a symbol of light) Vanrak’s mithral armor in area 15 (a symbol of preservation and resilience) The gold horn in area
and words, Umbraxakar changes back into an adult bronze dragon, returns the characters’ gifts, and insists on being called Glyster henceforth. He offers to help the characters clear out the rest of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
damage is a bad wound for the enemy, say: “You swing wildly, and the knight brings his shield up just a second too late. Your blade catches him along the jaw, drawing a deep gash. He recoils, bleeding
normal components, which might prevent characters from recognizing what the monster is doing. Similarly, when monsters use magical abilities that don’t involve casting spells, make sure it’s clear to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corridor. P14b. A +1 Warhammer lies near a heavy plank door in this clear stretch of corridor. P14c. A tiny ring made of fine silver lies on the floor in the center of this corridor. The ring is a cursed
axe juts from his chest. The axe is a Berserker Axe. The weapon’s name (“Enduval”) is inscribed into the blade. The axe stops shimmering once it’s removed from the corpse. P14i. Characters who have a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disadvantage. In a dead calm (no wind), ships can’t move under sail and must be rowed. A ship sailing against a strong wind moves at half speed. Visibility A relatively calm sea offers great visibility
. From a crow’s nest, a lookout can spot another ship or a coastline up to 10 miles away, assuming clear skies. Overcast skies reduce that distance by half. Rain and fog reduce visibility just as they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
necessary to clear threats away from roads, investigate sabotage, and otherwise protect its vital trade. With the rise of Mithral Hall in the last century, and now Gauntlgrym, Mirabar fears its place as the
dust. Still, despite the city’s overall wealth, there are rich and (relatively) poor Mirabarrans. Not everyone shares in the coin the city’s sales bring in, and wage workers whose income is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
that establishes a clear hierarchy from the top to the lowest underling. As long as a lieutenant’s operation runs smoothly, the Xanathar doesn’t object to methods or micromanage day-to-day activity. When
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
, imposing disadvantage on the blades’ attacks against the creature while it isn’t incapacitated. Attack. A creature in the area can ready an attack to strike at one of the blades as it goes by. The blade
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
.
Grista gruffly greets the characters. The dwarf makes it clear that she despises Harbin and his attempts to govern the town, but she wants the criminals who destroyed her bar brought to justice. She
around the fists of two of the goblins. The third wields a blade of the same energy and hefts a large cloth sack over her shoulder.
The goblin holding the sword and the sack is a goblin psi
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
yet, Glaive and one of her blade scout companions attack the characters from both ends of this narrow tunnel. After all combatants have taken a turn, the attackers flee into Landro and hide for another
feet above the eastern passage.
Assuming they haven’t both been defeated, one of Glaive’s blade scouts (see appendix A) hides on the overhang here while the other scout hides down the eastern tunnel
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
olive oil. The ship’s food stores are relatively fresh, though nothing is particularly appetizing. 5. Ship’s Stores Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a
pans, two saucepans, and a skillet. Set against the bulkhead opposite is a large cask filled with clear liquid. Beside this stands a wooden cupboard. Against the bulkhead beside the forward door is a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
adventures. Kip and Pik Whistleslap
Gnome Inspectors
When nit-picking inane details, four eyes are better than two—something that Kip and Pik Whistleslap make abundantly clear. The two gnome ship
. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing them to see
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
whole of Eastern Oerik. Adventurers and Organizations
Factions and organizations aimed at player characters can connect adventurers to your world, providing ties to key NPCs and a clear agenda beyond
. Separated from Eastern Oerik by the Tilva Strait, Hepmonaland is a relatively small continent that few people of the Flanaess known much about. Those who have explored the north spur of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
relatively intact lower levels, but as it climbs toward its eighty-foot height, the upper levels deteriorate. Rather than falling, the crumbling stone hangs in the air, the tower’s disintegration frozen
through the ceiling and out of sight. Stairs and Ceiling. The door here leads to stairs once used to access area E3. However, the stairs are blocked by rubble that would take hours to clear. The hole
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trapped with a thrusting blade trap. Noticing the trap requires a successful DC 14 Intelligence (Investigation) check. A successful DC 15 Dexterity check is required to disarm the trap. Opening the
coffer without disarming the trap, or failing to disarm it, triggers the trap. When the trap is triggered, a short blade thrusts from the coffer, stabbing any creature next to the coffer’s lock. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, while Pachi observes and periodically apologizes for her brother’s prying. If the characters make it clear they mean no harm, Atfez and Pachi let them enter. Otherwise, they ask the characters to leave
angle. The plaster from the great frescoes that once covered these walls has fallen to rubble. Blade marks cover the walls. The remnants of a broken door lie at the corridor’s northern opening. Dust






