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Returning 35 results for 'both both direction concepts resting'.
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both both directing contests reciting
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both both direction contents reading
both both direction contents restoring
Magic Items
Acquisitions Incorporated
d8
Landmark
1
The Ancient Sarcophagus of Gerald Smith
2
A tree labeled “This tree”
3
“The Last Resting Place of My Rich Brother that is Also a Bear Cave
bioluminescent worms
7
The most haunted forest for ten miles in any direction
8
A huge pile of rocks with no other rocks within sight
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
walls. Two stone tables rise naturally out of the floor. Resting on them are several giant-sized awls and chisels. Treasure Characters who have time on their hands can chip gemstones from the walls
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
walls. Two stone tables rise naturally out of the floor. Resting on them are several giant-sized awls and chisels. Treasure Characters who have time on their hands can chip gemstones from the walls
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
8. Stonecarver’s Cave Characters must scale a 10-foot-high ledge to reach this cave, regardless of the direction from which they approach. Light from a single torch reflects off gem deposits in the
walls. Two stone tables rise naturally out of the floor. Resting on them are several giant-sized awls and chisels. Treasure Characters who have time on their hands can chip gemstones from the walls
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, ready to be unleashed. Even after these concepts are mastered, new knowledge of magic remains elusive, and a wizard must progress steadily through deeper levels of understanding, breaking through
gives them extra time to practice, as lessons learned during study can be reinforced by recalling them during resting periods. The rigidity and studiousness required by wizardry would seem anathema to a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
hoard item. Draconic Quirks d8 Quirk
1 When resting on the ground, the item points in the direction of the last hoard it steeped in.
2 The item’s bearer can speak and understand
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
hoard item. Draconic Quirks d8 Quirk
1 When resting on the ground, the item points in the direction of the last hoard it steeped in.
2 The item’s bearer can speak and understand
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
hoard item. Draconic Quirks d8 Quirk
1 When resting on the ground, the item points in the direction of the last hoard it steeped in.
2 The item’s bearer can speak and understand
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
audacity to come into this sacred place and desecrate it!”
Though they might not understand the intricacies of the concepts in the book, the Avowed know that the stolen pages contain instructions for
direction of the Cloakwood, an ancient forest located near the Coast Way that leads north to the city of Baldur’s Gate: A character who succeeds on a DC 14 Wisdom (Medicine) check can tell that the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
audacity to come into this sacred place and desecrate it!”
Though they might not understand the intricacies of the concepts in the book, the Avowed know that the stolen pages contain instructions for
direction of the Cloakwood, an ancient forest located near the Coast Way that leads north to the city of Baldur’s Gate: A character who succeeds on a DC 14 Wisdom (Medicine) check can tell that the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
deliberate magic. While Yarana’s macaw was able to slip through, the rift is fading, preventing further passage in either direction. After a moment, Yarana continues: “Listen, please!” the woman calls. “I’m
the Fey type, has Intelligence 7, and can speak and understand simple phrases and concepts in Common. Nene has a boisterous personality but is easily distracted. He can mime straightforward responses to
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Quarter in Precinct Six of the Tenth District. Goals of the Rakdos The Cult of Rakdos is centered on a demon lord who exemplifies the concepts of chaos and evil. At its worst, the cult is driven by a lust
streak of cruelty. The Cult of Rakdos was originally recognized as a guild as part of an effort to channel the impulses of demons, giants, ogres, and humans into an acceptable direction. That effort
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Quarter in Precinct Six of the Tenth District. Goals of the Rakdos The Cult of Rakdos is centered on a demon lord who exemplifies the concepts of chaos and evil. At its worst, the cult is driven by a lust
streak of cruelty. The Cult of Rakdos was originally recognized as a guild as part of an effort to channel the impulses of demons, giants, ogres, and humans into an acceptable direction. That effort
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
deliberate magic. While Yarana’s macaw was able to slip through, the rift is fading, preventing further passage in either direction. After a moment, Yarana continues: “Listen, please!” the woman calls. “I’m
the Fey type, has Intelligence 7, and can speak and understand simple phrases and concepts in Common. Nene has a boisterous personality but is easily distracted. He can mime straightforward responses to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
deliberate magic. While Yarana’s macaw was able to slip through, the rift is fading, preventing further passage in either direction. After a moment, Yarana continues: “Listen, please!” the woman calls. “I’m
the Fey type, has Intelligence 7, and can speak and understand simple phrases and concepts in Common. Nene has a boisterous personality but is easily distracted. He can mime straightforward responses to
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Quarter in Precinct Six of the Tenth District. Goals of the Rakdos The Cult of Rakdos is centered on a demon lord who exemplifies the concepts of chaos and evil. At its worst, the cult is driven by a lust
streak of cruelty. The Cult of Rakdos was originally recognized as a guild as part of an effort to channel the impulses of demons, giants, ogres, and humans into an acceptable direction. That effort
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
audacity to come into this sacred place and desecrate it!”
