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Returning 35 results for 'blazing being diffusing channel recently'.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
might dwell here at your discretion. Once the characters near the fountain, the caverns narrow into a small underwater channel the characters must swim through, as detailed in area X6. If the characters use this route, they enter the tomb soaking wet.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ward 9 Greater Restoration, Mass Cure Wounds Level 3: Preserve Life As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore
to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ward 9 Greater Restoration, Mass Cure Wounds Level 3: Preserve Life As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore
to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Ward 9 Greater Restoration, Mass Cure Wounds Level 3: Preserve Life As a Magic action, you present your Holy Symbol and expend a use of your Channel Divinity to evoke healing energy that can restore
to restore Hit Points to a creature with a spell or Channel Divinity, don’t roll those dice for the healing; instead use the highest number possible for each die. For example, instead of restoring 2d6
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and to the sides of the platform are four deep, rounded alcoves.
A spectral, armored figure with blazing emerald eyes appears from behind the throne and advances. “More fools of Djaynai? I’m the
guide the conversation. Ylch recently discovered this ruin, created by ancient Janyan stewards of knowledge. Ylch was attracted here by the aura of the Undead still suffering from the legacy of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and to the sides of the platform are four deep, rounded alcoves.
A spectral, armored figure with blazing emerald eyes appears from behind the throne and advances. “More fools of Djaynai? I’m the
guide the conversation. Ylch recently discovered this ruin, created by ancient Janyan stewards of knowledge. Ylch was attracted here by the aura of the Undead still suffering from the legacy of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
angel wears a pointed, shimmering helmet and wields a flanged mace reminiscent of a blazing sun. “I am Artavazda,” the angel announces, “harbinger of the Brightguard and Atash’s righteous hand
merchants in the Ruz Bazaar. The merchants said the Ashen Heirs were seeking a magic jar recently unearthed in the nearby desert. The timely appearance of the Brightguard drove the Ashen Heirs away
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and to the sides of the platform are four deep, rounded alcoves.
A spectral, armored figure with blazing emerald eyes appears from behind the throne and advances. “More fools of Djaynai? I’m the
guide the conversation. Ylch recently discovered this ruin, created by ancient Janyan stewards of knowledge. Ylch was attracted here by the aura of the Undead still suffering from the legacy of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
angel wears a pointed, shimmering helmet and wields a flanged mace reminiscent of a blazing sun. “I am Artavazda,” the angel announces, “harbinger of the Brightguard and Atash’s righteous hand
merchants in the Ruz Bazaar. The merchants said the Ashen Heirs were seeking a magic jar recently unearthed in the nearby desert. The timely appearance of the Brightguard drove the Ashen Heirs away
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
angel wears a pointed, shimmering helmet and wields a flanged mace reminiscent of a blazing sun. “I am Artavazda,” the angel announces, “harbinger of the Brightguard and Atash’s righteous hand
merchants in the Ruz Bazaar. The merchants said the Ashen Heirs were seeking a magic jar recently unearthed in the nearby desert. The timely appearance of the Brightguard drove the Ashen Heirs away
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
directions to channel it. He loves to ask questions about everything other people are doing. Kilnip has terrible insomnia and sleeps only a few hours each day. She is always tired but an eager
adores puns. Rix recently witnessed a ship crashing on the rocks to the north (see “Cloister Quests” later in this chapter). Zark is rude and fond of colorful insults. His favorites are “Eat my sword
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
directions to channel it. He loves to ask questions about everything other people are doing. Kilnip has terrible insomnia and sleeps only a few hours each day. She is always tired but an eager
adores puns. Rix recently witnessed a ship crashing on the rocks to the north (see “Cloister Quests” later in this chapter). Zark is rude and fond of colorful insults. His favorites are “Eat my sword
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
directions to channel it. He loves to ask questions about everything other people are doing. Kilnip has terrible insomnia and sleeps only a few hours each day. She is always tired but an eager
adores puns. Rix recently witnessed a ship crashing on the rocks to the north (see “Cloister Quests” later in this chapter). Zark is rude and fond of colorful insults. His favorites are “Eat my sword
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
have reason to believe their lair is likely to be invaded might set up a defense. Reasons to set up a defense include the following: Adventurers invaded the lair recently and retreated. Scouts
. Defenders might also use furniture and debris to block off passages, hoping to channel invaders toward prepared strongpoints. Sentries and Alarms. Some creatures might move from their keyed locations
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
notices tracks or signs of a tapestry or rug having been recently disturbed. Portcullises A portcullis is a set of vertical bars made of wood or iron, reinforced with one or more horizontal bands. It
magnified by the stillness of the atmosphere. Sounds A dungeon’s enclosed geography helps channel sound. The groaning creak of an opening door can echo down hundreds of feet of passageway. Louder
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
have reason to believe their lair is likely to be invaded might set up a defense. Reasons to set up a defense include the following: Adventurers invaded the lair recently and retreated. Scouts
. Defenders might also use furniture and debris to block off passages, hoping to channel invaders toward prepared strongpoints. Sentries and Alarms. Some creatures might move from their keyed locations
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
have reason to believe their lair is likely to be invaded might set up a defense. Reasons to set up a defense include the following: Adventurers invaded the lair recently and retreated. Scouts
. Defenders might also use furniture and debris to block off passages, hoping to channel invaders toward prepared strongpoints. Sentries and Alarms. Some creatures might move from their keyed locations
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on a DC 14 Wisdom (Perception or Survival) check can tell this destruction occurred recently and the narrow passage is dangerously unstable. The first creature to pass 5 feet along this passage must
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on a DC 14 Wisdom (Perception or Survival) check can tell this destruction occurred recently and the narrow passage is dangerously unstable. The first creature to pass 5 feet along this passage must
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
on a DC 14 Wisdom (Perception or Survival) check can tell this destruction occurred recently and the narrow passage is dangerously unstable. The first creature to pass 5 feet along this passage must
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Player Version
The main hall’s west wall is lined with shelves. In the northwest corner, a blazing hearth emanates bright light and abundant heat. A pot of water boils on the hearth, and a large
tinctures and recently cured a prominent member of the Council of Sparkling Stones in Mirabar of an unidentifiable disease. Cheesemonger’s Almanac. Characters who search the desk find that the
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Player Version
The main hall’s west wall is lined with shelves. In the northwest corner, a blazing hearth emanates bright light and abundant heat. A pot of water boils on the hearth, and a large
tinctures and recently cured a prominent member of the Council of Sparkling Stones in Mirabar of an unidentifiable disease. Cheesemonger’s Almanac. Characters who search the desk find that the
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Player Version
The main hall’s west wall is lined with shelves. In the northwest corner, a blazing hearth emanates bright light and abundant heat. A pot of water boils on the hearth, and a large
tinctures and recently cured a prominent member of the Council of Sparkling Stones in Mirabar of an unidentifiable disease. Cheesemonger’s Almanac. Characters who search the desk find that the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
channel is stained and traces of a brown liquid shine wetly.
To your left, along the west wall, dozens of manacles hang from the wall at waist height.
The slaves that have been toiling to enlarge
items were confiscated by the sahuagin (see area 18). He does not believe the sahuagin know of their magical properties. He recently witnessed the performance of a terrible ritual in which many slaves
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
channel is stained and traces of a brown liquid shine wetly.
To your left, along the west wall, dozens of manacles hang from the wall at waist height.
The slaves that have been toiling to enlarge
items were confiscated by the sahuagin (see area 18). He does not believe the sahuagin know of their magical properties. He recently witnessed the performance of a terrible ritual in which many slaves






