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Returning 35 results for 'bored being diffusing corner receive'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
prevent a return to the horrors of the Last War 7 A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you 8 A mysterious voice on the other end of a speaking stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be surprised if they know trouble is on the way. If the two bugbears in area 2b managed to make it this far, add them to the roster of enemies. 23a. Nimraith’s Fate Goblins. Six bored goblins play here
! Nimraith!” as it bobs about.
Cleft Shield. Two halves of a cloven wooden shield lie in the room’s northwest corner. Each half of the cloven shield has letters etched into it. One half reads “Nimr
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
devil jockeys attend to the steeds. The reeking stench of offal rises from the feed buckets. In one corner stands a bored-looking pit fiend.
Dyson Logos Map 8.2: Alabaster Racetrack Stables View Player
members can place bets, earning a payout depending on which steeds place in the top two of a given race. Up to six nightmares race at any given time; those who bet on the first-place steed receive triple
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
corner of the cavern, showing a young female human holding a basin. A successful DC 15 Intelligence (Religion) check recognizes the shrine of Eldath, goddess of waterfalls. Water flows from cracks in the
shrine. Characters who pray for her assistance in fighting the dragon can receive a boon at your discretion, including water breathing, bless, or other useful spells.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
for eight hours, ending just before dawn. When the characters enter the carnival, place a d8 at the start of the track in the upper left corner of the poster map with the “1” facing up. Move the die
in the Witchlight Carnival can affect the overall mood at the carnival. When the characters arrive at the carnival, place a token in the starting space of the track in the lower right corner of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
subject to the restrictions on spellcasting within the Tomb of the Nine Gods.) After sharing this information, the aboleth grows bored and withdraws to a dark corner of the lake to dream of evil things.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Outskirts This open clearing features a notable pool of black, sludgy refuse in the southern corner.
If the characters approach the refuse, it reveals itself to be an aggressive black pudding. The black
size W6. Southeastern Clearing Two lumps of slimy vegetation and moss stand prominently in the northeast corner of this clearing.
If the characters approach the two lumps, a guttural gurgle emits
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
.
Climbing the walls requires a successful DC 15 Strength (Athletics) check. A crawlway is set into the northwest corner, at the same height as the balconies and floating platforms. Another crawlway
Kubazan receive advice when entering this area: Fickle I’jin urges her host to pull the lever. What harm could it do? Fearless Kubazan insists that his host jump to the platforms, even if others are better
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
as it remains in this corridor. If taken from the hall, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of I’jin or Shagambi receive advice when entering this
saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. The triggering glyph is at the bottom right corner of the door and can be found with a successful DC
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
discuss their plans in their native tongue. 27–28 A harried dwarf tries to keep three children corralled, but the oldest one keeps sneaking away. 29–30 A bored changeling practices duplicating the
faces of the guests. Not all of them are amused. 31–32 A shifter glowers in a corner booth, looking angry at the world. 33–34 A warforged bard uses its body as a percussion instrument to entertain the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
complaints receive similar treatment. If the characters ask him about a quest, Harbin sets them on the right track, offering payment upon their return. When the time comes to pay up, he slips the
fight to the death, your players might get bored and miss out on some fun roleplaying opportunities. Whenever possible, reward players for being clever. For example, characters who disturb the ankhegs
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
bored nobles, constables or babysitters. Adventures employing survivors are meant to be asides within broader campaigns or otherwise short experiences. Cut Scenes, Dreams, and Memories Use survivors to
their chosen religions and receive spells from the deities they worship. Sneaks survive by their wits and are often charlatans or petty thieves. Squires possess a modicum of martial training and are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
submerged beneath raging seas.
Giant Ooze. A gelatinous cube measuring 30 feet on a side is trapped in the room. The monster is situated in the northeast corner when the characters first arrive
bored tunnels through the collapsed sections, granting access to dungeon hallways south and east of here. The floor is covered with dust and debris, but the room contains nothing of interest.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
illusionary; Vecna can’t interact with any creature in this chamber, and vice versa. K5: Kas’s Chamber The unmistakable form of Kas sits hunched in the far corner of this dank, stone room. Each of the
is open to speaking with them, though he is bored by any topic of conversation that doesn’t involve his own predicament. As long as he is shackled, Kas’s speed is 5 feet, and he is unable to leave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Djeneba’s Curiosity After leading the characters to a private corner of the ballroom set with fine couches, Djeneba speaks wistfully of the past and more animatedly of the present and future. Use the
heights of ancient Djaynai with new traditions. Djeneba asks the characters about the spirits they saw, but quickly grows bored and excitedly changes the topic. “We will speak more, friends, but first
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
chamber are tiled in a dark green color, and the ceiling is tiled light green. A seaweed bed fills the northeast corner. In the center of the room stands a small table with a small bench beside it
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from the pool’s center is the head of a stone well that gives off an unpleasant, pungent odor. In one corner of the pool stands a tall, dirty, freestanding mirror in an oval frame, and floating on the
. Almost every available surface is littered with stacks of dirty plates, scraps of food, and old junk. Dressing dummies are pushed together in one corner, and a wooden staircase spirals up from
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Papazotl receive advice when entering this area: Cautious Obo’laka advises her host to not disturb the throne or pick
area 53. Secret Doors Behind the statue in the northwest alcove, a secret door leads to area 53. The door is slightly ajar, and any character who searches the alcove finds it. A properly closed secret door in the southeast corner of the room leads to a spiral staircase going up and down (area 26).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
grow densely around a long central pool, and harsh bird cries pierce the air.
