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Returning 35 results for 'buttons bad diffusing closed region'.
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Monsters
Eberron: Rising from the Last War
’s lair is known to touch remote areas of the Shadow Marches and caverns below Xen’drik. A region containing a passage to Belashyrra’s lair is warped by its magic, which creates one or
close my eyes, I see my past misdeeds.”
5
“I don’t trust my sight. I have no idea what’s real and what’s a hallucination.”
6
“Something watches the world through my eyes. To thwart them, I keep my eyes closed or covered.”
Poison, Psychic
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
about to kill everyone. This sets the stage for countless bad decisions, from leaders making terrible sacrifices or permitting amoral acts to individuals making fatalistic choices. Everyone in Falkovnia
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L9. Sewing Room A closed, unlocked door connects this room to a 5-foot-high wooden balcony that overlooks Granny Nightshade’s garden (area L5). “Dunderhead!” cries a scratchy voice as you enter this
-sized doll with buttons for eyes. An animated carpet prances around the children, who pay it no attention. The sewing room contains rolls of fabric, bobbins of thread, knitting needles, and pincushions
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L9. Sewing Room A closed, unlocked door connects this room to a 5-foot-high wooden balcony that overlooks Granny Nightshade’s garden (area L5). “Dunderhead!” cries a scratchy voice as you enter this
-sized doll with buttons for eyes. An animated carpet prances around the children, who pay it no attention. The sewing room contains rolls of fabric, bobbins of thread, knitting needles, and pincushions
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L9. Sewing Room A closed, unlocked door connects this room to a 5-foot-high wooden balcony that overlooks Granny Nightshade’s garden (area L5). “Dunderhead!” cries a scratchy voice as you enter this
-sized doll with buttons for eyes. An animated carpet prances around the children, who pay it no attention. The sewing room contains rolls of fabric, bobbins of thread, knitting needles, and pincushions
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
eye and ten small peripheral eyes. (Hidden behind the tapestry is a secret door.)
Crystal Door. A crystal door in one corner of the room stands closed. Beyond the door is a small, magically lit
. Embedded in the wall next to the door is a brass panel with four brass buttons arranged in a diamond formation. (A similar panel appears inside the chamber.)
Light. A crystal dome in the ceiling sheds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Evil, for now. Over the next few months, the region returns to its tranquil state. It’s still a frontier, but monster predations and banditry decline. The weather returns to normal, even if the people
of Red Larch point out that “normal weather means bad weather around here, and unpredictable besides.” Some tavern talk can be overheard about occupying the Haunted Keeps to scare away unwanted
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
references for Athas. The Harpers The Veiled Alliance The Veiled Alliance is a secret society dedicated to the overthrow of the evil sorcerer-kings who dominate the Tyr Region. Like the Harpers, its
another of the city-states. The Free is a tenuous, disorganized society or fellowship of the slave tribes of the Tyr Region. Even though the tribes do not cooperate with each other, they share
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
references for Athas. The Harpers The Veiled Alliance The Veiled Alliance is a secret society dedicated to the overthrow of the evil sorcerer-kings who dominate the Tyr Region. Like the Harpers, its
another of the city-states. The Free is a tenuous, disorganized society or fellowship of the slave tribes of the Tyr Region. Even though the tribes do not cooperate with each other, they share
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
references for Athas. The Harpers The Veiled Alliance The Veiled Alliance is a secret society dedicated to the overthrow of the evil sorcerer-kings who dominate the Tyr Region. Like the Harpers, its
another of the city-states. The Free is a tenuous, disorganized society or fellowship of the slave tribes of the Tyr Region. Even though the tribes do not cooperate with each other, they share
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Many of the stalls in the town’s paved central market are closed as locals shore up buildings damaged by the recent earthquake or reinforce the town walls.
