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Returning 21 results for 'branches before deepened chaos reborn'.
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Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
you hungrily from barren branches.
Where do you want to go?
The Caves of Chaos table summarizes the caves in the order they appear within this. Each cave provides approximately 60–90 minutes of
Getting Started The Caves of Chaos Map displays all the locations characters can visit in the Caves of Chaos. The player version of this map doesn't reveal the caves' contents or names, only the cave
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Material Plane, and its winding branches are as broad and meandering as river deltas. Thousands of chambers, tunnels, and halls—all claimed by the cult of Aurnozci—riddle the tree’s rotten interior. Huge
but also keeping the fire in check. Firehive. Aurnozci’s nest hangs from one of Gorewood’s strongest, knobbiest branches, secured by a hundred-foot-thick cord of Aurnozci’s iron-hard silk. The nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Configurations For your campaign, you can use a different model of the planes. Here are several examples: Planes situated among the roots and branches of a great cosmic tree (literally or figuratively) Material
Plane; the Transitive Planes; a single undifferentiated Elemental Plane, where all four elements churn in chaos; an Overheaven, where good deities and Celestials dwell; and an Underworld, where evil
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Inside the Senate The Azorius Senate is supported by three branches, called columns, each led by an arbiter (also called a capital). The capitals of the three columns form the Triumvirate, which
embraces the belief that Ravnican society has come too far to succumb to chaos. Civilization can be saved only through the guidance of a strong, safety-focused government. In the mind of the Azorius, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
beads on a string. But it’s not the only possible explanation of the river’s course. The World Tree A different arrangement of planes envisions them situated among the roots and branches of a great cosmic
Midgard. Similarly, one vision of the planes where the deities of the Forgotten Realms reside situates a number of celestial planes in the branches of a World Tree, while the fiendish planes are linked by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chaos Incarnate Although sages group demons into types according to their power, the Abyss knows no such categories. Demons are spawned from the stuff of the Abyss in a near-infinite variety of
no such principles exist, how that power might be seized. Most mortals would rather be annihilated than have their souls travel to the Abyss, but some see its chaos as something that can be harnessed
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
must succeed on one of the following ability checks: DC 15 Strength (Athletics). The character scales the gorge to safety. DC 15 Dexterity (Acrobatics). The character leaps across the branches
successful check, the character hears the hobgoblins debating whether they should ally with the bugbears in the Caves of Chaos or hire the ogre mercenary that dwells there (both are detailed in “Caves of
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
and bloodstained branches.
A territorial Owlbear lairs in this den. The Hostile owlbear fights all other creatures on sight. Ledge. At the chamber’s south end, a ledge 10 feet above the floor marks
robes recline on the beds.
Torches in wall sconces fill this room with Bright Light. Four Cultists relax in these quarters for the Cult of Chaos. They are nonchalantly discussing the finer points of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
tiered, open-air ballrooms soar into the sky on the alabaster branches of wise, old sycamores. The Seven Spiritors, eidolons of revelry from the plane of Arborea, govern the gate-town. Neither living nor
an elven temple. The hall’s branches are graceful and pearl white, interlacing into bridges and pointed, symmetrical archways. Magic blankets the tree, allowing the Seven Spiritors to rearrange it to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
first indication of new turmoil came in 1482 DR, when Bhaal, the long-dead god of murder, was reborn in Baldur’s Gate amid chaos and bloodshed, leaving two of the city’s dukes and many of its citizens
struggles against the savage forces of chaos, and life attempts to persevere against the agents of death and strife, sometimes in places where even the gods themselves have not been exempt from
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
walk the Path of the Berserker direct their Rage primarily toward violence. Their path is one of untrammeled fury, and they thrill in the chaos of battle as they allow their Rage to seize and empower
Tree MARCELA MEDEIROS Path of the World Tree Subclass Trace the Roots and Branches of the Multiverse Barbarians who follow the Path of the World Tree connect with the cosmic tree Yggdrasil through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
resistance to their goals, heedless of consequences that don’t affect them. There are many theories about why it is called the Blood War, but I believe it is because the branches of the River Styx act like
also force their agents to do their bidding under threat of annihilation. As creatures that don’t favor either cause, because they care nothing for the philosophical concerns of law and chaos, other
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Undersigil Chaos thrives beneath the streets of Sigil. Also known as the Realm Below, the snaking labyrinth of ancient tunnels binds long-standing city structures to subterranean criminal crossroads
through a barred grate to the busy street above. As they trim its barbed branches, something shudders within. 5 Three sahuagin emerge from a wide pipe. “Polluters!” shouts one of them, addressing the
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
intellectual offerings, the Last Academies are dangerous places full of unstable magic and unchecked egos. Here, wild experiments cause frequent chaos and destruction, covered up by administrations
of iron. It stands dour among buildings that shine with magical lights.
The Watch Presidium has three identical branches from which the city’s watch operates. Each branch includes several human
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Triple Realm holds as much danger as any other part of the Abyss, and planar visitors can vanish without a trace in its mazelike cities and in forests whose trees have serpents for branches. Layer 66
embodies the loathsome corruption of chaos and evil. A descent into the Abyss is a journey into a hostile and uncharted environment. It’s also an opportunity to confront the evil in one’s own heart and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
through a shattered chamber open to the outside. A waterfall pours through the collapsed ceiling and into the misty bog. Butterflies flit through the branches of trees draped in moss and vines, and
the Captives of the Mirror table. If one of the Green Hags from G15 confronts adventurers here, the hag activates the mirror and frees the Hydra to create as much chaos as possible. Given the chance
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, searching for a dangerous blue slaad that stole a mote of primordial chaos from the Face of Gith tavern (see the “Lower Ward Locations” section). 8 A soot-stained goblin mage uses fire magic to repair a
and dim. There are no rowdy drinking songs, and most conversations take place telepathically or in hushed tones. In the center of the main room hovers an amorphous blob of primordial chaos that shifts
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Necropolis Locations (Y10-Y18) Y10. Arboretum A canopy of golden leaves crowns the trees inside a sunken basin. The trees grow in stark contrast to their bleak surroundings, their branches swaying
(see “Inscription” below). In the resulting chaos, the blue slaad encountered on the tower’s ground floor escaped from its cell and rampaged through the observatory. The Arch-Astronomer, who became
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
magic of Szass Tam turns different facets of chaos to absolute evil in these great halls. 103. Temple of Fortune A pattern of shadow swirls around a shrine of binding and plays out across the white
that moves more than half its speed or misses with a melee attack causes the branches within 5 feet to elongate and grasp. Each creature on the ground in the area must succeed on a DC 13 Strength
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
lead to the Temple of Chaos and to the Abyssal Gate. 17. Crawling Hall Two enormous pillars on the far side of this chamber emit brilliant white light that holds the attention of dozens of giant vermin
important functions in the Blood Pens. Also within are oil of etherealness and a potion of poison disguised as a potion of healing. A bundle of entwined branches opens like a coffer to reveal 100 pp and a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adventurer’s Guide
Corellon Larethian The creator of all elves is both chaos and beauty personified. Corellon is as fluid and changeable as a breeze or a brook — quick to anger, but equally quick to
illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and






