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Returning 35 results for 'breadth beyond diffusing continuous reciting'.
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Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Graymantle, to Wundrith Parr, Waterdhavian caravan master
Though there are myriad nations, kingdoms, and city-states scattered across the length and breadth of Faerûn, it would be a dangerous mistake to
assume that all of the lands in and between those places are tamed. Travel a short way beyond most civilized places, and one finds oneself in the midst of wilderness haunted by creatures deadly and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Graymantle, to Wundrith Parr, Waterdhavian caravan master
Though there are myriad nations, kingdoms, and city-states scattered across the length and breadth of Faerûn, it would be a dangerous mistake to
assume that all of the lands in and between those places are tamed. Travel a short way beyond most civilized places, and one finds oneself in the midst of wilderness haunted by creatures deadly and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Graymantle, to Wundrith Parr, Waterdhavian caravan master
Though there are myriad nations, kingdoms, and city-states scattered across the length and breadth of Faerûn, it would be a dangerous mistake to
assume that all of the lands in and between those places are tamed. Travel a short way beyond most civilized places, and one finds oneself in the midst of wilderness haunted by creatures deadly and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
ecosystem, except to say that it reaches at least the breadth of the continent, and that most creatures are fully capable of surviving their entire lives within it, provided they can find enough food
and safety to do so. Breathable air is plentiful, and clean water can be found. Beyond that, most surface folk only have the tales of adventurers, the survivors of attacks, and the occasional escaped
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
ecosystem, except to say that it reaches at least the breadth of the continent, and that most creatures are fully capable of surviving their entire lives within it, provided they can find enough food
and safety to do so. Breathable air is plentiful, and clean water can be found. Beyond that, most surface folk only have the tales of adventurers, the survivors of attacks, and the occasional escaped
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
ecosystem, except to say that it reaches at least the breadth of the continent, and that most creatures are fully capable of surviving their entire lives within it, provided they can find enough food
and safety to do so. Breathable air is plentiful, and clean water can be found. Beyond that, most surface folk only have the tales of adventurers, the survivors of attacks, and the occasional escaped
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
handled. The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some
places it is barely ten feet above the water’s surface. The whole of the great cavern glows, and the continuous flow of hot iron through the city gives the illumination a yellow cast at all times. It
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
handled. The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some
places it is barely ten feet above the water’s surface. The whole of the great cavern glows, and the continuous flow of hot iron through the city gives the illumination a yellow cast at all times. It
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
handled. The duergar make their homes mainly beyond a great wall, which I never passed through. To the north, the floor of the cavern that contains the Darklake hovers dangerously low, such that in some
places it is barely ten feet above the water’s surface. The whole of the great cavern glows, and the continuous flow of hot iron through the city gives the illumination a yellow cast at all times. It
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students take as many as a third of their classes in other colleges, continuing the breadth of their first-year education and looking for places where the perspectives of other disciplines can bring
several years beyond that time frame. Most students eventually graduate, though, and they walk a variety of paths after leaving the university. Many return to whatever home they came from, putting what
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students take as many as a third of their classes in other colleges, continuing the breadth of their first-year education and looking for places where the perspectives of other disciplines can bring
several years beyond that time frame. Most students eventually graduate, though, and they walk a variety of paths after leaving the university. Many return to whatever home they came from, putting what
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
students take as many as a third of their classes in other colleges, continuing the breadth of their first-year education and looking for places where the perspectives of other disciplines can bring
several years beyond that time frame. Most students eventually graduate, though, and they walk a variety of paths after leaving the university. Many return to whatever home they came from, putting what
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a continuous stream of ooze into the pool and appears to be its source (see “Orb of Ooze” below).
Rock Formations. The cavern’s ceiling is dotted with stalactites, and the ooze flows around a few
following the river of ooze. Urm is lazy and selfish, inclined not to help characters beyond what it must do to satisfy the terms of its geas spell. It is familiar with the dangers lurking in the Caverns of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
continuous, with each play session comprising a complete adventure. The largest shared campaigns are administered by the D&D Adventurers League and overseen by Wizards of the Coast. You can also
getting together to play is defeated. The basic code of conduct for a shared campaign might be modeled on a similar document that another organization or location uses. Beyond that, some special
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a continuous stream of ooze into the pool and appears to be its source (see “Orb of Ooze” below).
Rock Formations. The cavern’s ceiling is dotted with stalactites, and the ooze flows around a few
following the river of ooze. Urm is lazy and selfish, inclined not to help characters beyond what it must do to satisfy the terms of its geas spell. It is familiar with the dangers lurking in the Caverns of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
continuous, with each play session comprising a complete adventure. The largest shared campaigns are administered by the D&D Adventurers League and overseen by Wizards of the Coast. You can also
getting together to play is defeated. The basic code of conduct for a shared campaign might be modeled on a similar document that another organization or location uses. Beyond that, some special
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
continuous, with each play session comprising a complete adventure. The largest shared campaigns are administered by the D&D Adventurers League and overseen by Wizards of the Coast. You can also
getting together to play is defeated. The basic code of conduct for a shared campaign might be modeled on a similar document that another organization or location uses. Beyond that, some special
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a continuous stream of ooze into the pool and appears to be its source (see “Orb of Ooze” below).
