Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'both bottom diffusing chapter recluse'.
Other Suggestions:
both bottom diffusing charger reclusive
Monsters
Eberron: Rising from the Last War
least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
“Arkus” (Colossus WX-11) lies prone at the bottom of the
Glowing Chasm in the northern part of the Mournland, with one of its arms torn off.
“Artorok” (Colossus WX-73) sits at the bottom of Lake Cyre amid the scaffolding of a sunken House
Monsters
Icewind Dale: Rime of the Frostmaiden
the god’s divine spark. The diamond has facets and a sharp point at the bottom. It hovers in the air, radiating intense cold all around it. When Auril speaks, her voice seems to emanate from the
dwells on Solstice, a frozen island hidden among the titanic icebergs in the Sea of Moving Ice. Few creatures know of this island, let alone how to reach it. See chapter 5 for information about
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Halfling Overboard It wasn’t long before the Strider Airship, Recluse, having departed the dwarven city of Soldorakhold only the day before, was beset by a group of human pirates aboard a pair of
Lyrandar Skyskiffs as they passed over the vast Ironroot Mountains. See chapter 7 of Eberron: Forge of the Artificer for the Strider Airship and Lyrandar Skyskiff statistics. Eight pirates boarded the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Halfling Overboard It wasn’t long before the Strider Airship, Recluse, having departed the dwarven city of Soldorakhold only the day before, was beset by a group of human pirates aboard a pair of
Lyrandar Skyskiffs as they passed over the vast Ironroot Mountains. See chapter 7 of Eberron: Forge of the Artificer for the Strider Airship and Lyrandar Skyskiff statistics. Eight pirates boarded the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Halfling Overboard It wasn’t long before the Strider Airship, Recluse, having departed the dwarven city of Soldorakhold only the day before, was beset by a group of human pirates aboard a pair of
Lyrandar Skyskiffs as they passed over the vast Ironroot Mountains. See chapter 7 of Eberron: Forge of the Artificer for the Strider Airship and Lyrandar Skyskiff statistics. Eight pirates boarded the
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Regaining Control of the Helm A creature occupying the Helm crew station of an airship typically requires the Mark of the Storm to access the station’s actions (see chapter 7 of Eberron: Forge of the
Artificer for more on crew stations). The Recluse, however, is unique in that the airship is powered not only by a captive air elemental, but also the spirit of a long-dead previous captain who
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Regaining Control of the Helm A creature occupying the Helm crew station of an airship typically requires the Mark of the Storm to access the station’s actions (see chapter 7 of Eberron: Forge of the
Artificer for more on crew stations). The Recluse, however, is unique in that the airship is powered not only by a captive air elemental, but also the spirit of a long-dead previous captain who
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Regaining Control of the Helm A creature occupying the Helm crew station of an airship typically requires the Mark of the Storm to access the station’s actions (see chapter 7 of Eberron: Forge of the
Artificer for more on crew stations). The Recluse, however, is unique in that the airship is powered not only by a captive air elemental, but also the spirit of a long-dead previous captain who
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once.
Step 2. Reference chapter 7, “Elemental Airships,” in Eberron: Forge of the Artificer for
information on how to operate airships, which is central to this adventure.
Step 3. Reference the Recluse map and show it to the players. They will use it throughout the adventure.
Step 4. Reference
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once.
Step 2. Reference chapter 7, “Elemental Airships,” in Eberron: Forge of the Artificer for
information on how to operate airships, which is central to this adventure.
Step 3. Reference the Recluse map and show it to the players. They will use it throughout the adventure.
Step 4. Reference
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Preparation Before running the adventure, prepare as follows: Step 1. Read through the adventure once.
Step 2. Reference chapter 7, “Elemental Airships,” in Eberron: Forge of the Artificer for
information on how to operate airships, which is central to this adventure.
Step 3. Reference the Recluse map and show it to the players. They will use it throughout the adventure.
Step 4. Reference
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Plotting the Course Korth is approximately 960 miles away from where the Recluse was attacked. The characters must navigate their airship to its intended destination if they have any hopes of
arriving before their supplies run out. This section references the rules and guidance in the “Journeys in the Skies” section of chapter 7 of Eberron: Forge of the Artificer. Weather At the beginning of each
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Plotting the Course Korth is approximately 960 miles away from where the Recluse was attacked. The characters must navigate their airship to its intended destination if they have any hopes of
arriving before their supplies run out. This section references the rules and guidance in the “Journeys in the Skies” section of chapter 7 of Eberron: Forge of the Artificer. Weather At the beginning of each
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Plotting the Course Korth is approximately 960 miles away from where the Recluse was attacked. The characters must navigate their airship to its intended destination if they have any hopes of
arriving before their supplies run out. This section references the rules and guidance in the “Journeys in the Skies” section of chapter 7 of Eberron: Forge of the Artificer. Weather At the beginning of each
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Above the Ashen Spires Drawing ever closer to their journey’s end, the Recluse eventually passes over the Ashen Spires, a cluster of mountains 250 miles to the east of Korth. Long suspected to be a
clouds surrounding the airship. Antonio José Manzanedo Electric Death Though Kreffik doesn’t know it, there is a spy aboard the Recluse. One of the two remaining crew members is a devotee of
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Above the Ashen Spires Drawing ever closer to their journey’s end, the Recluse eventually passes over the Ashen Spires, a cluster of mountains 250 miles to the east of Korth. Long suspected to be a
clouds surrounding the airship. Antonio José Manzanedo Electric Death Though Kreffik doesn’t know it, there is a spy aboard the Recluse. One of the two remaining crew members is a devotee of
Compendium
- Sources->Dungeons & Dragons->Fated Flight of the Recluse
Above the Ashen Spires Drawing ever closer to their journey’s end, the Recluse eventually passes over the Ashen Spires, a cluster of mountains 250 miles to the east of Korth. Long suspected to be a
clouds surrounding the airship. Antonio José Manzanedo Electric Death Though Kreffik doesn’t know it, there is a spy aboard the Recluse. One of the two remaining crew members is a devotee of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
10 Dexterity (Acrobatics) check or slip, tumble down the stairs, and fall prone at the bottom of them. KOLAT TOWERS LORE
With a successful DC 15 Intelligence (History) check, a character can recall
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Sunken Pool Water from the stream pours into this 15-foot-deep grotto, forming a 10-foot-deep pool with a narrow crack in the bottom. The pool’s water is safe to drink, and growing around the pool’s edge are 3d6 waterorbs (see “Fungi of the Underdark” in chapter 2).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Sunken Pool Water from the stream pours into this 15-foot-deep grotto, forming a 10-foot-deep pool with a narrow crack in the bottom. The pool’s water is safe to drink, and growing around the pool’s edge are 3d6 waterorbs (see “Fungi of the Underdark” in chapter 2).
