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Returning 35 results for 'building before diffusing curious replaced'.
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Monsters
Fizban's Treasury of Dragons
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
. The dragon adds a feather to a necklace for each harpy slain.
4
A curious water elemental supplies a young topaz dragon with aquatic delicacies so as to learn more about the dragon.
5
A
Backgrounds
Guildmasters’ Guide to Ravnica
concepts explained to them.
5
I describe everything that happens as if it were going into my research notes (and it often is).
6
I am insatiably curious about the seemingly infinite forms and
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
Ancient Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
, they use local settlements—and any competent visitors—as pawns in their struggle.
4
An ancient deep dragon has put the folk of a city to work building the dragon a metropolis to rule
dragons’ lairs serve as bases for the dragons’ explorations, as well as providing safe storage for their hoards. When these curious creatures are away from home searching out new
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghost Orchid Tepui When a character enters the giant termite mound in the Llanos, read the following description: The Llanos vanishes, replaced by the earthy scent of jungle. As you emerge through a
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghost Orchid Tepui When a character enters the giant termite mound in the Llanos, read the following description: The Llanos vanishes, replaced by the earthy scent of jungle. As you emerge through a
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghost Orchid Tepui When a character enters the giant termite mound in the Llanos, read the following description: The Llanos vanishes, replaced by the earthy scent of jungle. As you emerge through a
, colorful flora, and curious insects. Creatures that wander into the rain forest find it increasingly dense and difficult to traverse. After an hour of travel, creatures emerge near the Ghost Orchid
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
detailed history of that item while guiding curious guests to (or away from) it. Sapphire Dragon Art Objects d6 Object
1 A battle standard showing the coat of arms of an ancient realm the
dragon failed to protect
2 A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
detailed history of that item while guiding curious guests to (or away from) it. Sapphire Dragon Art Objects d6 Object
1 A battle standard showing the coat of arms of an ancient realm the
dragon failed to protect
2 A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
detailed history of that item while guiding curious guests to (or away from) it. Sapphire Dragon Art Objects d6 Object
1 A battle standard showing the coat of arms of an ancient realm the
dragon failed to protect
2 A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noise of crashing walls and shattered timbers fades, replaced by the screams of people trapped in the wreckage.
There are 1d4 + 1 people trapped in the collapsed building. All of them are commoners
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noise of crashing walls and shattered timbers fades, replaced by the screams of people trapped in the wreckage.
There are 1d4 + 1 people trapped in the collapsed building. All of them are commoners
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noise of crashing walls and shattered timbers fades, replaced by the screams of people trapped in the wreckage.
There are 1d4 + 1 people trapped in the collapsed building. All of them are commoners
, roll on the table or choose a development you think might spur the character into action. Town in Chaos d20 Development
1–3 Building collapse
4–6 Enlarged duergar
7–9 Invisible
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
and phase spiders in the keep, using the rules for encounter building in the Dungeon Master’s Guide to create an appropriate challenge. Weaker Construct. The stone golem in area 4 can be replaced with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Archpriest’s Chambers These caves are coated in slime. 21a. Making a God Kuo-toa. Noolgaloop, a kuo-toa archpriest, is building a statue in the middle of this 30-foot-high cave while two kuo-toa
bare-chested male sea elf. Its hands have been replaced with troglodyte claws, and additional limbs have been added in the form of a bugbear’s severed arms. A pair of rusty shortsword blades thrust
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Archpriest’s Chambers These caves are coated in slime. 21a. Making a God Kuo-toa. Noolgaloop, a kuo-toa archpriest, is building a statue in the middle of this 30-foot-high cave while two kuo-toa
bare-chested male sea elf. Its hands have been replaced with troglodyte claws, and additional limbs have been added in the form of a bugbear’s severed arms. A pair of rusty shortsword blades thrust
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Archpriest’s Chambers These caves are coated in slime. 21a. Making a God Kuo-toa. Noolgaloop, a kuo-toa archpriest, is building a statue in the middle of this 30-foot-high cave while two kuo-toa
bare-chested male sea elf. Its hands have been replaced with troglodyte claws, and additional limbs have been added in the form of a bugbear’s severed arms. A pair of rusty shortsword blades thrust
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->Sword Coast Adventurer’s Guide
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
building where the Speakers of Helm’s Hold meet. The Speakers are the duly elected representatives of the hold, numbering eight in all, plus the Chief Speaker. The current Chief Speaker is Amarandine
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
building where the Speakers of Helm’s Hold meet. The Speakers are the duly elected representatives of the hold, numbering eight in all, plus the Chief Speaker. The current Chief Speaker is Amarandine
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
building where the Speakers of Helm’s Hold meet. The Speakers are the duly elected representatives of the hold, numbering eight in all, plus the Chief Speaker. The current Chief Speaker is Amarandine
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches.
