Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'brown before diffusing carries record'.
Other Suggestions:
brown before diffusing carrion reborn
brown before diffusing carric reborn
brown before diffusing carries reborn
brown before diffusing carried reward
brown before diffusing carried records
races
, often used for reading maps in dim light or signalling danger to their allies. Tarandus fur ranges from deep brown to pure white, shifting with age, climate or diet. They usually wear simple outfits
schools, where trained explorers record the land, stars and seas with care. Some tarandus dedicate their lives to perfecting the art of map making, while others roam the world as scouts, guides or
Armor Class
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Rules
modifier. Not all characters wear armor or carry shields, however.
Without armor or a shield, your character's AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield
, or both, calculate your AC using the rules in the Equipment section. Record your AC on your character sheet.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
2B. Gnoll Hunters The rest of the gnoll hunters race through these caverns in search of the hook horrors. Unless they are drawn elsewhere, four gnolls and a gnoll pack lord are here. Treasure The gnoll pack lord carries two bloodstones worth 50 gp each and a brown tourmaline worth 100 gp.
compendium
- Sources->Dungeons & Dragons->One-Shot Wonders: Holiday Adventure Pack
emit a gentle glow, often used for reading maps in dim light or signalling danger to their allies. Tarandus fur ranges from deep brown to pure white, shifting with age, climate or diet. They usually wear
and navigation schools, where trained explorers record the land, stars and seas with care. Some tarandus dedicate their lives to perfecting the art of map making, while others roam the world as
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dexterity modifier. Not all characters wear armor or carry shields, however. Without armor or a shield, your character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries
a shield, or both, calculate your AC using the rules in chapter 5. Record your AC on your character sheet. Your character needs to be proficient with armor and shields to wear and use them
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
checkpoints are set up throughout the academy, each guarded by three veterans. Each guard carries a shortsword that has a green-glowing blade. Any creature reduced to 0 hit points by one of these blades is
appropriate attire. Security Levels Security Level Rank Locations 1: Green Visitor Administration (except Record Room), Sea Dock (except Cargo area), Simulations Deck (except Officers’ Mess) 2: Red
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
character’s AC equals 10 + his or her Dexterity modifier. If your character wears armor, carries a shield, or both, calculate your AC using the rules in the Equipment section. Record your AC on your
5. Choose Equipment Your class and background determine your character’s starting equipment, including weapons, armor, and other adventuring gear. Record this equipment on your character sheet. All
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
are the fastest in the race, and overall have the best record. The reigning champion is the Pegasus of Highwater, whose supporters wear white and silver. The Hippogriff is tied to Overlook and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars blocks the northwest entrance and is usually locked. One of the derro cultists carries the key. The lock can be opened with a successful DC 15 Dexterity check using thieves’ tools. A creature with a
the cave’s center. Both are talking while apparently ignoring each other. In the cages, three hulking brown bears appear to be resting.
