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Returning 9 results for 'blade burdens diffusing clanging refuge'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chute opens in floor 15–16 Clanging noise attracts nearby monsters 17–19 Touching an object triggers a disintegrate spell 20–23 Door or other object is coated with contact poison 24–27 Fire shoots out
pit floods with acid or fire 71–73 Locking pit floods with water 74–77 Scything blade emerges from wall or object 78–81 Spears (possibly poisoned) spring out 82–84 Brittle stairs collapse over spikes
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->Waterdeep: Dragon Heist
in the Dock Ward — three dead so far, each one decapitated by a blade in the dead of night. Look into it, will you? Methinks the City Watch could use a little help.” Characters who spend three
Soluun Xibrindas, a renegade drow gunslinger (see appendix B). Soluun hides in the shadows, blade drawn, waiting for the half-elf to stumble by. Spotting him before he strikes requires a successful DC 18
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
blade from its scabbard and shouts “Ha!”—then accidentally yanks his belt off in the process, causing his breeches to slip down again. Aftermath The sound of battle in Mirt’s quarters alerts the guards
to Laeral Silverhand, the Open Lord of Waterdeep. The extensive wealth he squirreled away as a politician ultimately forced him to flee the city and seek refuge far to the south. Mirt enjoys the finer
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
path into our chosen afterlife. I watched as my father built a tomb for himself, to guard against bandits who might plunder his tomb, robbing him of his refuge in the beyond. Yet, only a few years
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
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in need can find refuge and a warm meal. Hands of Havoc. Arson and vandalism are tools of the trade for the Hands of Havoc, a faction of rebels. In other wards, the Wreakers’ destructive activities
creatures that inhabit them. House of Rehabilitation. Members of the Bleak Cabal find solace in existence by relieving the burdens of others. Bleakers in the Gatehouse restore creatures warped by demon ichor
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->Storm King's Thunder
requires a crowbar, a sword blade, or a similar tool and a successful DC 15 Strength (Athletics) check. Adamantine Doors Set into the southeast wall is a pair of 50-foot-tall adamantine doors sealed by
clanging of metal and see ripples of heat throughout this brightly lit area. Those who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
blade trap. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
trap, or failing to disarm it, triggers the trap. When the trap is triggered, a scything blade swings up, striking at any creature within 5 feet of the front of the chest. Affected creatures must make a






