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Returning 35 results for 'blowing burn diffusing cracks resort'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
V5: Arcadian Springs Wildfires have engulfed the forest, spreading for miles across the mountainsides and choking the sky with smoke. Raging fires burn right down to the edges of a beautiful alpine
lake that measures about a half-mile across. At the north end of the lake, fire has almost entirely consumed a wood-and-stone structure.
Arcadian Springs was a resort that sought to profit off the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Yuan-ti Pureblood
Legacy
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races
Volo's Guide to Monsters
yuan-ti know they can’t resort to direct attacks in order to reclaim their rightful place in the world. Operating out of the subterranean ruins of their buildings in foreign lands, yuan-ti
an anathema. (Evil)
3
Unity. No leader shall put personal goals above those of our race. (Any)
4
Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
the Firehive, a ramshackle platform of regurgitated bones encircles the nest. From here, demonic pilgrims and priests of Aurnozci peer through cracks in the nest’s wall to gaze upon their dread lord
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the light. Inspire and guide others to virtuous behavior; force is a last resort. Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame. Every Thrane child knows
war wasn’t about good or evil. Templars of all nations still joined together to fight demons, but if no supernatural threat was present, they fought for their own nations. This division allowed cracks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the light. Inspire and guide others to virtuous behavior; force is a last resort. Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame. Every Thrane child knows
war wasn’t about good or evil. Templars of all nations still joined together to fight demons, but if no supernatural threat was present, they fought for their own nations. This division allowed cracks
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the light. Inspire and guide others to virtuous behavior; force is a last resort. Listen to the Voice of the Flame; beware the deceiving whispers of the Shadow in the Flame. Every Thrane child knows
war wasn’t about good or evil. Templars of all nations still joined together to fight demons, but if no supernatural threat was present, they fought for their own nations. This division allowed cracks
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
Dungeon Master’s Guide) except that they are brittle and thus lack immunity to bludgeoning damage. Characters who smash or burn their way through the webs can reach the cocoons, of which there are three
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Forge, which lies upon the bones of those unable to escape the collapse of bridges and walls. Other coils remain in place, and the furnaces to which they are linked burn as hot today as they did in
walls to carry water to the magma below, the heat from the pit is ferocious. Gouts of steam billow up through cracks in the stone to fill the chambers above this area, and the earth rumbles in a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Forge, which lies upon the bones of those unable to escape the collapse of bridges and walls. Other coils remain in place, and the furnaces to which they are linked burn as hot today as they did in
walls to carry water to the magma below, the heat from the pit is ferocious. Gouts of steam billow up through cracks in the stone to fill the chambers above this area, and the earth rumbles in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
Dungeon Master’s Guide) except that they are brittle and thus lack immunity to bludgeoning damage. Characters who smash or burn their way through the webs can reach the cocoons, of which there are three
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Forge, which lies upon the bones of those unable to escape the collapse of bridges and walls. Other coils remain in place, and the furnaces to which they are linked burn as hot today as they did in
walls to carry water to the magma below, the heat from the pit is ferocious. Gouts of steam billow up through cracks in the stone to fill the chambers above this area, and the earth rumbles in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high, 5-foot-wide cracks in the mountain rock (too narrow for Harshnag). Due to the icy and uneven floors, the tunnels are difficult terrain. Creatures that have the Spider Climb trait (or that
Dungeon Master’s Guide) except that they are brittle and thus lack immunity to bludgeoning damage. Characters who smash or burn their way through the webs can reach the cocoons, of which there are three
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
. This sends a web of cracks through the marble, negating the floor’s frictionless effect and allowing creatures to move across it normally. The sphere also deactivates and falls if it comes into
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
. This sends a web of cracks through the marble, negating the floor’s frictionless effect and allowing creatures to move across it normally. The sphere also deactivates and falls if it comes into
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
intruders as described in the “Beholder Tactics” section below. The hall contains one hundred lit candles. While the candles remain inside this vault, they burn indefinitely. If a candle is taken from the
. This sends a web of cracks through the marble, negating the floor’s frictionless effect and allowing creatures to move across it normally. The sphere also deactivates and falls if it comes into
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance that the temperature shifts dramatically. When the temperature shifts, read the following: Suddenly, the air grows very warm. Water rains from above. The ice cracks, and thick waves of steam
Guide, takes only a moment. When the heat begins, the ice cracks at the start of that round and is unable to hold any weight end of the round 3 rounds later. The lake is 12 feet deep and turns to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
forever lost. P16. Upside-Down Rune Chamber The walls of this chamber are inscribed with interconnected runes and marred with cracks. What is now the ceiling bears similar inscriptions that swirl inward
complete the transformation. (No such component is needed for objects.) The cracks in the walls have damaged enough of the runes to compromise the room’s magic, which might give rise to unexpected
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
forever lost. P16. Upside-Down Rune Chamber The walls of this chamber are inscribed with interconnected runes and marred with cracks. What is now the ceiling bears similar inscriptions that swirl inward
complete the transformation. (No such component is needed for objects.) The cracks in the walls have damaged enough of the runes to compromise the room’s magic, which might give rise to unexpected
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
forever lost. P16. Upside-Down Rune Chamber The walls of this chamber are inscribed with interconnected runes and marred with cracks. What is now the ceiling bears similar inscriptions that swirl inward
complete the transformation. (No such component is needed for objects.) The cracks in the walls have damaged enough of the runes to compromise the room’s magic, which might give rise to unexpected
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
unchallenged. 23. Guard Room A huge horn rests upon the small table in the center of the room; blowing it calls the dire wolves. Eight stools and two benches line the walls, and a sheaf of eighteen