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Sunken Pool Water from the stream pours into this 15-foot-deep grotto, forming a 10-foot-deep pool with a narrow crack in the bottom. The pool’s water is safe to drink, and growing around the pool’s edge are 3d6 waterorbs (see “Fungi of the Underdark” in chapter 2).
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, “Treasure,” of the Dungeon Master’s Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, “Treasure,” of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, “Treasure,” of the Dungeon Master’s Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, “Treasure,” of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Shipwrecks Shipwrecks at the bottom of the ocean make the perfect locations for monsters’ lairs and lost treasures. The Shipwreck Contents table provides ideas for the creatures and treasure within
octopus 7 2d6 merrow 8 2d10 merfolk 9 1d6 items from Magic Item Table B in chapter 7, “Treasure,” of the Dungeon Master’s Guide 10 Treasure rolled on the Treasure Hoard: Challenge 5–10 table in chapter 7, “Treasure,” of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ancient Stair The Temple of Black Earth lies at the bottom of the Ancient Stair, a series of descending passageways beneath the Sacred Stone Monastery. The stair ends at the passageway to the
north of area B1. It leads up to area M24 in the mines beneath the Sacred Stone Monastery (see chapter 3). The Ancient Stair descends about 250 feet in flights of 20 to 30 feet. As might be expected of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ancient Stair The Temple of Black Earth lies at the bottom of the Ancient Stair, a series of descending passageways beneath the Sacred Stone Monastery. The stair ends at the passageway to the
north of area B1. It leads up to area M24 in the mines beneath the Sacred Stone Monastery (see chapter 3). The Ancient Stair descends about 250 feet in flights of 20 to 30 feet. As might be expected of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
The Ancient Stair The Temple of Black Earth lies at the bottom of the Ancient Stair, a series of descending passageways beneath the Sacred Stone Monastery. The stair ends at the passageway to the
north of area B1. It leads up to area M24 in the mines beneath the Sacred Stone Monastery (see chapter 3). The Ancient Stair descends about 250 feet in flights of 20 to 30 feet. As might be expected of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklords Central to each domain is a Darklord, the seed from which a thorny thicket blooms. The villain might be a nation’s leader, a prominent citizen, a notorious monster, a mysterious recluse, or
overlord, or a more fundamental connection. Most possess the ability to prevent others from leaving their domains (further explored in “The Nature of Ravenloft” in chapter 3). Darklords Vary in Threat
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Darklords Central to each domain is a Darklord, the seed from which a thorny thicket blooms. The villain might be a nation’s leader, a prominent citizen, a notorious monster, a mysterious recluse, or
overlord, or a more fundamental connection. Most possess the ability to prevent others from leaving their domains (further explored in “The Nature of Ravenloft” in chapter 3). Darklords Vary in Threat
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
in the years since. Recently, a half-orc anchorite of Talos named Grannoc took over the ruined house and planted seeds at the bottom of its well. From these seeds, a malignant tree grew to fill the
well and began spawning evil plant monsters called blights (see "Blights" in the Creatures chapter). The blights obey Grannoc, who uses them to defend his woodland manse and kill trespassers within the forest.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spirits at the bottom, along with the ranks of the living in between, everyone knows where they stand: who is above them, who is below them, who owes them, and whom they owe. The Orzhov hierarchy includes
NPCs are found in the Monster Manual unless the table states otherwise. Orzhov NPCs Role Appropriate Stat Block Advokist Mage Indentured spirit Indentured spirit* Knight Knight Oligarch Noble Pontiff or ministrant Priest or acolyte *Appears in this chapter
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spirits at the bottom, along with the ranks of the living in between, everyone knows where they stand: who is above them, who is below them, who owes them, and whom they owe. The Orzhov hierarchy includes
NPCs are found in the Monster Manual unless the table states otherwise. Orzhov NPCs Role Appropriate Stat Block Advokist Mage Indentured spirit Indentured spirit* Knight Knight Oligarch Noble Pontiff or ministrant Priest or acolyte *Appears in this chapter
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
spirits at the bottom, along with the ranks of the living in between, everyone knows where they stand: who is above them, who is below them, who owes them, and whom they owe. The Orzhov hierarchy includes
NPCs are found in the Monster Manual unless the table states otherwise. Orzhov NPCs Role Appropriate Stat Block Advokist Mage Indentured spirit Indentured spirit* Knight Knight Oligarch Noble Pontiff or ministrant Priest or acolyte *Appears in this chapter






