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Returning 29 results for 'both branching diffusing causing revered'.
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Dragonlance: Shadow of the Dragon Queen
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons. On the world of Toril, the god Selû
glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
classes
Dragonlance: Shadow of the Dragon Queen
On many worlds, the moon is a revered celestial body with magical properties. On Krynn, the gods of magic are associated with the world’s three moons. On the world of Toril, the god Selû
glow with the color of a moon from your world, causing spectral manifestations of lunar phases to orbit you, or some other effect.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Dwarves The dwarf god Moradin forged the first dwarves in his great workshop, causing them to spring to life from inert metal when he cooled the heated castings with his breath. Since then, the
dwarves have revered Moradin and sought to follow in his footsteps. Through constant, steady work, they strive to emulate the perfect example set by the originator of the arts and skills the dwarves pursue
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Emil Toranescu In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see chapter 15). Anxious to prove his worth to Strahd, Emil rewards the characters for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Emil Toranescu In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see chapter 15). Anxious to prove his worth to Strahd, Emil rewards the characters for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
. Emil Toranescu In truth, Strahd locked Emil here as punishment for causing a schism in his werewolf pack (see chapter 15). Anxious to prove his worth to Strahd, Emil rewards the characters for
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Godstrand’s interior, branching and crossing endlessly, and its walls are adorned with intricate mosaics that shift to disorient trespassers. However, Celestials and those with pure hearts or intentions
asks the characters to take the podium. 4 The faith of a divine champion (gladiator) begins to waver in the Chandelier, causing their cloud keep to shudder. A lantern archon (see Morte’s Planar Parade) asks the characters to erase the warrior’s doubt before their fortress falls from the sky.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
appropriate. Exhaustion. The obstacle fatigues the characters, causing them to gain Exhaustion levels. For example, marching through a blizzard instead of taking shelter might cause each character to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Godstrand’s interior, branching and crossing endlessly, and its walls are adorned with intricate mosaics that shift to disorient trespassers. However, Celestials and those with pure hearts or intentions
asks the characters to take the podium. 4 The faith of a divine champion (gladiator) begins to waver in the Chandelier, causing their cloud keep to shudder. A lantern archon (see Morte’s Planar Parade) asks the characters to erase the warrior’s doubt before their fortress falls from the sky.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
appropriate. Exhaustion. The obstacle fatigues the characters, causing them to gain Exhaustion levels. For example, marching through a blizzard instead of taking shelter might cause each character to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
appropriate. Exhaustion. The obstacle fatigues the characters, causing them to gain Exhaustion levels. For example, marching through a blizzard instead of taking shelter might cause each character to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Godstrand’s interior, branching and crossing endlessly, and its walls are adorned with intricate mosaics that shift to disorient trespassers. However, Celestials and those with pure hearts or intentions
asks the characters to take the podium. 4 The faith of a divine champion (gladiator) begins to waver in the Chandelier, causing their cloud keep to shudder. A lantern archon (see Morte’s Planar Parade) asks the characters to erase the warrior’s doubt before their fortress falls from the sky.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song’s first singers. Mote of Potential
soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point). Performance of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song’s first singers. Mote of Potential
soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point). Performance of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
students of the Song of Creation. And among dragonborn, the Song of Creation is revered, for legends portray Bahamut and Tiamat—the greatest of dragons—as two of the song’s first singers. Mote of Potential
soft music, causing the creature to gain temporary hit points equal to the number rolled on the Bardic Inspiration die plus your Charisma modifier (minimum of 1 temporary hit point). Performance of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H11-H21) H11. Den of Shadows Naturally formed stairs lead up to area H9 and down to area H15. A wide passage to the east leads to area H13, with a branching tunnel to area
missing skulls were taken by kobold vampire spawn and placed in area H20. Terrible psychic trauma lingers in this cave, causing any creature that enters it to feel intensely hungry, even after leaving
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H11-H21) H11. Den of Shadows Naturally formed stairs lead up to area H9 and down to area H15. A wide passage to the east leads to area H13, with a branching tunnel to area
missing skulls were taken by kobold vampire spawn and placed in area H20. Terrible psychic trauma lingers in this cave, causing any creature that enters it to feel intensely hungry, even after leaving
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H11-H21) H11. Den of Shadows Naturally formed stairs lead up to area H9 and down to area H15. A wide passage to the east leads to area H13, with a branching tunnel to area
missing skulls were taken by kobold vampire spawn and placed in area H20. Terrible psychic trauma lingers in this cave, causing any creature that enters it to feel intensely hungry, even after leaving
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
dark, sloping tunnel.
This tunnel slopes down to area N6. A branching tunnel leads to area N5. N2: South Entrance This area is identical to the east entrance (area N1), except the tunnel slopes
cave appears to hold nine boulders, but three are Galeb Duhr that are singing while rolled up. Their song is quiet but deep and resonant, causing vibrations in the floor. If the galeb duhr notice the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
complete. Characters can close the portal only by striking the monolith with Ironfang. When the elemental weapon strikes the monolith, it chips the otherwise indestructible stone, causing the portal to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
complete. Characters can close the portal only by striking the monolith with Ironfang. When the elemental weapon strikes the monolith, it chips the otherwise indestructible stone, causing the portal to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
complete. Characters can close the portal only by striking the monolith with Ironfang. When the elemental weapon strikes the monolith, it chips the otherwise indestructible stone, causing the portal to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
dark, sloping tunnel.
This tunnel slopes down to area N6. A branching tunnel leads to area N5. N2: South Entrance This area is identical to the east entrance (area N1), except the tunnel slopes
cave appears to hold nine boulders, but three are Galeb Duhr that are singing while rolled up. Their song is quiet but deep and resonant, causing vibrations in the floor. If the galeb duhr notice the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
dark, sloping tunnel.
This tunnel slopes down to area N6. A branching tunnel leads to area N5. N2: South Entrance This area is identical to the east entrance (area N1), except the tunnel slopes
cave appears to hold nine boulders, but three are Galeb Duhr that are singing while rolled up. Their song is quiet but deep and resonant, causing vibrations in the floor. If the galeb duhr notice the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
presence in the same way as the ordinary ones described in area 16. If the characters head for area 21 without causing hostilities, these guards follow the characters into Yusdrayl’s presence. Development
else about the history of the fortress, except the name of the dragon that was once revered here, which is Ashardalon.
What about the goblins/fruit/Belak? “The Outcast, he lives below. He grows the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
presence in the same way as the ordinary ones described in area 16. If the characters head for area 21 without causing hostilities, these guards follow the characters into Yusdrayl’s presence. Development
else about the history of the fortress, except the name of the dragon that was once revered here, which is Ashardalon.
What about the goblins/fruit/Belak? “The Outcast, he lives below. He grows the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
presence in the same way as the ordinary ones described in area 16. If the characters head for area 21 without causing hostilities, these guards follow the characters into Yusdrayl’s presence. Development
else about the history of the fortress, except the name of the dragon that was once revered here, which is Ashardalon.
What about the goblins/fruit/Belak? “The Outcast, he lives below. He grows the






