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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Redwaters, the shallowest lake, almost completely freezes in winter, making the fishing there difficult. Lac Dinneshere catches the worst of the winds blowing off the Reghed Glacier to the east and thus
. People from Good Mead, Lonelywood, and Termalaine burn wood salvaged from nearby forests to heat their houses. In the other towns of Icewind Dale, wood is too precious a commodity to burn, so whale oil
Compendium
- Sources->Dungeons & Dragons->Monster Manual
typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
typically burn in shades of orange and red, but other colors are possible. Most on the Material Plane are summoned by magical means, or they might appear near rifts amid desert depths, volcanoes
, wildfires, or magma flows that connect to their home plane. All the elements bow to fire. The strongest earth melts. Water boils. Even air ignites. We are all souls of flame, and we know what it is to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of rage and your proclivity for blowing things up first and asking questions later. But you take it all in stride, because it’s not like you have a temper or anything. Wild Magic In business, an
good, and kudos to your teammates for all their hard work on that stuff. But when a plan needs subtle refinement based on unexpected developments in the marketplace, you’re the one who’ll thoughtfully tear that plan up, burn it to ash, and just wing it.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
hit points, her jet pack explodes in a 20-foot-radius sphere, blowing Tockworth to smithereens. Every other creature within that sphere must succeed on a DC 15 Dexterity saving throw or take 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
hit points, her jet pack explodes in a 20-foot-radius sphere, blowing Tockworth to smithereens. Every other creature within that sphere must succeed on a DC 15 Dexterity saving throw or take 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
hit points, her jet pack explodes in a 20-foot-radius sphere, blowing Tockworth to smithereens. Every other creature within that sphere must succeed on a DC 15 Dexterity saving throw or take 16 (3d10
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless
across Icewind Dale’s rough, snowy tundra is given in the Overland Travel table. Travel is less time-consuming on the snowy roads and trails that connect the settlements of Ten-Towns, as discussed in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless
across Icewind Dale’s rough, snowy tundra is given in the Overland Travel table. Travel is less time-consuming on the snowy roads and trails that connect the settlements of Ten-Towns, as discussed in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
due to blowing snow. Any creature that is concentrating on a spell in a blizzard must succeed on a DC 10 Constitution saving throw at the end of its turn or lose its concentration on the spell unless
across Icewind Dale’s rough, snowy tundra is given in the Overland Travel table. Travel is less time-consuming on the snowy roads and trails that connect the settlements of Ten-Towns, as discussed in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kent Davis The first of Nine Hells, Avernus, is an eternal battlefield in the Blood War By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kent Davis The first of Nine Hells, Avernus, is an eternal battlefield in the Blood War By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Kent Davis The first of Nine Hells, Avernus, is an eternal battlefield in the Blood War By Asmodeus’s orders, no planar portals connect directly to the lower layers of the Nine Hells. The first layer
burn with a furious white light that can cause creatures looking upon her to burst into flame. Her seat of power is a flying basalt citadel that rakes the battlefields of Avernus. Dis Dis, the second
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
courageous adventurers can withstand the torment and horror of that journey. Avernus. No planar portals connect directly to the lower layers of the Nine Hells, by Asmodeus’s orders. As such, the first
been ruined by fire. Her eyes burn with a furious white light that can cause creatures looking upon her to burst into flame. Dis. Dis, the second layer of the Nine Hells, is a labyrinth of canyons wedged
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
god of misfortune floating at a far-flung edge of the Astral Plane. From here, portals connect to locations across the multiverse. Colcook. Colcook (lawful evil, tiefling assassin) is friendly and eager
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
becomes real permanently. A creature brought into being in this way is under the DM’s control and uses whichever stat block best matches its form. In addition, the damage to the runes causes the crystal disk to burn out, making the chamber no longer functional.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of which are flammable. If purposefully set aflame, all of the offerings burn up in less than 10 minutes. A character who succeeds on a DC 14 Wisdom (Perception) check notices a blue stone urn amid
mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of which are flammable. If purposefully set aflame, all of the offerings burn up in less than 10 minutes. A character who succeeds on a DC 14 Wisdom (Perception) check notices a blue stone urn amid
mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
becomes real permanently. A creature brought into being in this way is under the DM’s control and uses whichever stat block best matches its form. In addition, the damage to the runes causes the crystal disk to burn out, making the chamber no longer functional.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
becomes real permanently. A creature brought into being in this way is under the DM’s control and uses whichever stat block best matches its form. In addition, the damage to the runes causes the crystal disk to burn out, making the chamber no longer functional.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of which are flammable. If purposefully set aflame, all of the offerings burn up in less than 10 minutes. A character who succeeds on a DC 14 Wisdom (Perception) check notices a blue stone urn amid
mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Node’s Doorstep Wind blowing from area N15 intensifies as it passes through this area, extinguishing torches and other open flames. Several windy tunnels meet at a chasm. Ledges along the cavern walls
tunnels, a mighty gale blows from the northern way, making a constant howl. Two braziers burn with green flame, lighting the area. Numerous rock columns join the floor to the ceiling. Severed silk ropes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Node’s Doorstep Wind blowing from area N15 intensifies as it passes through this area, extinguishing torches and other open flames. Several windy tunnels meet at a chasm. Ledges along the cavern walls
tunnels, a mighty gale blows from the northern way, making a constant howl. Two braziers burn with green flame, lighting the area. Numerous rock columns join the floor to the ceiling. Severed silk ropes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
unchallenged. 23. Guard Room A huge horn rests upon the small table in the center of the room; blowing it calls the dire wolves. Eight stools and two benches line the walls, and a sheaf of eighteen
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Node’s Doorstep Wind blowing from area N15 intensifies as it passes through this area, extinguishing torches and other open flames. Several windy tunnels meet at a chasm. Ledges along the cavern walls
tunnels, a mighty gale blows from the northern way, making a constant howl. Two braziers burn with green flame, lighting the area. Numerous rock columns join the floor to the ceiling. Severed silk ropes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
leads north from area 1 is dim, shadowy, and generally deserted and ignored, for all of the feasting and fun lies beyond, in the great hall itself. A few torches burn smokily high up along either wall
unchallenged. 23. Guard Room A huge horn rests upon the small table in the center of the room; blowing it calls the dire wolves. Eight stools and two benches line the walls, and a sheaf of eighteen