The two derro (see appendix C) are cultists. One of them is
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sitting on a stump, whittling a piece of wood 41 1d4 elk 42 1d4 winged kobolds with 1d6 kobolds 43 1d6 + 2 giant wolf spiders 44–45 2d4 wolves 46 1 swarm of insects 47 1d8 + 1 axe beaks 48–49 1 brown
carries an intact explorer’s pack and lies atop a longsword 64 1 green hag 65–66 1d3 dire wolves 67–68 A small cemetery containing 2d6 graves 69–70 1 hobgoblin captain with 2d4 hobgoblins 71 2d4 giant
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
chapter and moves the adventure’s plot forward. Sensory Experience A Society of Sensation muse (see Morte’s Planar Parade) in a flowery gown approaches the characters, eager to record a new sensation in
accompanied by a threatening gesture or ominous interaction. On a failed check, the characters record the citizen’s contempt instead. Joy. The Sensate points the characters to a sobbing child
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
followed. Read or paraphrase the following aloud: A tall human woman with sandy brown hair and golden eyes has been following you for some time. The woman wears fine yellow robes and carries a large
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
and keeps strangers away from the children. Pincushion carries a key that locks and unlocks the doors to the kitchen (area L13). The key dangles from a hoop attached to its waist. The living doll
of barbed, golden yarn (15 gp) Three bolts of silk in shades of putrid green and cesspit brown (10 gp each) A set of five painted thimbles depicting poisonous Feywild plants (25 gp for the set)
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sight. If one is killed, the other flees. Treasure. Pojo has a pouch containing a gold ring (worth 25 gp), which he pulled from Semile Southwell’s dead hand. Tot carries a pouch that holds 5 cp and a
open. The cottage, though undamaged, has been thoroughly ransacked. Treasure. Blik carries a pouch that contains 4 cp and 3 sp. Lying in the southwest corner of the garden is Flik’s sack of loot
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Example Hazards Hazards are presented in alphabetical order. Brown Mold Deadly Hazard (Levels 5–10) or Nuisance Hazard (Levels 11–16) Brown mold resembles a furry, light-brown carpet. This fungus
feeds on warmth, drawing heat from anything around itself. One patch of brown mold covers a 10-foot square, and the temperature within 30 feet of it is always frigid. When a creature enters a space
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
case in one of their tents. Hc2. Cult Camp Two human men in robes stand before the bonfire. On the other side of it, leashed to a peg pounded into the ground, is a brown bear.
The humans are two
Eternal Flame priests (see chapter 7) claiming to be Aylbrith and Ingulf, posing as druids of the Circle of the Scarlet Moon. They have a captured brown bear with them to improve their disguise. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
her detect thoughts spell to verify that the character is in fact disguised as a noble or an official — a crime that carries a punishment of flogging followed by imprisonment for up to a tenday, plus a
turning over the Stone of Golorr to his Luskanite contact. Now, he plans to use the stone to escape imprisonment and wipe his criminal record clean. If the characters can get close enough to speak with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Features” section. Curator Alda Arkin, whom the characters might meet at the gala, carries a master key, while the museum’s guards have keys that grant access to specific areas (see “Circumventing
alarm sounds, any guards in the area plus 1d3 other guards from that floor hear it and investigate. The characters can find a record of the museum’s payment for these spells, including their specific
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
of kobolds. These small, reptilian folk eye you curiously while a couple of humans watch from a distance. All the cloister’s residents are dressed in simple clothes, and no one carries a visible
into view, descending gracefully from the upper part of the cloister. She’s an elderly human woman with weathered brown skin, white hair in tight braids, and kindly hazel eyes, dressed in a simple white
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
runes to activate the door. V4: Halls Four ghostly soldiers patrol these hallways. Their eyes are red, and each wears spectral, ridged armor and carries a hollowed-out goat horn.
The creatures are four
; he carries an iron key that unlocks the doors to areas V7 and area V10. Raising the Alarm. If a wraith spots an intruder or is attacked, it uses its action to blow its horn. Creatures within 100 feet
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
roots of a tree growing in the house. The chest contains 1,400 cp, 160 sp, and 90 gp. U3: The Brown Horse This was formerly the Brown Horse, a taproom renowned for its excellent ale. A weathered signboard
interior of this building. Treasure. A battered old cabinet is half buried beneath the partially collapsed roof. It contains a large leather satchel filled with strange, diamond-shaped plates of a brown
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
affiliation with the academy. This association carries clout in scholarly or artistic circles. The academy also secures documentation, letters of introduction, and traveling papers if your work requires them
