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Returning 35 results for 'borders before diffusing carved ram'.
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Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
handsomely carved stonework, often adorned with tactile writing systems to accommodate visitors who aren't accustomed to the lightless depths such giants call home. Meanwhile, storm giant artwork
Treasures found in a stone giant ruin range from artistic masterpieces to magical wonders 25 gp Art Objects d8 Item 1 A dome-shaped crystal carved with patterns of constellations 2 A pale-blue clay
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
families now number more than seven, each one uses an animal associated with one of the seven warriors as its symbol, either the ram, lion, horse, boar, badger, bull, or hart. The ram, associated with
ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, membership in this noble class isn’t strictly hereditary. Anyone can earn
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
handsomely carved stonework, often adorned with tactile writing systems to accommodate visitors who aren't accustomed to the lightless depths such giants call home. Meanwhile, storm giant artwork
Treasures found in a stone giant ruin range from artistic masterpieces to magical wonders 25 gp Art Objects d8 Item 1 A dome-shaped crystal carved with patterns of constellations 2 A pale-blue clay
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
handsomely carved stonework, often adorned with tactile writing systems to accommodate visitors who aren't accustomed to the lightless depths such giants call home. Meanwhile, storm giant artwork
Treasures found in a stone giant ruin range from artistic masterpieces to magical wonders 25 gp Art Objects d8 Item 1 A dome-shaped crystal carved with patterns of constellations 2 A pale-blue clay
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
families now number more than seven, each one uses an animal associated with one of the seven warriors as its symbol, either the ram, lion, horse, boar, badger, bull, or hart. The ram, associated with
ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, membership in this noble class isn’t strictly hereditary. Anyone can earn
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
families now number more than seven, each one uses an animal associated with one of the seven warriors as its symbol, either the ram, lion, horse, boar, badger, bull, or hart. The ram, associated with
ornamentation, and some lektoi even wear their hair braided into stylized ram horns. Although the lektoi claim descent from heroes, membership in this noble class isn’t strictly hereditary. Anyone can earn
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
element and give details on how to flesh out your world with gods, factions, and so forth. The assumptions sketched out above aren’t carved in stone. They inspire exciting D&D worlds full of adventure
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
element and give details on how to flesh out your world with gods, factions, and so forth. The assumptions sketched out above aren’t carved in stone. They inspire exciting D&D worlds full of adventure
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
element and give details on how to flesh out your world with gods, factions, and so forth. The assumptions sketched out above aren’t carved in stone. They inspire exciting D&D worlds full of adventure
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is a thirty-foot-long hall of white stone. At the opposite end of the hall are two twelve-foot-tall doors like those of the entry gate.
An eagle carved from a massive timber hangs from the far side
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is a thirty-foot-long hall of white stone. At the opposite end of the hall are two twelve-foot-tall doors like those of the entry gate.
An eagle carved from a massive timber hangs from the far side
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is a thirty-foot-long hall of white stone. At the opposite end of the hall are two twelve-foot-tall doors like those of the entry gate.
An eagle carved from a massive timber hangs from the far side
, in area S11. The Eagle. The eagle is a battering ram. If released using a lever near the doors to area S4, the ram attacks an area that starts at the doors to area S4, extending 30 feet along a 5
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ballista arrows are stacked and secured near each. Mangonels. Two mangonels (DMG, ch. 8) are attached to the aft of the deck. Ten mangonel stones are stacked and secured near each catapult. Naval Ram
. The galley’s stern features an iron naval ram used for attacking other ships. Opening. A 10-foot-wide, 80-foot-long open space in the middle of the deck stretches fore to aft and leads down to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high staircase carved into the cliffs (area 1) and either attacking or infiltrating the yakfolk village (areas 3–area 6).
Yakfolk Village. The yakfolk village is built on the mountainside and
barred shut from within and are too strong to be broken down without the aid of a ram or a siege engine. The village’s buildings are single-story huts with thatch roofs and walls made of piled stones
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high staircase carved into the cliffs (area 1) and either attacking or infiltrating the yakfolk village (areas 3–area 6).
Yakfolk Village. The yakfolk village is built on the mountainside and
barred shut from within and are too strong to be broken down without the aid of a ram or a siege engine. The village’s buildings are single-story huts with thatch roofs and walls made of piled stones
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
-foot-high staircase carved into the cliffs (area 1) and either attacking or infiltrating the yakfolk village (areas 3–area 6).