Rock Formations. The cavern’s ceiling is dotted with stalactites, and the ooze flows around a few
following the river of ooze. Urm is lazy and selfish, inclined not to help characters beyond what it must do to satisfy the terms of its geas spell. It is familiar with the dangers lurking in the Caverns of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cavalry commander. Its stable is the most famous source of fast, durable warhorses across the breadth of the Flanaess, drawing shrewd shoppers from Greyhawk and beyond. The manor house is surrounded
Beyond the City Walls Mike Schley City of Greyhawk and Environs View Player Version The City of Greyhawk and Environs map shows the lands around the Free City of Greyhawk. Locations on the map are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cavalry commander. Its stable is the most famous source of fast, durable warhorses across the breadth of the Flanaess, drawing shrewd shoppers from Greyhawk and beyond. The manor house is surrounded
Beyond the City Walls Mike Schley City of Greyhawk and Environs View Player Version The City of Greyhawk and Environs map shows the lands around the Free City of Greyhawk. Locations on the map are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
cavalry commander. Its stable is the most famous source of fast, durable warhorses across the breadth of the Flanaess, drawing shrewd shoppers from Greyhawk and beyond. The manor house is surrounded
Beyond the City Walls Mike Schley City of Greyhawk and Environs View Player Version The City of Greyhawk and Environs map shows the lands around the Free City of Greyhawk. Locations on the map are
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their
bloodthirsty minotaurs, they know there are those who forsake Mogis’s depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their
bloodthirsty minotaurs, they know there are those who forsake Mogis’s depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
followers, typically criminals and monsters of unspeakable depravity. While many groups of minotaurs still honor their villainous progenitors, others have abandoned their ancestors and moved beyond their
bloodthirsty minotaurs, they know there are those who forsake Mogis’s depravities. The people of Meletis, Setessa, and lands beyond are also generally open-minded and curious about minotaurs who wander
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters each have a round to cast a spell or drink a potion. But otherwise, the action is continuous. Dropping out from behind a dark cloud is an airship held aloft by a large balloon — emblazoned with
on board. Round 4 and Beyond Any remaining goblins emerge to board the battle balloon and attack the characters. The hobgoblin captain rides her hippogriff into battle. The mephits assume that the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters each have a round to cast a spell or drink a potion. But otherwise, the action is continuous. Dropping out from behind a dark cloud is an airship held aloft by a large balloon — emblazoned with
on board. Round 4 and Beyond Any remaining goblins emerge to board the battle balloon and attack the characters. The hobgoblin captain rides her hippogriff into battle. The mephits assume that the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters each have a round to cast a spell or drink a potion. But otherwise, the action is continuous. Dropping out from behind a dark cloud is an airship held aloft by a large balloon — emblazoned with
on board. Round 4 and Beyond Any remaining goblins emerge to board the battle balloon and attack the characters. The hobgoblin captain rides her hippogriff into battle. The mephits assume that the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 3-foot-wide hole through the door; as the visage speaks, characters who peer into the mouth can catch a glimpse of an empty room beyond (see “Inside the Prison” below). If the door sees Endelyn
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 3-foot-wide hole through the door; as the visage speaks, characters who peer into the mouth can catch a glimpse of an empty room beyond (see “Inside the Prison” below). If the door sees Endelyn
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, 3-foot-wide hole through the door; as the visage speaks, characters who peer into the mouth can catch a glimpse of an empty room beyond (see “Inside the Prison” below). If the door sees Endelyn
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
entrance to this chamber. Candlelight shines through the cracks. A character who listens at the door and succeeds on a DC 13 Wisdom (Perception) check hears growling beyond it. Passwall Trap. A 5th-level
: Wailing Cavern The wailing wind that gusts intermittently through the mine rises to a continuous howl in this cavern. The elevator shaft in area H1 ends in this cavern’s ceiling, and the elevator cage might
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
entrance to this chamber. Candlelight shines through the cracks. A character who listens at the door and succeeds on a DC 13 Wisdom (Perception) check hears growling beyond it. Passwall Trap. A 5th-level
: Wailing Cavern The wailing wind that gusts intermittently through the mine rises to a continuous howl in this cavern. The elevator shaft in area H1 ends in this cavern’s ceiling, and the elevator cage might
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
entrance to this chamber. Candlelight shines through the cracks. A character who listens at the door and succeeds on a DC 13 Wisdom (Perception) check hears growling beyond it. Passwall Trap. A 5th-level
: Wailing Cavern The wailing wind that gusts intermittently through the mine rises to a continuous howl in this cavern. The elevator shaft in area H1 ends in this cavern’s ceiling, and the elevator cage might
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sound of a bell. Beyond the doors is a large lobby, the air heavy with the scent of fresh lilies. A desk stands at the center of the room, holding neatly piled papers and fresh-cut lilies in a vase
temple on their own at this point. T2. Changing Rooms A corridor beyond the lobby runs between two rows of curtained cubicles, where guests can change out of traveling clothes and armor. Each cubicle
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
sound of a bell. Beyond the doors is a large lobby, the air heavy with the scent of fresh lilies. A desk stands at the center of the room, holding neatly piled papers and fresh-cut lilies in a vase
temple on their own at this point. T2. Changing Rooms A corridor beyond the lobby runs between two rows of curtained cubicles, where guests can change out of traveling clothes and armor. Each cubicle






