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Returning 35 results for 'boulders binding diffusing chalk reveal'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
Desks. Whenever a creature enters the room
, seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
Desks. Whenever a creature enters the room
, seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Empty Classroom Chalkboard. A blackboard covers the entire east wall. Written across it in big chalk letters are the words “YOU ALL FAIL!” in Common.
Desks. Whenever a creature enters the room
, seven stone desks magically rise from the floor, facing the blackboard in an arc. (The desks sink back into the floor when all creatures leave the room.)
Secret Door. A secret door in the south wall pushes open to reveal a dusty, web-choked passage between this room and area 25.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mountains. They don’t experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mountains. They don’t experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->Monster Manual
mountains. They don’t experience time or perceive danger as shorter-lived species do. Galeb duhr avoid danger by hiding from other creatures. When they do reveal themselves, they speak and act ponderously
, but they often know much of the surrounding land and secrets within the earth. When motivated to action, galeb duhr slam into foes and animate nearby boulders to do the same. Some mountain dwellers
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from a different kind of rock: shale, chalk, flint, granite, slate, basalt, obsidian, and marble. Two korreds (see appendix C) are using meld into stone spells to hide in two of the megaliths: Argantle
of Shale in the one made of shale, and Jagu of Chalk (leader of the Chalk Clan korreds) in the one made of chalk. While hidden in this way, the korreds can see their surroundings as though the standing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from a different kind of rock: shale, chalk, flint, granite, slate, basalt, obsidian, and marble. Two korreds (see appendix C) are using meld into stone spells to hide in two of the megaliths: Argantle
of Shale in the one made of shale, and Jagu of Chalk (leader of the Chalk Clan korreds) in the one made of chalk. While hidden in this way, the korreds can see their surroundings as though the standing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
from a different kind of rock: shale, chalk, flint, granite, slate, basalt, obsidian, and marble. Two korreds (see appendix C) are using meld into stone spells to hide in two of the megaliths: Argantle
of Shale in the one made of shale, and Jagu of Chalk (leader of the Chalk Clan korreds) in the one made of chalk. While hidden in this way, the korreds can see their surroundings as though the standing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. This line reads: We lift up our light to reveal what is hidden and banish the darkness forever.
A character who makes a successful DC 12 Intelligence check realizes that this line might be more than a
written in invisible ink: “Harpers at Twilight.” When that phrase is uttered, the book shakes and flies into the air, pages flipping of their own accord and separating from the binding, then
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. This line reads: We lift up our light to reveal what is hidden and banish the darkness forever.
A character who makes a successful DC 12 Intelligence check realizes that this line might be more than a
written in invisible ink: “Harpers at Twilight.” When that phrase is uttered, the book shakes and flies into the air, pages flipping of their own accord and separating from the binding, then
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. This line reads: We lift up our light to reveal what is hidden and banish the darkness forever.
A character who makes a successful DC 12 Intelligence check realizes that this line might be more than a
written in invisible ink: “Harpers at Twilight.” When that phrase is uttered, the book shakes and flies into the air, pages flipping of their own accord and separating from the binding, then
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
light, such as prismatic crystals and bioluminescent flora. Stone Giant Bag Contents 1,400 (4d6 × 100) cp 210 (6d6 × 10) sp 105 (3d6 × 10) ep 70 (2d6 × 10) gp 3 (1d6) pp 4 (1d6 + 1) boulders (for
depicting the profile of Skoraeus, worth 70 gp 12 Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
light, such as prismatic crystals and bioluminescent flora. Stone Giant Bag Contents 1,400 (4d6 × 100) cp 210 (6d6 × 10) sp 105 (3d6 × 10) ep 70 (2d6 × 10) gp 3 (1d6) pp 4 (1d6 + 1) boulders (for
depicting the profile of Skoraeus, worth 70 gp 12 Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
light, such as prismatic crystals and bioluminescent flora. Stone Giant Bag Contents 1,400 (4d6 × 100) cp 210 (6d6 × 10) sp 105 (3d6 × 10) ep 70 (2d6 × 10) gp 3 (1d6) pp 4 (1d6 + 1) boulders (for
depicting the profile of Skoraeus, worth 70 gp 12 Two halves of a 3-foot-diameter geode worth 120 gp total, split to reveal jagged indigo crystals
Monsters
Fizban's Treasury of Dragons
; preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced
, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow defiles, way-markers tumbling off the path, or smaller stones
Monsters
Fizban's Treasury of Dragons
volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach experienced adventurers in the hopes
dragon’s lair sometimes move of their own accord, usually when no one is watching. Often the rocks obstruct the approach to the emerald dragon’s lair, with boulders moving to block narrow
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
(Intimidation) check can pry any information from them. Even with that, all they reveal is that they are initiates in the Cult of the Dragon, the names of their leaders (Rezmir, Frulam Mondath, and Langdedrosa
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
(Intimidation) check can pry any information from them. Even with that, all they reveal is that they are initiates in the Cult of the Dragon, the names of their leaders (Rezmir, Frulam Mondath, and Langdedrosa
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
cultists make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling
(Intimidation) check can pry any information from them. Even with that, all they reveal is that they are initiates in the Cult of the Dragon, the names of their leaders (Rezmir, Frulam Mondath, and Langdedrosa
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
any information from them. Even with that, all they reveal is that they are initiates in the Cult of the Dragon, the names of their leaders (Rezmir, Frulam Mondath, and Langdedrosa Cyanwrath), and that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
any information from them. Even with that, all they reveal is that they are initiates in the Cult of the Dragon, the names of their leaders (Rezmir, Frulam Mondath, and Langdedrosa Cyanwrath), and that
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
make a stand. If characters walk into the trap, the cultists tumble boulders onto them. Each character must succeed on a DC 11 Dexterity saving throw or take 2d12 bludgeoning damage from falling rocks
any information from them. Even with that, all they reveal is that they are initiates in the Cult of the Dragon, the names of their leaders (Rezmir, Frulam Mondath, and Langdedrosa Cyanwrath), and that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spells reveal nothing about the Princess of the Shadow Glass, who has magically hidden her history under other names. If the characters learn the names “Nintra Siotta” or “Lady of Dread Omens” later in
, because it is warded against divination magic as a side effect of the scrivener’s binding ritual. Legend lore returns the following: “Where once was a dream of kinship and valor, disparate kin under three
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spells reveal nothing about the Princess of the Shadow Glass, who has magically hidden her history under other names. If the characters learn the names “Nintra Siotta” or “Lady of Dread Omens” later in
, because it is warded against divination magic as a side effect of the scrivener’s binding ritual. Legend lore returns the following: “Where once was a dream of kinship and valor, disparate kin under three
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spells reveal nothing about the Princess of the Shadow Glass, who has magically hidden her history under other names. If the characters learn the names “Nintra Siotta” or “Lady of Dread Omens” later in
, because it is warded against divination magic as a side effect of the scrivener’s binding ritual. Legend lore returns the following: “Where once was a dream of kinship and valor, disparate kin under three
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
partially concealed behind a tall, slender oil painting of fishing boats on Lac Dinneshere. It pulls open to reveal the speaker’s office (area T3) beyond. Any character who searches the wall for
participated in Rinaldo’s séance). If one or more characters come within 5 feet of the ghost, it throws back its head to reveal a bare skull with a rictus grin, catching characters by surprise with its
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
partially concealed behind a tall, slender oil painting of fishing boats on Lac Dinneshere. It pulls open to reveal the speaker’s office (area T3) beyond. Any character who searches the wall for
participated in Rinaldo’s séance). If one or more characters come within 5 feet of the ghost, it throws back its head to reveal a bare skull with a rictus grin, catching characters by surprise with its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe’s best carvers as their leaders, shamans, and
throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe’s best carvers as their leaders, shamans, and
throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
partially concealed behind a tall, slender oil painting of fishing boats on Lac Dinneshere. It pulls open to reveal the speaker’s office (area T3) beyond. Any character who searches the wall for
participated in Rinaldo’s séance). If one or more characters come within 5 feet of the ghost, it throws back its head to reveal a bare skull with a rictus grin, catching characters by surprise with its
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
giants strive to draw shapes out of raw stone, which they believe reveal meaning inspired by their god, Skoraeus Stonebones. The giants appoint the tribe’s best carvers as their leaders, shamans, and
throwers are granted positions of high rank in the giants’ ordning, testing and demonstrating their ability to hurl and catch enormous boulders. Such giants take the front ranks when a tribe has cause to