Yakfolk Village. The yakfolk village is built on the mountainside and
barred shut from within and are too strong to be broken down without the aid of a ram or a siege engine. The village’s buildings are single-story huts with thatch roofs and walls made of piled stones
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
occupied by the ship’s officers. These cabins (not depicted on the map) were emptied of their belongings long ago. Naval Ram. The ship’s iron naval ram is shaped like an enormous cudgel, the chosen weapon
that end in area M3. Cudgel Ram. A detect magic spell or similar effect reveals an aura of evocation magic around the 1,000-pound naval ram. A ship with the naval ram attached has advantage on all
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stone bridges arc over chasms, their surfaces embellished with fine carvings and intricate patterns. The great stone doors leading outside can withstand a battering ram when secured, but glide open
existence, dwarves have carved out their strongholds underground for a variety of reasons. Their unmatched prowess in mining and stonework makes them ideal candidates to use the subterranean realm for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stone bridges arc over chasms, their surfaces embellished with fine carvings and intricate patterns. The great stone doors leading outside can withstand a battering ram when secured, but glide open
existence, dwarves have carved out their strongholds underground for a variety of reasons. Their unmatched prowess in mining and stonework makes them ideal candidates to use the subterranean realm for
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, stone bridges arc over chasms, their surfaces embellished with fine carvings and intricate patterns. The great stone doors leading outside can withstand a battering ram when secured, but glide open
existence, dwarves have carved out their strongholds underground for a variety of reasons. Their unmatched prowess in mining and stonework makes them ideal candidates to use the subterranean realm for
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and their borders remains graven on cavern walls, trail markings, and scattered coins. Some of these realms, and the marks that bear testimony to their presence, are detailed below.
Haungdannar
humanoids and giants. Mark: a wheel over a plow.
Delzoun. The great Northkingdom of the dwarves, Delzoun was carved out of the rock beneath the area known until recently as the Silver Marches
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Captured Troglodytes The cracked bones and skulls of small creatures hunted by the troglodytes litter the tunnels leading to this area, marking the borders of territory that once belonged to their
Halaster’s gates (see “Gates”). Carved into the arch’s keystone is a hand-shaped indentation with a sigil representing magic scribed into the palm. Its rules are as follows: Casting the mage hand
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and their borders remains graven on cavern walls, trail markings, and scattered coins. Some of these realms, and the marks that bear testimony to their presence, are detailed below.
Haungdannar
humanoids and giants. Mark: a wheel over a plow.
Delzoun. The great Northkingdom of the dwarves, Delzoun was carved out of the rock beneath the area known until recently as the Silver Marches
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and their borders remains graven on cavern walls, trail markings, and scattered coins. Some of these realms, and the marks that bear testimony to their presence, are detailed below.
Haungdannar
humanoids and giants. Mark: a wheel over a plow.
Delzoun. The great Northkingdom of the dwarves, Delzoun was carved out of the rock beneath the area known until recently as the Silver Marches
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Captured Troglodytes The cracked bones and skulls of small creatures hunted by the troglodytes litter the tunnels leading to this area, marking the borders of territory that once belonged to their
Halaster’s gates (see “Gates”). Carved into the arch’s keystone is a hand-shaped indentation with a sigil representing magic scribed into the palm. Its rules are as follows: Casting the mage hand
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Captured Troglodytes The cracked bones and skulls of small creatures hunted by the troglodytes litter the tunnels leading to this area, marking the borders of territory that once belonged to their
Halaster’s gates (see “Gates”). Carved into the arch’s keystone is a hand-shaped indentation with a sigil representing magic scribed into the palm. Its rules are as follows: Casting the mage hand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
with green carpeting leads up. In front of the staircase rests a golden credenza with images of farm animals carved into it. A high-backed chair with burgundy cushions sits behind the credenza.
Books
Stonky Noptopper (a rock gnome master sage; see "Sages and Master Sages" for his stat block) and three cult fanatics (Pig Wheat, Ram Sugar, and Sheep Sweet Corn). Eager to get to their assigned spots in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, Iron 10 lb. 2 GP Potion of Healing 1/2 lb. 50 GP Pouch 1 lb. 5 SP Priest’s Pack 29 lb. 33 GP Quiver 1 lb. 1 GP Ram, Portable 35 lb. 4 GP Rations 2 lb. 5 SP Robe 4 lb. 1 GP Rope 5 lb. 1 GP Sack 1/2 lb
table and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Arcane Focuses Focus Weight Cost Crystal 1 lb. 10 GP Orb 3