Enough local shops are still open that the
named Xocopol roams the territory around Etizalan and its volcano, and the folk of the city know to avoid him. When the characters are ready to depart, Ameyali provides a map of the region outlining the path to Twin Gods Observatory.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Many of the stalls in the town’s paved central market are closed as locals shore up buildings damaged by the recent earthquake or reinforce the town walls.
Enough local shops are still open that the
named Xocopol roams the territory around Etizalan and its volcano, and the folk of the city know to avoid him. When the characters are ready to depart, Ameyali provides a map of the region outlining the path to Twin Gods Observatory.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Many of the stalls in the town’s paved central market are closed as locals shore up buildings damaged by the recent earthquake or reinforce the town walls.
Enough local shops are still open that the
named Xocopol roams the territory around Etizalan and its volcano, and the folk of the city know to avoid him. When the characters are ready to depart, Ameyali provides a map of the region outlining the path to Twin Gods Observatory.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature’s next turn. 86–90 In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature’s next turn. 86–90 In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the East Shar Fanatical Suloise militarists called the Scarlet Order founded the Hidden Empire of Shar, which is closed to outsiders. The order controls the peninsula west of the Tilva Strait, as far
Aerdi tribe of humans that conquered the region and established the Great Kingdom almost 800 years ago. The Aerdi valued common sense, hard work, and knowing one’s place in a strict social order
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature’s next turn. 86–90 In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must
, fauna, structures, and inhabitants might remain unaffected, the land’s innate character takes on new qualities. A supernatural region is permeated by a preternatural force in an area as large or small as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the East Shar Fanatical Suloise militarists called the Scarlet Order founded the Hidden Empire of Shar, which is closed to outsiders. The order controls the peninsula west of the Tilva Strait, as far
Aerdi tribe of humans that conquered the region and established the Great Kingdom almost 800 years ago. The Aerdi valued common sense, hard work, and knowing one’s place in a strict social order
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the East Shar Fanatical Suloise militarists called the Scarlet Order founded the Hidden Empire of Shar, which is closed to outsiders. The order controls the peninsula west of the Tilva Strait, as far
Aerdi tribe of humans that conquered the region and established the Great Kingdom almost 800 years ago. The Aerdi valued common sense, hard work, and knowing one’s place in a strict social order
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whole creature and still be hungry. If you’re bad, she’ll come in the night and carry you away. She’ll make a lantern of your skull and torment you until the end of time. And she’s the least
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whole creature and still be hungry. If you’re bad, she’ll come in the night and carry you away. She’ll make a lantern of your skull and torment you until the end of time. And she’s the least
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
whole creature and still be hungry. If you’re bad, she’ll come in the night and carry you away. She’ll make a lantern of your skull and torment you until the end of time. And she’s the least
region. Gnolls, orcs, and goblins commonly sought haven here, as well as ogres, trolls, harpies, minotaurs, medusas, tieflings, changelings, lycanthropes, and other races unwelcome in civilized lands. In
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime. *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime. *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer-Konig The white, snow-covered slopes of Kelvin’s Cairn loom large behind this quiet lakeside town. Caer-Konig started as a camp for a group of mountaineers from the northern Moonsea region. As
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer-Konig The white, snow-covered slopes of Kelvin’s Cairn loom large behind this quiet lakeside town. Caer-Konig started as a camp for a group of mountaineers from the northern Moonsea region. As
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer-Konig The white, snow-covered slopes of Kelvin’s Cairn loom large behind this quiet lakeside town. Caer-Konig started as a camp for a group of mountaineers from the northern Moonsea region. As
that keeps the townsfolk from leaving is the beer at the local tavern, which never seems to run out. As if things weren’t bad enough, the town has suffered several mysterious break-ins recently, with
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime. *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
victims to their growing horde — and unless they are somehow checked, Syrgaul’s forces become the scourge of both land and sea in the entire region. Even if the characters turn back the drowned ones
the rift closed off, the Pit of Hatred might continue to be a lurking threat. With the seal restored, the evil beyond is left to fester — frustrated and perhaps seeking ways to break free, stronger and