Though they might not understand the intricacies of the concepts in the book, the Avowed know that the stolen pages contain instructions for
direction of the Cloakwood, an ancient forest located near the Coast Way that leads north to the city of Baldur’s Gate: A character who succeeds on a DC 14 Wisdom (Medicine) check can tell that the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
Common and Infernal, but can’t speak. It plies the River Sargauth in whichever direction its riders want to go. When the characters reach their destination, the tiefling extends a bony hand, expecting a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet tall and spaced 10 feet apart, with a stone lintel resting horizontally atop them to form a rectangular opening. Because the gate is freestanding, one can pass through it from either direction
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
Common and Infernal, but can’t speak. It plies the River Sargauth in whichever direction its riders want to go. When the characters reach their destination, the tiefling extends a bony hand, expecting a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
waves in your direction as if telling you to remain where you are. “What a deal! Patience is a virtue! Can’t keep the boss waiting!” He runs off into one of the trash structures.
Moments later he
hanging in front of them. Resting on each shoulder are red-eyed ravens that scrutinize your group. Behind her, a hulking creature built of disparate fiendish parts trudges, moaning and hopping as it
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shafts (see the “Maintenance Shaft” section). After 2d4 days of service, a detention drone must spend 24 hours resting in a rewinding station (such as those in area 7) before it can resume service
or exit the orb. As a bonus action, the drone can move the orb and its contents up to 30 feet in any direction. A successful casting of the Dispel Magic spell on the orb (DC 15) destroys it. The orb
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
waves in your direction as if telling you to remain where you are. “What a deal! Patience is a virtue! Can’t keep the boss waiting!” He runs off into one of the trash structures.
Moments later he
hanging in front of them. Resting on each shoulder are red-eyed ravens that scrutinize your group. Behind her, a hulking creature built of disparate fiendish parts trudges, moaning and hopping as it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
Common and Infernal, but can’t speak. It plies the River Sargauth in whichever direction its riders want to go. When the characters reach their destination, the tiefling extends a bony hand, expecting a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
waves in your direction as if telling you to remain where you are. “What a deal! Patience is a virtue! Can’t keep the boss waiting!” He runs off into one of the trash structures.
Moments later he
hanging in front of them. Resting on each shoulder are red-eyed ravens that scrutinize your group. Behind her, a hulking creature built of disparate fiendish parts trudges, moaning and hopping as it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult’s wagon masters, then by other merchants who are traveling in the same direction at the same time. Merchants from different companies commonly join together to form larger trains for
and clearing out the dragon hatchery. Returning to Greenest, resting, and traveling to Elturel account for eight to ten more days. Unless the characters walked to Elturel or lounged for days in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
will take the party about 12 hours to travel from Saltmarsh to the ford over the Dunwater River (marked B on the map). This time does not account for resting but does allow for slow movement at times
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
will take the party about 12 hours to travel from Saltmarsh to the ford over the Dunwater River (marked B on the map). This time does not account for resting but does allow for slow movement at times
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cult’s wagon masters, then by other merchants who are traveling in the same direction at the same time. Merchants from different companies commonly join together to form larger trains for
and clearing out the dragon hatchery. Returning to Greenest, resting, and traveling to Elturel account for eight to ten more days. Unless the characters walked to Elturel or lounged for days in