, record repositories, and training facilities, and you can use them to further your work. You can call in a favor from faculty members to access resources not available to the public—dangerous relics or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
guards escort the questioners back to the hostel, ending the ceremony. Treasure. Lurg wears a gold chain belt worth 30 gp and carries the key to his desk (see area T14). T5: Mimic Door A stone door set
noise awakens the three guards in the barrack (area T7), who join the fight after 2 rounds. Treasure. Captain Mainwaring wears a gold brooch worth 60 gp, and she carries a key to her chest in the barrack
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
southeastern wall of area T5. If the characters investigate, they find cloth wrapped around the body of a young human man with short brown hair and deep cuts across his neck. This corpse belongs to Werth
work. Treasure. Drule carries a key to the high altar (area T9) on a cord around his neck. If he hasn’t used it in combat, Drule carries a Bead of Force (see appendix A) in his breast pocket. T7: East
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
reeks of pipe smoke, and mounted on the east wall is the head of an angry-looking brown bear. The mounted bear’s head is meant to unnerve visitors. It serves as a subtle warning not to antagonize the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Giants”) cuts a swath through the icy crust over the shallow bay as it approaches and slowly grinds to a dead stop. The ship carries twenty frost giants. Twelve of them leap over the sides, walking
hovel north of town. Treasure Each giant carries a sack containing 1d4 mundane items (roll on the Items in a Giant’s Bag table in the introduction). Aboard the greatship is an unlocked wooden chest, its
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
XP equally among the characters if the party destroys these twig blights. 3. The Brown Horse This was formerly the Brown Horse, a tavern renowned for its excellent ale. A weathered signboard by the
. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. Awarding Experience
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is
table. A moldy brown crust has formed on the water in one corner.
A 10-foot-wide patch of mold to the south is brown mold (see the Dungeon Hazards section of the Dungeon Master’s Guide) and has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
opportune moment to attack intruders with surprise. The other moves east to the gate and opens it to release a brown bear, which attacks any non-troglodyte in the next round (roll initiative for the bear
hillside above reaches this irregular cavern, nourishing a profusion of fungus—weird puffballs, tall caps, and patches of fuzzy mold in a variety of colors. A golden-brown carpet of mold covers an old
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Guest Quarters The door to this room is usually locked. Qarbo carries the key. He is either in area M9 during the day or sleeping here at night. Eight simple bunks line the walls of this room, each with
Maximilian’s earthen grasp, and a scroll of transmute rock (see appendix B for a description of these spells). Qarbo carries the coffer key, as well as the key to the locked doors in area M21. M5. West
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
translucent gemstones that come in different colors, including pale green, blue, pink, red, brown, and black. Mining Discoveries d100 Discovery
01–80 Nothing
81–95 Pebble-sized tourmaline
end of the severed rope with a successful DC 15 Dexterity saving throw, thus averting certain death. M11. Kobold Tunnels Lurking in this dusty tunnel are three skittish kobolds. One of them carries a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
who displeased Urnrayle. Treasure Marlos carries Ironfang (see chapter 7). B22. Earth Prophet’s Sanctum This sumptuously appointed chamber features tapestries of gold and brown, a huge bed covered in
(see chapter 7 for both) dwell here. In addition to normal gear, Yarsha carries a potion of greater healing, and the guards have light crossbows (+3 to hit, 1d8 piercing damage) if they need to defend
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
southwest, the walls appear to be crusted with rough old ivory—in fact, this is an infestation of brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). The floor is dotted
, and two sacks. Treasure. One giant’s sack contains 1,500 gp and the other 500 gp, in addition to the usual contents. In a padded bag at his belt, the messenger carries a symbol of the jarl’s fealty to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Duhg, needs light to see, which is why he keeps a bonfire lit in area V3 and carries a torch when he visits the darker corners of his lair.Map 1.13: verbeeg lair View Player Version The following
.
If the cave bear has not been summoned elsewhere by the verbeeg, it sleeps in the western niche of this chamber until it detects intruders. It has brown fur and darkvision out to a range of 60 feet
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
his emissaries work tirelessly to foster evil schemes in the Material Plane. Minauros. The third layer of the Nine Hells is a stench-ridden bog. Acidic rain spills from the layer’s brown skies, thick
monstrosity who has long conspired to usurp Asmodeus, yet has failed at every turn. He carries a curse that causes any deal made with him to lead to calamity. Asmodeus occasionally shows Baalzebul