7 A topaz dragon has developed a taste for merfolk
enjoy taunting a young topaz dragon who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain.
4 A curious water elemental supplies a young topaz dragon with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches.
7 A topaz dragon has developed a taste for merfolk
enjoy taunting a young topaz dragon who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain.
4 A curious water elemental supplies a young topaz dragon with
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches.
7 A topaz dragon has developed a taste for merfolk
enjoy taunting a young topaz dragon who has moved into their territory. The dragon adds a feather to a necklace for each harpy slain.
4 A curious water elemental supplies a young topaz dragon with
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. St. Andral’s crypt is a 10-foot-square, 5-foot high chamber beneath the chapel. To reach the crypt, Milivoj used his shovel to pry up the chapel floorboards. (The boards have since been replaced.) If
vulnerable to attack by Strahd’s minions (see “St. Andral’s Feast” in the “Special Events” section at the end of this chapter). If the bones are returned to their resting place, St. Andral’s church once again becomes hallowed ground, as though the building was protected by a hallow spell.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. St. Andral’s crypt is a 10-foot-square, 5-foot high chamber beneath the chapel. To reach the crypt, Milivoj used his shovel to pry up the chapel floorboards. (The boards have since been replaced.) If
vulnerable to attack by Strahd’s minions (see “St. Andral’s Feast” in the “Special Events” section at the end of this chapter). If the bones are returned to their resting place, St. Andral’s church once again becomes hallowed ground, as though the building was protected by a hallow spell.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. St. Andral’s crypt is a 10-foot-square, 5-foot high chamber beneath the chapel. To reach the crypt, Milivoj used his shovel to pry up the chapel floorboards. (The boards have since been replaced.) If
vulnerable to attack by Strahd’s minions (see “St. Andral’s Feast” in the “Special Events” section at the end of this chapter). If the bones are returned to their resting place, St. Andral’s church once again becomes hallowed ground, as though the building was protected by a hallow spell.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that war. The Great Drunkard This walking statue stopped its rampage as it approached the Market, then fell backward and sat upon a building. When it settled, its arms fell limp at its sides and its
cobbles. The rubble of the crushed building was long ago rebuilt into a broad stone stair (with railings and a ramp that drunkards are often rolled down) that ascends from the cobbles to the statue’s lap
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that war. The Great Drunkard This walking statue stopped its rampage as it approached the Market, then fell backward and sat upon a building. When it settled, its arms fell limp at its sides and its
cobbles. The rubble of the crushed building was long ago rebuilt into a broad stone stair (with railings and a ramp that drunkards are often rolled down) that ascends from the cobbles to the statue’s lap
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that war. The Great Drunkard This walking statue stopped its rampage as it approached the Market, then fell backward and sat upon a building. When it settled, its arms fell limp at its sides and its
cobbles. The rubble of the crushed building was long ago rebuilt into a broad stone stair (with railings and a ramp that drunkards are often rolled down) that ascends from the cobbles to the statue’s lap
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
conversationalist. Laylee has a curious mind and a talent for tools and building. She serves as Myla’s helper. Mumpo is so audaciously courageous that he stole a copper piece from Runara’s hoard. He’s convinced she
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
conversationalist. Laylee has a curious mind and a talent for tools and building. She serves as Myla’s helper. Mumpo is so audaciously courageous that he stole a copper piece from Runara’s hoard. He’s convinced she






