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Returning 30 results for 'bottomed both diffusing chapter reciting'.
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bottomed both diffusing chapter reining
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
of wide-bottomed fishing boats are tethered to piers.
See area 9 for more information on the tortle guards. They are friendly toward visitors who show no outward signs of hostility. The double door
are also 15 feet high. Wooden stairs lead down to the beach. The tortle fishing boats are functionally identical to rowboats (see chapter 5 of the Dungeon Master’s Guide for more information on rowboats).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
of wide-bottomed fishing boats are tethered to piers.
See area 9 for more information on the tortle guards. They are friendly toward visitors who show no outward signs of hostility. The double door
are also 15 feet high. Wooden stairs lead down to the beach. The tortle fishing boats are functionally identical to rowboats (see chapter 5 of the Dungeon Master’s Guide for more information on rowboats).
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
of wide-bottomed fishing boats are tethered to piers.
See area 9 for more information on the tortle guards. They are friendly toward visitors who show no outward signs of hostility. The double door
are also 15 feet high. Wooden stairs lead down to the beach. The tortle fishing boats are functionally identical to rowboats (see chapter 5 of the Dungeon Master’s Guide for more information on rowboats).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The
chapter 2, area M, for more information on the wizard). By all accounts, the wizard died by Strahd’s hand, and so too did Doru, who returned to his father as a vampire spawn. Donavich was able to trap
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The
chapter 2, area M, for more information on the wizard). By all accounts, the wizard died by Strahd’s hand, and so too did Doru, who returned to his father as a vampire spawn. Donavich was able to trap
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the chapel is strewn with debris, and you hear a soft voice from within reciting a prayer. Suddenly, the prayer is blotted out by an inhuman scream that rises up from beneath the wooden floor.
The
chapter 2, area M, for more information on the wizard). By all accounts, the wizard died by Strahd’s hand, and so too did Doru, who returned to his father as a vampire spawn. Donavich was able to trap
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
muddy swamp. Rickety wooden docks jut into the water, but there are no rafts or boats nearby.
Rafts and shallow-bottomed punts are normally kept here, but they are all currently in use by
and S7) where the characters can collect spell components for Professor Lang. Any character who ventures into the swamp on the west side of this islet stumbles into an area of quicksand. See chapter
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
muddy swamp. Rickety wooden docks jut into the water, but there are no rafts or boats nearby.
Rafts and shallow-bottomed punts are normally kept here, but they are all currently in use by
and S7) where the characters can collect spell components for Professor Lang. Any character who ventures into the swamp on the west side of this islet stumbles into an area of quicksand. See chapter
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
muddy swamp. Rickety wooden docks jut into the water, but there are no rafts or boats nearby.
Rafts and shallow-bottomed punts are normally kept here, but they are all currently in use by
and S7) where the characters can collect spell components for Professor Lang. Any character who ventures into the swamp on the west side of this islet stumbles into an area of quicksand. See chapter
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
chapter) and use them to get back home to the Witchlight Carnival, with or without the characters’ help. Glister knows the following useful information, which she shares with her rescuers: “I overheard
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
chapter) and use them to get back home to the Witchlight Carnival, with or without the characters’ help. Glister knows the following useful information, which she shares with her rescuers: “I overheard
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
chapter) and use them to get back home to the Witchlight Carnival, with or without the characters’ help. Glister knows the following useful information, which she shares with her rescuers: “I overheard
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
coiling ivy leaves and appears harmless but the inner folds are covered in yellow mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). 12. Decrepit Bedroom Rubbish is scattered around
) that once belonged to the alchemist. The flat-bottomed crystal orb is pleasant to look at and tactilely satisfying to hold, but ultimately neither particularly valuable nor useful. A character who
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
