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Returning 35 results for 'blades blowing diffusing chief reading'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The skeletons are the remains of four guards who held this post long ago. Characters who search the remains find tattered bits of cloth, broken longbows and arrows, rusted blades in ruined sheaths
, and rusty chain mail. Fortunes of Ravenloft If your card reading reveals that a treasure is here, read: The swirling snow assumes the forms of thin, young women. The wind howls, “Begone! The treasure is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The skeletons are the remains of four guards who held this post long ago. Characters who search the remains find tattered bits of cloth, broken longbows and arrows, rusted blades in ruined sheaths
, and rusty chain mail. Fortunes of Ravenloft If your card reading reveals that a treasure is here, read: The swirling snow assumes the forms of thin, young women. The wind howls, “Begone! The treasure is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The skeletons are the remains of four guards who held this post long ago. Characters who search the remains find tattered bits of cloth, broken longbows and arrows, rusted blades in ruined sheaths
, and rusty chain mail. Fortunes of Ravenloft If your card reading reveals that a treasure is here, read: The swirling snow assumes the forms of thin, young women. The wind howls, “Begone! The treasure is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
of battle and bringing a measure of strategy to the assault. Blades of Ilneval are fearsome opponents, seeming to have an uncanny sense of when to move and when to strike, able to exploit the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
of battle and bringing a measure of strategy to the assault. Blades of Ilneval are fearsome opponents, seeming to have an uncanny sense of when to move and when to strike, able to exploit the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
of battle and bringing a measure of strategy to the assault. Blades of Ilneval are fearsome opponents, seeming to have an uncanny sense of when to move and when to strike, able to exploit the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnra’s sanctum (areas 8, 9, and 10) and telling how to get there safely—if they are allowed to
(hill giant) (see appendix A). The maids can be persuaded to part with the potions. 6. Hall of the Chief Numerous interesting things fill this place, which is dominated by an enormous fireplace. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnra’s sanctum (areas 8, 9, and 10) and telling how to get there safely—if they are allowed to
(hill giant) (see appendix A). The maids can be persuaded to part with the potions. 6. Hall of the Chief Numerous interesting things fill this place, which is dominated by an enormous fireplace. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
matron is slain, the three others cease hostilities and cooperate with the characters by describing Chief Nosnra’s sanctum (areas 8, 9, and 10) and telling how to get there safely—if they are allowed to
(hill giant) (see appendix A). The maids can be persuaded to part with the potions. 6. Hall of the Chief Numerous interesting things fill this place, which is dominated by an enormous fireplace. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a result, few goliaths live to see old age. Goliath Names Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a
obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they’re ready. Adult goliaths sometimes encounter this legendary individual in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a result, few goliaths live to see old age. Goliath Names Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a
obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they’re ready. Adult goliaths sometimes encounter this legendary individual in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a result, few goliaths live to see old age. Goliath Names Every goliath has three names: a birth name assigned by the newborn’s mother and father, a nickname assigned by the tribal chief, and a
obscured by wind and blowing snow. Elders invoke her name to keep young goliaths from wandering too far from home before they’re ready. Adult goliaths sometimes encounter this legendary individual in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
third pressure plate lights up a sign reading “Loosest Slots In Faerûn!” When the characters round a last corner beyond the third sign, read: The darkness of the tunnel suddenly gives way to light
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
third pressure plate lights up a sign reading “Loosest Slots In Faerûn!” When the characters round a last corner beyond the third sign, read: The darkness of the tunnel suddenly gives way to light
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
third pressure plate lights up a sign reading “Loosest Slots In Faerûn!” When the characters round a last corner beyond the third sign, read: The darkness of the tunnel suddenly gives way to light
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with
a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with
a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
giants who wield two huge shields like plow blades. These shields bear spikes on their exterior and have hollow interiors into which the dreadnought pours hot coals at the first sign of danger. Armed with
a point anywhere in its lair. Each creature in that line must succeed on a DC 18 Strength saving throw or be pushed 15 feet in the direction the wind is blowing. The gust disperses gas or vapor, and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
blades, tactical experts who advise their chief in matters of war. Blades lead from the front, wading into combat fearlessly while barking orders at lesser soldiers. A blade knows how to use orcish
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
