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Returning 27 results for 'borders bottomed diffusing churns rolling'.
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borders bottomed diffusing courts roiling
borders bottomed diffusing courts roving
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crimson-tinged shadow. Closing the Borders. When Duchess Saidra wants to close the borders of her domain, the Mists don’t rise. Rather, those who try to leave find themselves roaming the lands of
Chateaufaux. Stately houses stand atop gently rolling hills amid lush farmlands and vineyards, but the houses never get any closer, no matter how long one travels. And sooner or later, travelers always find themselves back on the outskirts of Port-a-Lucine.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crimson-tinged shadow. Closing the Borders. When Duchess Saidra wants to close the borders of her domain, the Mists don’t rise. Rather, those who try to leave find themselves roaming the lands of
Chateaufaux. Stately houses stand atop gently rolling hills amid lush farmlands and vineyards, but the houses never get any closer, no matter how long one travels. And sooner or later, travelers always find themselves back on the outskirts of Port-a-Lucine.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
crimson-tinged shadow. Closing the Borders. When Duchess Saidra wants to close the borders of her domain, the Mists don’t rise. Rather, those who try to leave find themselves roaming the lands of
Chateaufaux. Stately houses stand atop gently rolling hills amid lush farmlands and vineyards, but the houses never get any closer, no matter how long one travels. And sooner or later, travelers always find themselves back on the outskirts of Port-a-Lucine.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry.
About the Original
Produced by the UK branch of TSR in 1984, When a Star Falls was written by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry.
About the Original
Produced by the UK branch of TSR in 1984, When a Star Falls was written by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Setting the Adventure This adventure takes place in a region with a moderate climate, rolling hills, and winding rivers. The Tower of the Heavens lies far enough from major settlements that it sees
Mountains near the Crystalmist Mountains, where the Kingdom of Keoland borders the Yeomanry.
About the Original
Produced by the UK branch of TSR in 1984, When a Star Falls was written by
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Feywild denizen Entering a forbidden place Appearing in a fey court without an invitation You can determine the curse’s effect by rolling on the Fey Curses table. Fey Curses d8 Curse 1 Your ears
resistant to all magic except a wish spell. A creature can also remove such a curse on itself by learning and performing a specific task or ritual, determined by rolling on the Ending the Curse table
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
their habitats. The Dreadwood Long a home of horrid monsters and vicious raiders, the Dreadwood hides within its borders a multitude of terrors. Keoland maintains ranger patrols that sweep through the
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
the Reghed Glacier rise up in the east like prison walls. The towering, snow-capped peaks of the Spine of the World loom to the south. To the north and west, the Sea of Moving Ice churns bergs and floes
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
the Reghed Glacier rise up in the east like prison walls. The towering, snow-capped peaks of the Spine of the World loom to the south. To the north and west, the Sea of Moving Ice churns bergs and floes
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
the Reghed Glacier rise up in the east like prison walls. The towering, snow-capped peaks of the Spine of the World loom to the south. To the north and west, the Sea of Moving Ice churns bergs and floes
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Level 3: Wild Magic Surge Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll
table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it. Once you use this feature, you can’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Level 3: Wild Magic Surge Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll
table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it. Once you use this feature, you can’t
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
apparent cause. Whatever its source, this magic churns within you, waiting for any outlet.
Level 3: Wild Magic Surge Your spellcasting can unleash surges of untamed magic. Once per turn, you can roll
table instead of rolling on that table. You can choose any effect in the table except for the final row, and if the chosen effect involves a roll, you must make it. Once you use this feature, you can’t
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
surface of the water undulates in big, rolling waves.
The ceiling is 30 feet above the eater’s surface. A water elemental myrmidon (see chapter 7) lurks under the water but rises to attack trespassers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a
leader of Valor’s Call. It’s obvious to anyone who can see him that the knight will plunge into the vortex if the time-freezing effect on him is ended. Storm Vortex. The vortex that churns below the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a
leader of Valor’s Call. It’s obvious to anyone who can see him that the knight will plunge into the vortex if the time-freezing effect on him is ended. Storm Vortex. The vortex that churns below the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
dark clouds churns below. A marble tower rising from the maelstrom is encircled by seven turrets. Four stone staircases extend from the outer areas of the palace to the tower, each one part of a
leader of Valor’s Call. It’s obvious to anyone who can see him that the knight will plunge into the vortex if the time-freezing effect on him is ended. Storm Vortex. The vortex that churns below the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
pillars are spaced throughout this musty room, the ceiling of which is only ten feet high. In the flickering light, you see two massive, rolling constructs roving the space.
The room’s ceiling is 10
east wall. T22: Vortex Bridge A dull roar fills this hexagonal chamber. A bridge consisting of engraved, colored limestone tiles stretches between two ledges. A pitch-black vortex of energy churns






