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Returning 30 results for 'both buffet diffusing confined realm'.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
The Solitaire Cracks At some point before the end of the adventure, the Far Realm entity finally breaks free of the shard solitaire, causing it to crack like a walnut. Here are some suggestions for
when this event might occur: 1d8 hours after the characters return to the Material Plane with the shard solitaire in their possession If the characters are trapped in area P20 with the Far Realm entity
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present. More
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present. More
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present. More
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
-meaning friends, then guarded or confined until Arvandor’s pull on the person wanes. Because of all these difficulties, many elves resist the urge to visit Arvandor and instead make a pilgrimage to the Feywild, which feels like a realm very similar to the home of their gods.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Undead haunt this bleak plane, as do other creatures that thrive in the gloom, including cloakers and darkmantles. Julian Kok The Shadowfell is a realm of death, despair, and dread Shadow Crossings Shadow
villainous beings become Darklords, able to exercise great power but confined to realms that twist their desires, capturing them in cycles of dread and despair. Mists surround each of the Domains of Dread
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the
ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the
ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dark lord of Nessus, strives to subjugate the cosmos to satisfy his thirst for power. To do so, he must continually expand his infernal armies, sending his servants to the mortal realm to corrupt the
ever sample true power, which they crave like the sweetest ambrosia. Dark Dealers and Soul Mongers. Devils are confined to the Lower Planes, but they can travel beyond those planes by way of portals
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surrounded by utter desolation. Cania Ice-trapped cities provide shelter in a realm cold enough to freeze the soul. Nessus Mighty fortresses stand watch over the deepest pits of the Nine Hells. Avernus
rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surrounded by utter desolation. Cania Ice-trapped cities provide shelter in a realm cold enough to freeze the soul. Nessus Mighty fortresses stand watch over the deepest pits of the Nine Hells. Avernus
rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
surrounded by utter desolation. Cania Ice-trapped cities provide shelter in a realm cold enough to freeze the soul. Nessus Mighty fortresses stand watch over the deepest pits of the Nine Hells. Avernus
rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
stat block: It has 30 hit points. The DC to escape its grapple is 10. Treasure. The buffet contains silverware and a service for six, worth a total of 20 gp. M9. Arboretum The door leading from area
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
stat block: It has 30 hit points. The DC to escape its grapple is 10. Treasure. The buffet contains silverware and a service for six, worth a total of 20 gp. M9. Arboretum The door leading from area
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
stat block: It has 30 hit points. The DC to escape its grapple is 10. Treasure. The buffet contains silverware and a service for six, worth a total of 20 gp. M9. Arboretum The door leading from area
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer, and its gloomy sky crackles with lightning. Archduke Levistus once betrayed Asmodeus and is now
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer, and its gloomy sky crackles with lightning. Archduke Levistus once betrayed Asmodeus and is now
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
the Nine Hells is a freezing realm of ice within which cold flames burn. A frozen sea surrounds the layer, and its gloomy sky crackles with lightning. Archduke Levistus once betrayed Asmodeus and is now
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to be in reality. A world of all-encompassing stone is a realm of permanence and solidity, one where a lifetime of laborious carving can last through countless eons. The surface world, with its
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light






