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Returning 21 results for 'borders being diffusing confined ray'.
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borders being diffusing contained ray
borders being diffusing convinced ray
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
saved from certain death give a quick show of gratitude before running toward the hazy borders of Lulu’s memory and disappearing. Character Death The Idyllglen memory is as real to the characters as any location, and they can die here.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
saved from certain death give a quick show of gratitude before running toward the hazy borders of Lulu’s memory and disappearing. Character Death The Idyllglen memory is as real to the characters as any location, and they can die here.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
saved from certain death give a quick show of gratitude before running toward the hazy borders of Lulu’s memory and disappearing. Character Death The Idyllglen memory is as real to the characters as any location, and they can die here.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rest of the pack is unwilling to challenge Kiril’s authority and face Strahd’s wrath. Kiril won’t let Zuleika hunt, so she’s more or less confined to the den. TRAVEL THROUGH THE MISTS
The werewolves
the Vistani. He periodically allows the werewolves to slip past the misty borders as well, so that they can bring or lure others into his domain. Unlike the Vistani, however, the werewolves can’t come and go as they please.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Confined inside is a prisoner named Marta Moonshadow. Fascinated by drow culture, Marta hoped to join the ranks of House Auvryndar but was captured and locked up instead. She seeks an opportunity to prove
darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic can’t put her to sleep. Add ray of frost to her list of known cantrips. Her spellbook and her arcane focus were taken from her. (The characters can find them in area 20b.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Confined inside is a prisoner named Marta Moonshadow. Fascinated by drow culture, Marta hoped to join the ranks of House Auvryndar but was captured and locked up instead. She seeks an opportunity to prove
darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic can’t put her to sleep. Add ray of frost to her list of known cantrips. Her spellbook and her arcane focus were taken from her. (The characters can find them in area 20b.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Confined inside is a prisoner named Marta Moonshadow. Fascinated by drow culture, Marta hoped to join the ranks of House Auvryndar but was captured and locked up instead. She seeks an opportunity to prove
darkvision out to a range of 60 feet. She has advantage on saving throws against being charmed, and magic can’t put her to sleep. Add ray of frost to her list of known cantrips. Her spellbook and her arcane focus were taken from her. (The characters can find them in area 20b.)
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
it was; the entire land is a scar left by the catastrophe of the Mourning. Mist Wall. The borders of the Mournland are defined by a wall of thick, gray mist that rises thousands of feet into the air
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
it was; the entire land is a scar left by the catastrophe of the Mourning. Mist Wall. The borders of the Mournland are defined by a wall of thick, gray mist that rises thousands of feet into the air
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
it was; the entire land is a scar left by the catastrophe of the Mourning. Mist Wall. The borders of the Mournland are defined by a wall of thick, gray mist that rises thousands of feet into the air
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
the northeast corner.
Unless work has been stopped and the slaves that were working in area 19 have been confined in that area, the characters hear hammering coming from the east. By instinct or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
the northeast corner.
Unless work has been stopped and the slaves that were working in area 19 have been confined in that area, the characters hear hammering coming from the east. By instinct or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
the northeast corner.
Unless work has been stopped and the slaves that were working in area 19 have been confined in that area, the characters hear hammering coming from the east. By instinct or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
primarily for feedings. Xanathar uses its telekinesis ray to transfer Sylgar from one fishbowl to another. Mirror. Carved into the mirror’s frame is the word “Xoblob.” A detect magic spell reveals an
tunnel that gently slopes down to area X19 is a circular stone plug that opens in the ceiling of the hallway below. Xanathar can lift the plug with its telekinesis ray, creating an opening just large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
primarily for feedings. Xanathar uses its telekinesis ray to transfer Sylgar from one fishbowl to another. Mirror. Carved into the mirror’s frame is the word “Xoblob.” A detect magic spell reveals an
tunnel that gently slopes down to area X19 is a circular stone plug that opens in the ceiling of the hallway below. Xanathar can lift the plug with its telekinesis ray, creating an opening just large
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
primarily for feedings. Xanathar uses its telekinesis ray to transfer Sylgar from one fishbowl to another. Mirror. Carved into the mirror’s frame is the word “Xoblob.” A detect magic spell reveals an
tunnel that gently slopes down to area X19 is a circular stone plug that opens in the ceiling of the hallway below. Xanathar can lift the plug with its telekinesis ray, creating an opening just large
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carcasses include those of a manta ray, a giant frog, an adult male hobgoblin, two sharks, and a giant crayfish. One of the sharks has a mostly smashed armor plate embedded in its side. The plate is made
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carcasses include those of a manta ray, a giant frog, an adult male hobgoblin, two sharks, and a giant crayfish. One of the sharks has a mostly smashed armor plate embedded in its side. The plate is made
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
carcasses include those of a manta ray, a giant frog, an adult male hobgoblin, two sharks, and a giant crayfish. One of the sharks has a mostly smashed armor plate embedded in its side. The plate is made
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this






