Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 18 results for 'both billowing diffusing clearly relative'.
Other Suggestions:
both billowing diffusing clear relative
both blowing diffusing clearly relative
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this ship require only one crew member to use them, pushing the button or lever that activates them. Ever-Full Sails These billowing sails are woven from cloud-stuff drawn from the Elemental Plane of
Air. Wind whips and whistles around them, allowing a ship to move with a speed of 60 feet regardless of direction relative to the wind. Defiant Sails These sails glitter with a fine coat of mithral
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
array of piled bones, many of which clearly once belonged to humanoids — far more bones than could be accounted for by the crew of a single sunken ship.
A shallow alcove opens up to the north, with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
array of piled bones, many of which clearly once belonged to humanoids — far more bones than could be accounted for by the crew of a single sunken ship.
A shallow alcove opens up to the north, with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pulses from the depths of the hull.
The rotten tangles of timbers and bulkheads are weak after ten years underwater and can be pushed through with relative ease. A large hole in the buried stern of the
array of piled bones, many of which clearly once belonged to humanoids — far more bones than could be accounted for by the crew of a single sunken ship.
A shallow alcove opens up to the north, with a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
imprisonment, anger, and fear make it difficult for him to think clearly. He attacks the characters, thinking they are his tormentors. Red Moonlight Mirror. The mirror in the ceiling sheds bright-red light in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
imprisonment, anger, and fear make it difficult for him to think clearly. He attacks the characters, thinking they are his tormentors. Red Moonlight Mirror. The mirror in the ceiling sheds bright-red light in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Lupine howls of pain sound from beyond the iron door to the west.
The howls can be clearly heard coming from the other side of the locked iron door (area V7). The door can be unlocked with Guerthel’s
imprisonment, anger, and fear make it difficult for him to think clearly. He attacks the characters, thinking they are his tormentors. Red Moonlight Mirror. The mirror in the ceiling sheds bright-red light in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
visitors, inquire about their business, and keep an eye out for any clearly hostile intruders. T2: Hostel Visitors stay in this small hostel while they wait to be called for their answering ceremony
. A clearly visible trapdoor leads down to a cellar full of foodstuffs, wine, beer, and fuel for the fire. T2d: Visitors’ Rooms. Each of these guest rooms contains a low table, three stools, and three
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
visitors, inquire about their business, and keep an eye out for any clearly hostile intruders. T2: Hostel Visitors stay in this small hostel while they wait to be called for their answering ceremony
. A clearly visible trapdoor leads down to a cellar full of foodstuffs, wine, beer, and fuel for the fire. T2d: Visitors’ Rooms. Each of these guest rooms contains a low table, three stools, and three
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
portable alchemy labs — a total value of 2,500 gp. These items are next to impossible to fence in the Styes because they’re all clearly labeled, and no one wants to cross the influential and vengeful Mr
compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the room’s ceiling, then rasps, “Great Gzemnid! See me clearly!” This might be Xabash or another beholder if Xabash was destroyed. A round later, the earth shakes, and a gigantic beholder eyestalk
that somewhere in Tyrant’s Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns. T3: Ocular Space Billowing magenta fog swirls over the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the room’s ceiling, then rasps, “Great Gzemnid! See me clearly!” This might be Xabash or another beholder if Xabash was destroyed. A round later, the earth shakes, and a gigantic beholder eyestalk
that somewhere in Tyrant’s Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns. T3: Ocular Space Billowing magenta fog swirls over the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
portable alchemy labs — a total value of 2,500 gp. These items are next to impossible to fence in the Styes because they’re all clearly labeled, and no one wants to cross the influential and vengeful Mr
compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
portable alchemy labs — a total value of 2,500 gp. These items are next to impossible to fence in the Styes because they’re all clearly labeled, and no one wants to cross the influential and vengeful Mr
compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
visitors, inquire about their business, and keep an eye out for any clearly hostile intruders. T2: Hostel Visitors stay in this small hostel while they wait to be called for their answering ceremony
. A clearly visible trapdoor leads down to a cellar full of foodstuffs, wine, beer, and fuel for the fire. T2d: Visitors’ Rooms. Each of these guest rooms contains a low table, three stools, and three
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
the room’s ceiling, then rasps, “Great Gzemnid! See me clearly!” This might be Xabash or another beholder if Xabash was destroyed. A round later, the earth shakes, and a gigantic beholder eyestalk
that somewhere in Tyrant’s Spiral is the maw of the beholder god Gzemnid, which has the power to create a portal out of the misty caverns. T3: Ocular Space Billowing magenta fog swirls over the






