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Returning 21 results for 'both breaks diffusing comfort replacing'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ comfort. Characters who stay in this area for more than 1 hour suffer the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). 12a. Arch Gate Ceiling. This room has a 30-foot-high, domed
hoard are two male young red dragons named Blazutranc and Meteoranzym.
Tunnel. A wide tunnel strewn with cast-off red dragon scales breaks through the outer shell of the asteroid and forms a ledge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ comfort. Characters who stay in this area for more than 1 hour suffer the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). 12a. Arch Gate Ceiling. This room has a 30-foot-high, domed
hoard are two male young red dragons named Blazutranc and Meteoranzym.
Tunnel. A wide tunnel strewn with cast-off red dragon scales breaks through the outer shell of the asteroid and forms a ledge
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ comfort. Characters who stay in this area for more than 1 hour suffer the effects of extreme heat (see chapter 5 of the Dungeon Master’s Guide). 12a. Arch Gate Ceiling. This room has a 30-foot-high, domed
hoard are two male young red dragons named Blazutranc and Meteoranzym.
Tunnel. A wide tunnel strewn with cast-off red dragon scales breaks through the outer shell of the asteroid and forms a ledge
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
removing the runestone and replacing it with this medallion. Other Shelters. The other shelters around the lake have similar features and lie in different states of disrepair, but none contain any items or
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
removing the runestone and replacing it with this medallion. Other Shelters. The other shelters around the lake have similar features and lie in different states of disrepair, but none contain any items or
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
removing the runestone and replacing it with this medallion. Other Shelters. The other shelters around the lake have similar features and lie in different states of disrepair, but none contain any items or
water (see area 2) is halved. After 1d10 days, the lake’s water becomes safe to drink. If the runestone breaks, the light of the fallen star beneath the Star Forge shines even more intensely, and more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
as much. If combat breaks out, the deep gnomes fight defensively and attempt to defuse the situation. They try to incapacitate the characters rather than kill them, hoping to resume peaceful
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
instead of the fly spell, and she carries a yellow elemental gem. In battle, Kaevja breaks the elemental gem, summoning an earth elemental and commanding it to attack her enemies. E4. Pantry This
. If a fight breaks out, Manshoon grabs his staff of power (which he hides under the bed) and holds his ground. For more information on how to play Manshoon, see “Facing Manshoon” at the beginning of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
instead of the fly spell, and she carries a yellow elemental gem. In battle, Kaevja breaks the elemental gem, summoning an earth elemental and commanding it to attack her enemies. E4. Pantry This
. If a fight breaks out, Manshoon grabs his staff of power (which he hides under the bed) and holds his ground. For more information on how to play Manshoon, see “Facing Manshoon” at the beginning of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
instead of the fly spell, and she carries a yellow elemental gem. In battle, Kaevja breaks the elemental gem, summoning an earth elemental and commanding it to attack her enemies. E4. Pantry This
. If a fight breaks out, Manshoon grabs his staff of power (which he hides under the bed) and holds his ground. For more information on how to play Manshoon, see “Facing Manshoon” at the beginning of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics as flying swords, except they deal bludgeoning damage on a hit. If a fight breaks out in this area, the creatures in area K14 come to investigate. K13. Holding Cell The door to this room has a
it takes damage, the barlgura can attempt a DC 10 Charisma check. On a successful check, it breaks out of the circle and attacks any creature it can reach. Freeing the barlgura disrupts Manshoon’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics as flying swords, except they deal bludgeoning damage on a hit. If a fight breaks out in this area, the creatures in area K14 come to investigate. K13. Holding Cell The door to this room has a
it takes damage, the barlgura can attempt a DC 10 Charisma check. On a successful check, it breaks out of the circle and attacks any creature it can reach. Freeing the barlgura disrupts Manshoon’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
statistics as flying swords, except they deal bludgeoning damage on a hit. If a fight breaks out in this area, the creatures in area K14 come to investigate. K13. Holding Cell The door to this room has a
it takes damage, the barlgura can attempt a DC 10 Charisma check. On a successful check, it breaks out of the circle and attacks any creature it can reach. Freeing the barlgura disrupts Manshoon’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
poison gas. The vial breaks if the cabinet is opened by any means other than using the proper key (which is in Vidorant’s possession). A character can use thieves’ tools to try to disarm one of these
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
poison gas. The vial breaks if the cabinet is opened by any means other than using the proper key (which is in Vidorant’s possession). A character can use thieves’ tools to try to disarm one of these
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
poison gas. The vial breaks if the cabinet is opened by any means other than using the proper key (which is in Vidorant’s possession). A character can use thieves’ tools to try to disarm one of these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magical portal in area Q11 of the Xanathar Guild hideout (see chapter 1) appears here, between the columns of rock. A curling staircase in the southwest corner descends 20 feet to area X32. REPLACING
loud cheers. Goblins. The goblins, Lulz and Vellix, are servers who have allowed themselves to get swept up in the reverie. If a fight breaks out, they hide under a table and throw themselves at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magical portal in area Q11 of the Xanathar Guild hideout (see chapter 1) appears here, between the columns of rock. A curling staircase in the southwest corner descends 20 feet to area X32. REPLACING
loud cheers. Goblins. The goblins, Lulz and Vellix, are servers who have allowed themselves to get swept up in the reverie. If a fight breaks out, they hide under a table and throw themselves at the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magical portal in area Q11 of the Xanathar Guild hideout (see chapter 1) appears here, between the columns of rock. A curling staircase in the southwest corner descends 20 feet to area X32. REPLACING
loud cheers. Goblins. The goblins, Lulz and Vellix, are servers who have allowed themselves to get swept up in the reverie. If a fight breaks out, they hide under a table and throw themselves at the






