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Returning 22 results for 'cold cloaks'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doesn’t know how long she is expected to wait, but her patience has limits. A Cold Reception A blizzard is tearing through Mistshore, turning its rotten tenements into dark, looming shapes behind veils of
underneath the docks are three street urchins wearing frayed cloaks and gloves. They dart in and out of view, hurling snowballs at each other and laughing as the blizzard batters the structures above
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Map 5.2: mayor duvezin's house View Player Version H1. Entryway Dust covers everything in this wide hallway. Moth-eaten cloaks hang from hooks on the left-hand wall. To the left and the right, hallways
windows, the only light within the house. The cloaks are too decayed to be of any use. H2. Assembly Room Chairs are arranged in staggered rows with their backs to the door, facing a podium in the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
toward loose-fitting shirts and wide-legged pants, voluminous cloaks for cold or wet weather, and sturdy boots. This region’s cuisine represents a fusion of Central Flan dishes of rice, potato, and
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
noisy activity that attracts the attention of the Redbrands in area R2. Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than
second holds 12 sp and 5 gp; and the third holds 20 cp, 11 ep, and two garnets worth 10 gp each. Additionally, three dirty scarlet cloaks that are the Redbrands’ uniform hang from the bunks. R3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, sailing, and warfare. Their clothing includes shirts and pants made of wool, augmented with furs, capes, mittens, and warm boots. They often wear large pins, brooches, or emblems in their cloaks as a
Hills from the incursion of the hideous monsters that serve Iuz. Several large battles between Wegwiur and the forces of Iuz have taken place in that area. Northern Flanaess Adventures The cold north is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
foreign traders sell their wares. Tents and covered wagons provide some shelter against the cold wind, but not much. In a few places, campfires with people huddled around them crackle and smoke. One
Order of the Gauntlet. He’s hoping that a few shots of Flamebeard’s Firebrandy will keep a nasty cold at bay while he keeps an eye out for a dwarf named Worvil “the Weevil” Forkbeard, a criminal
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
at the back of the room has some giant-sized cloaks and sleeping garments hanging from bronze hooks on the wall, as well as a giant barrel of wine. Treasure Atop the wooden table are a 5-foot-tall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
(use the hill giant statistics, plus immunity to cold damage), and three young frost giants (use the ogre statistics, plus immunity to cold damage) call this place home. If the frost giant is killed, the
cloaks, capes, and bags along the walls. Three huge lockers, three hampers, and six wardrobes make up the rest of the furnishings. The giants, some of them warriors and some of them servants, are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. CG1. Mud Room. Guests can remove and store dirty cloaks and boots here. CG2. Storage. Guests can store their traveling gear here. CG3. Dining Room. This room is furnished with two dining tables, each
, it is also hidden in the desk’s secret compartment. C7. Cloakroom This walk-in cloakroom contains the Cassalanter family’s expensive coats and cloaks, and it also has room for the garments of up to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
, and a crate filled with packing straw. Standing against the north wall is a cabinet without doors, in which hang three cloaks made of walrus hide. Also present is a fur-clad Zhentarim wizard, Nilraun
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
above. These draconic creatures have adapted well to the frigid environment, with white scales and Resistance to Cold damage. When the characters arrive, 1d3 of the wyverns are out hunting. Those that
them is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are approached by a pair of freelance bounty hunters named Sorelisa Zandra (N female Tethyrian human spy) and Naeremos (N male Illuskan human thug). The bounty hunters wear thick cloaks over their
adventurers. Sir Baric Nylef’s Quest Sir Baric is determined to find the Weevil. At this point, however, he fears that the trail has gone cold. He plans to remain in Bryn Shander only a couple more days
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
disagree as to how many days they’ve been here). They have seen a number of strange, shady people coming and going, including some who wore cloaks to conceal their features. The doors seemed to work
Stain • Lord’s Favor • Little Dagger • Mother Tongue • Cold Comfort • Summer Gold • Widow’s Wake
Reservation on Hold. The three people at the table nearest the door include Luna and Thalen (CG female
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
increase his challenge rating to 11 (7,200 XP): He has 187 (15d12 + 90) hit points. He has resistance to cold damage. He can speak Common and Giant. His greatsword deals an extra 7 (2d6) fire damage on a hit
gp, and his girdle is decorated with sixty-six garnets (worth 10 gp each). His magic cape grants resistance to cold damage. The gems embedded in Snurre’s throne include twelve pieces of sard (worth
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pool requires DC 10 Strength (Athletics) checks due to the swirling currents. Any creature that fails such a check is swept into the stream. The stream is 4 feet deep, cold, and swift. Any creature
the room, which is guarded by an air elemental myrmidon (see chapter 7). When intruders appear, the myrmidon levels its flail at them and asks in a cold voice, “Whom do you serve?” The myrmidon decides
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
DC 14 Wisdom (Perception) check. The spellbook contains the following spells: cone of cold, control water, counterspell, detect magic, fireball, fly, greater invisibility, ice storm, mage armor
The doors to these closets are locked from the outside. Port Closet. This closet abuts Jarlaxle’s cabin (area J30) and contains tailored outfits and cloaks for every season and occasion, as well as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Double stone doors lead into a barrel-vaulted area containing several furnaces. The eastern end of the chamber continues into a large, dark cave, from which a cold wind moans. A stream of water
. Treasure. In the cold forge in the northwest corner of the room, Snurrevin has stashed 320 gp, 1,100 sp, a gold necklace set with ruby stones worth 900 gp, and a potion of hill giant strength. 38. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Long Road. After all, cloaks and boots wear out just like wagon wheels, and anyone trudging for tendays on the road in raw spring weather or bitter winter cold soon comes to value warm garments very
. She’s heard many tales about fogs that persist in the Sumber Hills even in bright sunlight, and sudden gusts of hot wind sweeping west out of the hills where breezes have always been cold. There have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
feathered cloaks stand here with arms outstretched, as though waiting for the wind’s embrace or, perhaps, waiting for the wind to carry them somewhere far, far away.
A Howling Hatred priest and eight
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
black marble fireplace at one end and a sweeping red marble staircase at the other.
The door to a cloakroom on the east wall is slightly ajar; the black cloaks inside are damp.
The hall is bare of
marble staircase that started on the first floor continues its upward spiral to area D11. A cold draft flows down the steps. D7a–D7b: Servants’ Room and Closet An undecorated bedroom contains a pair of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
successful DC 25 Strength (Athletics) check. Destroying the Book. The book has Armor Class 15, 50 hit points, resistance to cold and fire damage, and immunity to poison and psychic damage. Dispelling the
with copper-bladed weapons.
A chest at the statue’s feet rests with its lid open, revealing a collection of rings, bracers, brooches, small weapons, cloaks, arrows, and rods.
This chamber is yet
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
crenellations, and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.
3. Crumbled Courtyard The
check fails by 5 or more, the trap goes off, stabbing the character unless the character succeeds on a DC 15 Dexterity saving throw. 5. Secret Pocket This pocket chamber is damp and cold. The skeletons of






