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Returning 35 results for 'building barriers diffusing confined resolves'.
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Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Classes
Tasha’s Cauldron of Everything
. Other Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm.
A Swarmkeeper’s swarm and spells are reflections of the
chapter 3 of Tasha's Cauldron of Everything.
Also, remember that the swarm’s appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Features The town of Idyllglen has the following general features. Borders The characters are confined to the part of Idyllglen shown on map 4.2. Beyond the edges of the map, everything is
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
allowed to hold honest jobs, and their rights are hardly ever recognized by the duergar. Even slaves are held in higher regard. Derro scuttle about like vermin and are mostly confined to hovels built
immediately brought before the Council of Lairds, which resolves matters swiftly and harshly. The code of punishment is simple. Because dishonor, mutilation and imprisonment are a waste of resources and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
allowed to hold honest jobs, and their rights are hardly ever recognized by the duergar. Even slaves are held in higher regard. Derro scuttle about like vermin and are mostly confined to hovels built
immediately brought before the Council of Lairds, which resolves matters swiftly and harshly. The code of punishment is simple. Because dishonor, mutilation and imprisonment are a waste of resources and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
allowed to hold honest jobs, and their rights are hardly ever recognized by the duergar. Even slaves are held in higher regard. Derro scuttle about like vermin and are mostly confined to hovels built
immediately brought before the Council of Lairds, which resolves matters swiftly and harshly. The code of punishment is simple. Because dishonor, mutilation and imprisonment are a waste of resources and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
wooden building in the middle of camp. Here the warlord meets with advisors and makes plans for future conquest. Most of the time, a command center also holds elite bugbear bodyguards that protect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
wooden building in the middle of camp. Here the warlord meets with advisors and makes plans for future conquest. Most of the time, a command center also holds elite bugbear bodyguards that protect
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
wooden building in the middle of camp. Here the warlord meets with advisors and makes plans for future conquest. Most of the time, a command center also holds elite bugbear bodyguards that protect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be empty rooms. The rest are described below. 20a. Kitchen Odor. The smell of meat stew wafts from this building.
Servants and Guards. Inside, a manacled bugbear and three goblins shackled together
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be empty rooms. The rest are described below. 20a. Kitchen Odor. The smell of meat stew wafts from this building.
Servants and Guards. Inside, a manacled bugbear and three goblins shackled together
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
be empty rooms. The rest are described below. 20a. Kitchen Odor. The smell of meat stew wafts from this building.
Servants and Guards. Inside, a manacled bugbear and three goblins shackled together
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to trap the Knights of the Black Sword in their self-made prison (not unlike the fate of their dark master, Levistus). Casualties. If he’s still alive and confined to his castle, Speaker Siever
building unharmed. The Eastside is only partially damaged and remains open for business after the dragon’s attack. The Blue Clam is destroyed, as are most of Termalaine’s docks and boats. Casualties
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Swarmkeepers enjoy building vibrant communities that work for the mutual benefit of all those they consider part of their swarm. IT’S YOUR SWARM
A Swarmkeeper’s swarm and spells are reflections of the
appearance is yours to customize, and don’t feel confined to a single appearance. Perhaps the spirits’ look changes with the ranger’s mood or with the seasons. You decide!
Gnome Swarmkeeper Gathered
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to trap the Knights of the Black Sword in their self-made prison (not unlike the fate of their dark master, Levistus). Casualties. If he’s still alive and confined to his castle, Speaker Siever
building unharmed. The Eastside is only partially damaged and remains open for business after the dragon’s attack. The Blue Clam is destroyed, as are most of Termalaine’s docks and boats. Casualties
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to trap the Knights of the Black Sword in their self-made prison (not unlike the fate of their dark master, Levistus). Casualties. If he’s still alive and confined to his castle, Speaker Siever
building unharmed. The Eastside is only partially damaged and remains open for business after the dragon’s attack. The Blue Clam is destroyed, as are most of Termalaine’s docks and boats. Casualties
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
be forged. What Do You Think? Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three ways: One of You Is Right
characters accept Farrow’s guidance, Farrow leads them to the closest entrance to Undersigil, a boarded-up archway in the basement of a nearby building. If the characters decline, Farrow tells them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
be forged. What Do You Think? Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three ways: One of You Is Right
characters accept Farrow’s guidance, Farrow leads them to the closest entrance to Undersigil, a boarded-up archway in the basement of a nearby building. If the characters decline, Farrow tells them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
be forged. What Do You Think? Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three ways: One of You Is Right
characters accept Farrow’s guidance, Farrow leads them to the closest entrance to Undersigil, a boarded-up archway in the basement of a nearby building. If the characters decline, Farrow tells them
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall opposite the entrance. M2. Patio A semicircular patio paved with gray flagstones is nestled against the building, lit by the swirling indigo miasma that surrounds the mansion. M3. Library Tall
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall opposite the entrance. M2. Patio A semicircular patio paved with gray flagstones is nestled against the building, lit by the swirling indigo miasma that surrounds the mansion. M3. Library Tall
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wall opposite the entrance. M2. Patio A semicircular patio paved with gray flagstones is nestled against the building, lit by the swirling indigo miasma that surrounds the mansion. M3. Library Tall
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
clouds of Vocath is a structure made of gray and black stone, with large crystal formations jutting from the underside. Docks radiate outward from a building that is capped by a crystal dome. Several
ships are moored here, including a galleon and four others that are shaped like a wasp, a scorpion, a lamprey, and a bird, respectively.
Attached to the main building is a tower that has its own