A Chimera dwells in this room, often lounging in the water or sunning itself in the southwest corner. The hags flatter
Hellbloom Luke Eidenschink Falling water and birdsong echo through the ruined stone passages of this garden, mingled with eerie, distant animal calls. A prodigious flower blooms in the northwest corner
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
private box during the opera’s intermission, he describes the Harpers and offers membership to eligible characters. Characters who accept receive a silver pin of a harp within a crescent moon, along
tales, but the Harpers owe her a favor. You’ll find her sobbing at Felzoun’s Folly, a tavern on the corner of Sorn Street and Salabar Street. Make haste!” Uza (LG female human Mulan commoner) describes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Mirrors. A security mirror hangs in the southeast corner overlooking the games area. Another security mirror hangs on the north wall, above the chairs in the lounge area. A3: Dis This section contains
southwest corner. Another security mirror hangs in the northwest corner of this area, overlooking the track. A5: Bar Malbolge Bar Malbolge features two bars and plenty of plush, comfortable chairs and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
looks like a hunter’s den. A stag’s head is mounted above the fireplace, and three stuffed wolves are positioned around the outskirts of the room.
Trapdoor. A character searching the southwest corner
. Near the oven is a well-stocked pantry.
The kitchen is area D4a, while the pantry is area D4b. Dumbwaiter. Behind a small door in the southwest corner of the kitchen is a dumbwaiter—a 2-foot-wide
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and strife. Yet with the passing of time, he became bored with his position. Then one day three mortals, each a powerful adventurer, met Jergal in the lands of the dead, determined to destroy him
quickly ascertaining that the winner of the contest would receive all of Jergal’s power, he chased off after the three skulls to make sure that the contest would be halted until he had a chance to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
minutes, the building collapses, and the stairs to the basement are buried in flaming debris. The west building is spared. Ladders. A wooden ladder in each corner stall ascends to a trapdoor that leads
on the inner walls bear ropes, tackle, leather harnesses, wheels, and leatherworking tools. Shoved into a corner is a crate filled with horseshoes. Nearby, shelves hold smaller boxes filled with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
surprise attack. Regardless of whether the characters fight the strike squad, if they search this area, they find a comatose warforged warrior (see appendix A) in the northeast corner of this area. A
dusty, lusterless gemstone lying in a corner. This is an id crystal, which the graymatter engine’s consciousness can be transferred into (see the “Crystal Companion” section later in this chapter). L7
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to all manner of gods have been cobbled together in every corner of the city. View Player Version As the city restores itself, there are likely to be requests for ennoblement and the privileges that
guests they will receive, or merchants simply run out of goods to sell. It’s likely to be a few years before the city entirely shakes itself of these ills, but for some, the uncertainties of life in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
that power and prestige lie just around the corner, this minor lordling grasps for every opportunity to climb the ranks. 2 Merchant Mastermind. Reputation, wealth, and power are one and the same for
the locale if necessary, but you’re largely afforded time to relax as you please. However, poor (or outright destructive) guests rarely receive invitations to stay again. Salary. Your employment
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
she’s been unimaginably bored. Lorry chatters at length and eventually provides the following information, only some of which is useful: Lorry came to the City of Lost Names about two hundred years
the higher-ups have been spending time in the sanctuary (area S12). Treasure. Lorry’s backpack is tucked in the corner of the room. Among her possessions are a potion of gaseous form, a ring of spell
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Lyn Armaal, Level 3 19. Gallery A decorative, wrought iron staircase in one corner of this room leads down to the servants’ quarters (area 12) and up to the castle roof (area 29). Colorful rugs
attack rolls and dealing 4 (1d4 + 2) bludgeoning damage on a hit. Their uncle, Thullen (see area 28), checks on them occasionally, but they receive little attention from their mother, since they are too
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
separated from their clan mates, they can’t avoid dwelling on unpleasant memories. It’s the wise traveler who leaves alone the sole, drunken dwarf in the corner.
Giants Giants have no special enmity toward
. Unfortunately for the dwarves, orcs seem to receive omens from Gruumsh bidding them to invade a stronghold just when it is wracked with plague, riven by infighting, or otherwise at its weakest. The all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
one of the common room tables, while a young male and female human and an elderly female human sit at another. A fireplace occupies the corner closest to the door, burning brightly, and a chandelier
outside door doesn’t open for them. Bored, they have begun to make notes of everything around them. They have noticed that the mice appear very intelligent, ably eluding the inn’s resident cat, Onyx
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
shows signs of damage, but the floor is swept clean of rubble. Sitting on the bedrolls are four bored, red-skinned Humanoids.
Four hobgoblins are quartered in this room. Because their goblin neighbors
is tucked into one corner. Dirty dishes, half-full stewpots, moldy heels of bread, and gnawed bones cover the tables. Several goblins scuttle about while a tough-looking goblin barks orders.
This
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Fifteen straw mattresses are placed around the room, each with a small wooden chest at its foot. A long table is in the center of the room, with benches to each side.
Four lizardfolk warriors receive
reaches a height of about forty feet. At the far side of the cave, a narrow stone pathway connects two arched entrances that lead deeper into the hillside, one in the northeast corner of the cave and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
keep occupies the northern corner of the castle yard. Stone stairs near the keep lead up to the top of the wall.
As the characters move around the castle yard, it’s easy to see (and be seen by) any
, Jolliver Grimjaw felt that he didn’t have sufficient numbers to hold Rivergard against a determined attack, so he employs three bugbears to augment the garrison. The bugbears are bored and spoiling for a