corners by stiff winds blowing through broken windows. The walls and furniture are scorched black, including a table with the charred remains of a book on it. Next to the table, on the floor amid
letter that Macreadus angrily threw into the hearth after reading it. Copper’s Letter. The scroll is stained with soot but remains intact, since Macreadus never got around to burning it. Characters who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
corners by stiff winds blowing through broken windows. The walls and furniture are scorched black, including a table with the charred remains of a book on it. Next to the table, on the floor amid
letter that Macreadus angrily threw into the hearth after reading it. Copper’s Letter. The scroll is stained with soot but remains intact, since Macreadus never got around to burning it. Characters who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
corners by stiff winds blowing through broken windows. The walls and furniture are scorched black, including a table with the charred remains of a book on it. Next to the table, on the floor amid
letter that Macreadus angrily threw into the hearth after reading it. Copper’s Letter. The scroll is stained with soot but remains intact, since Macreadus never got around to burning it. Characters who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stone, set with a crude gate made of thick lumber and festooned with metal blades. Gaps in the gate allow you to see an unusually tall figure in hide armor standing ten feet behind it and clutching a
wooden bars seal the gate. The blades affixed to the gate and the surrounding barricade make climbing impossible. The goliaths attack anyone who bypasses the gate without Arn’s consent. Nine goliath
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stone, set with a crude gate made of thick lumber and festooned with metal blades. Gaps in the gate allow you to see an unusually tall figure in hide armor standing ten feet behind it and clutching a
wooden bars seal the gate. The blades affixed to the gate and the surrounding barricade make climbing impossible. The goliaths attack anyone who bypasses the gate without Arn’s consent. Nine goliath
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stone, set with a crude gate made of thick lumber and festooned with metal blades. Gaps in the gate allow you to see an unusually tall figure in hide armor standing ten feet behind it and clutching a
wooden bars seal the gate. The blades affixed to the gate and the surrounding barricade make climbing impossible. The goliaths attack anyone who bypasses the gate without Arn’s consent. Nine goliath
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a pearl of power. 20. Chief Shaman’s Living Quarters If the shaman in area 12 escaped and alerted the shamans here, the room is unoccupied. Otherwise, use the description below. A wooden table set
. The shaman wears a gold necklace adorned with polished pearls (100 gp). 21. Chief Shaman’s Sleeping Quarters A single cot is set against the west wall, an iron chest at its foot. Opposite, against the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in natural stone amphitheaters or bowl-shaped forest clearings. In keeping with Corellon’s chief commandment for everyone to be free, all who attend are allowed to show their obeisance however they
of the god’s love and of the primal elves’ original fluid state of being. Many of Corellon’s chief priests bear this blessing.
The rarest of these blessed elves can change their sex whenever they
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in natural stone amphitheaters or bowl-shaped forest clearings. In keeping with Corellon’s chief commandment for everyone to be free, all who attend are allowed to show their obeisance however they
of the god’s love and of the primal elves’ original fluid state of being. Many of Corellon’s chief priests bear this blessing.
The rarest of these blessed elves can change their sex whenever they
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a pearl of power. 20. Chief Shaman’s Living Quarters If the shaman in area 12 escaped and alerted the shamans here, the room is unoccupied. Otherwise, use the description below. A wooden table set
. The shaman wears a gold necklace adorned with polished pearls (100 gp). 21. Chief Shaman’s Sleeping Quarters A single cot is set against the west wall, an iron chest at its foot. Opposite, against the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a pearl of power. 20. Chief Shaman’s Living Quarters If the shaman in area 12 escaped and alerted the shamans here, the room is unoccupied. Otherwise, use the description below. A wooden table set
. The shaman wears a gold necklace adorned with polished pearls (100 gp). 21. Chief Shaman’s Sleeping Quarters A single cot is set against the west wall, an iron chest at its foot. Opposite, against the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
in natural stone amphitheaters or bowl-shaped forest clearings. In keeping with Corellon’s chief commandment for everyone to be free, all who attend are allowed to show their obeisance however they
of the god’s love and of the primal elves’ original fluid state of being. Many of Corellon’s chief priests bear this blessing.
The rarest of these blessed elves can change their sex whenever they
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
afterward, rather than continue the search on his own. When he’s not straining at some feat of athleticism, he’s reading books of poetry.
Alignment. Neutral good.
Personality Trait. “I treat my
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
afterward, rather than continue the search on his own. When he’s not straining at some feat of athleticism, he’s reading books of poetry.
Alignment. Neutral good.
Personality Trait. “I treat my
pact with Zybilna of Prismeer (mimics the sound of the wind blowing through willows and faraway tinkling bells).”
Flaw. “I have a volatile temper (mimics the sound of a kettle boiling over