” earlier in the chapter). The walls of this hall are illustrated with painted panels depicting a starry sky. The paintings show what a viewer would see while looking out through a set of windows into
chapter). The balcony doors that adjoin areas area P11, P12, area P15, and area P29 are not locked. This rectangular courtyard is open to the twilit sky. It has no visible floor; instead, a vortex of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
” earlier in the chapter). The walls of this hall are illustrated with painted panels depicting a starry sky. The paintings show what a viewer would see while looking out through a set of windows into
chapter). The balcony doors that adjoin areas area P11, P12, area P15, and area P29 are not locked. This rectangular courtyard is open to the twilit sky. It has no visible floor; instead, a vortex of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
” earlier in the chapter). The walls of this hall are illustrated with painted panels depicting a starry sky. The paintings show what a viewer would see while looking out through a set of windows into
chapter). The balcony doors that adjoin areas area P11, P12, area P15, and area P29 are not locked. This rectangular courtyard is open to the twilit sky. It has no visible floor; instead, a vortex of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
on which rests a locked wooden chest rigged with a poison needle trap (see the “Sample Traps” section in chapter 5 of the Dungeon Master’s Guide). Lord Drylund hides the key inside a miniature “dead
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
on which rests a locked wooden chest rigged with a poison needle trap (see the “Sample Traps” section in chapter 5 of the Dungeon Master’s Guide). Lord Drylund hides the key inside a miniature “dead
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
only 5 feet deep in this cavern. The walls of the plateaus are wet but rough, and can be climbed with successful DC 10 Strength (Athletics) checks. Two Crushing Wave reavers (see chapter 7) keep watch
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
only 5 feet deep in this cavern. The walls of the plateaus are wet but rough, and can be climbed with successful DC 10 Strength (Athletics) checks. Two Crushing Wave reavers (see chapter 7) keep watch
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
punt is moored here. The punt is a long, flat-bottomed boat equipped with a pole for navigation through the water node. This punt can accommodate up to seven Medium creatures. As part of its movement
only 5 feet deep in this cavern. The walls of the plateaus are wet but rough, and can be climbed with successful DC 10 Strength (Athletics) checks. Two Crushing Wave reavers (see chapter 7) keep watch
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
on which rests a locked wooden chest rigged with a poison needle trap (see the “Sample Traps” section in chapter 5 of the Dungeon Master’s Guide). Lord Drylund hides the key inside a miniature “dead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Manshoon would have informed him if guests were expected. If the mage suspects the characters are intruders, he surreptitiously pours a vial of assassin’s blood (see “Poisons” in chapter 8 of the Dungeon
author with an added note that reads, in Common: “For Yorn. I hope you find the orc chapter illuminating!” Yorn is a half-orc thug, with these changes: Yorn is neutral evil. He has these racial traits
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Manshoon would have informed him if guests were expected. If the mage suspects the characters are intruders, he surreptitiously pours a vial of assassin’s blood (see “Poisons” in chapter 8 of the Dungeon
author with an added note that reads, in Common: “For Yorn. I hope you find the orc chapter illuminating!” Yorn is a half-orc thug, with these changes: Yorn is neutral evil. He has these racial traits
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Manshoon would have informed him if guests were expected. If the mage suspects the characters are intruders, he surreptitiously pours a vial of assassin’s blood (see “Poisons” in chapter 8 of the Dungeon
author with an added note that reads, in Common: “For Yorn. I hope you find the orc chapter illuminating!” Yorn is a half-orc thug, with these changes: Yorn is neutral evil. He has these racial traits
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a
perfumed oil (5 gp), a velvet bag containing five pearls (3 gp each), and a small vial of basic poison (see chapter 5 of the Player’s Handbook). 40. Drill Hall This open area features six floor-to-ceiling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a
perfumed oil (5 gp), a velvet bag containing five pearls (3 gp each), and a small vial of basic poison (see chapter 5 of the Player’s Handbook). 40. Drill Hall This open area features six floor-to-ceiling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a
perfumed oil (5 gp), a velvet bag containing five pearls (3 gp each), and a small vial of basic poison (see chapter 5 of the Player’s Handbook). 40. Drill Hall This open area features six floor-to-ceiling






