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Returning 35 results for 'comforts remaining glow to her reborn'.
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comfort reminding glow to her renown
comfort remaining glory to her renown
comfort reminding good to her reborn
comfort remaining good to her renown
Backgrounds
Guildmasters’ Guide to Ravnica
animate dead, plant growth
4th
giant insect, grasping vine
5th
cloudkill, insect plague
Golgari magic is often accompanied by a sickly green glow and a rotting
stench.
Suggested Characteristics
Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
height of 10 feet, such that all five gemstones face inward. Each of the remaining three pillars, in the west side of the room, bears an empty indentation where a similar gem is meant to be placed. The
three missing gems can be found in area 17. When all eight yellow sapphires are placed in their pillars, they glow brightly as the pillars’ magic activates. Any creature that enters the area inside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
height of 10 feet, such that all five gemstones face inward. Each of the remaining three pillars, in the west side of the room, bears an empty indentation where a similar gem is meant to be placed. The
three missing gems can be found in area 17. When all eight yellow sapphires are placed in their pillars, they glow brightly as the pillars’ magic activates. Any creature that enters the area inside
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery’s name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
sections of the tree crackle and glow with ancient embers, though Gorewood grows faster than any fire can destroy it. Wet, sticky tar seeps from Gorewood’s bark, fueling the tree’s eon-spanning burn
chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery’s name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet above the cavern floor and has four tunnels opening off it. A fiery glow spills out of the tunnel that leads to area 7d (see that area for details).
Secret Door. A secret door at the southwest
occupy this side cave. One troglodyte is at full health and guards the other three, which are wounded (each has 1d6 hit points remaining). If the characters offer magical healing to all the wounded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet above the cavern floor and has four tunnels opening off it. A fiery glow spills out of the tunnel that leads to area 7d (see that area for details).
Secret Door. A secret door at the southwest
occupy this side cave. One troglodyte is at full health and guards the other three, which are wounded (each has 1d6 hit points remaining). If the characters offer magical healing to all the wounded
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
were wounded by the goblins and ogres in the process of being captured; each has only 1d6 hit points remaining. The other prisoners found here are surviving members of local families. All the adults
Nespers are Tethyrian human pumpkin and squash farmers. None of them were killed in the giant attack, but three of them died at the hands of the goblins and ogres in the Dripping Caves. The remaining
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
were wounded by the goblins and ogres in the process of being captured; each has only 1d6 hit points remaining. The other prisoners found here are surviving members of local families. All the adults
Nespers are Tethyrian human pumpkin and squash farmers. None of them were killed in the giant attack, but three of them died at the hands of the goblins and ogres in the Dripping Caves. The remaining
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
necklace of fireballs with eight beads remaining. Acererak placed a curse on the necklace, which can be revealed by an identify spell. When any creature dons the cursed necklace, all its beads detonate at
unaware that the aarakocra are sheltering her great-grandchildren at Kir Sabal. Napaka knows that her grandmother, Zalkoré, languishes in the ruins of Nangalore. Even in death, Napaka pines for Omu to be reborn and repopulated. However, what she desires above all is the destruction of Acererak.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
necklace of fireballs with eight beads remaining. Acererak placed a curse on the necklace, which can be revealed by an identify spell. When any creature dons the cursed necklace, all its beads detonate at
unaware that the aarakocra are sheltering her great-grandchildren at Kir Sabal. Napaka knows that her grandmother, Zalkoré, languishes in the ruins of Nangalore. Even in death, Napaka pines for Omu to be reborn and repopulated. However, what she desires above all is the destruction of Acererak.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tree visible from outside breaks through the ruin’s marble floor and stretches through the collapsed ceiling. Around it, broken statues line the remaining walls, standing in crumbling alcoves.
The
statues as you deem appropriate. The character instantly recognizes the statue of the god whose symbol they just found. Divine Manifestation Soon after the characters enter the room, a faint glow
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tree visible from outside breaks through the ruin’s marble floor and stretches through the collapsed ceiling. Around it, broken statues line the remaining walls, standing in crumbling alcoves.
The
statues as you deem appropriate. The character instantly recognizes the statue of the god whose symbol they just found. Divine Manifestation Soon after the characters enter the room, a faint glow
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of Light. Excelsior’s auriferous streets and temples produce a warm, ambient glow, even at night. Evil creatures find the light repulsive. Euphoric Utopia. Excelsior is perfection incarnate. Fruits
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
) prevents the korreds from harming the characters. Appendix D has additional roleplaying notes for Argantle. As an action, Argantle can call forth the remaining six leaders of the korred clans of Yon
has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future. Bitter End used iron shears to cut off locks of Argantle’s hair. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of Light. Excelsior’s auriferous streets and temples produce a warm, ambient glow, even at night. Evil creatures find the light repulsive. Euphoric Utopia. Excelsior is perfection incarnate. Fruits
prefer the cloud-topped comforts of the Chandelier, the gate-town’s aerial district. Winged chariots act as taxis between the two realms, ferrying townsfolk up to sky-dwelling businesses and hanging
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
) prevents the korreds from harming the characters. Appendix D has additional roleplaying notes for Argantle. As an action, Argantle can call forth the remaining six leaders of the korred clans of Yon
has instructed her fellow korreds to ensconce themselves in stone, thus remaining in relative safety for the foreseeable future. Bitter End used iron shears to cut off locks of Argantle’s hair. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters set foot on the staircase for the first time, read: As you step onto the spiral staircase, a reddish light flares high overhead, then settles into a dull, pulsing red glow. You now see the full
is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow regains all its hit points at dawn if it has at least 1 hit point remaining. The Heart of Sorrow is held aloft by the will of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters set foot on the staircase for the first time, read: As you step onto the spiral staircase, a reddish light flares high overhead, then settles into a dull, pulsing red glow. You now see the full
is destroyed, and Strahd takes any leftover damage. The Heart of Sorrow regains all its hit points at dawn if it has at least 1 hit point remaining. The Heart of Sorrow is held aloft by the will of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain valley, an eerie glow betrays the monstrous outline of something stupendous and ominous. It looks like a cephalopod with slimy, ropey tentacles as thick as tree trunks that has tried and failed
a feast.
The mind flayers have lost the secret of manufacturing nautiloids, meaning that the loss of any vessel brings them one step closer to remaining trapped on the Material Plane.
Map 2.7: id ascendant View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mountain valley, an eerie glow betrays the monstrous outline of something stupendous and ominous. It looks like a cephalopod with slimy, ropey tentacles as thick as tree trunks that has tried and failed
a feast.
The mind flayers have lost the secret of manufacturing nautiloids, meaning that the loss of any vessel brings them one step closer to remaining trapped on the Material Plane.
Map 2.7: id ascendant View Player Version
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
coated in a mucilaginous glaze. Lighting. Bulbous growths cling to walls throughout. Their pulsing, sickly glow provides dim light. Slime. A film of sticky slime covers most surfaces. Random Encounters
two ochre jellies. Treasure. The four cultists each wear a gold mask of Zargon worth 50 gp. B69: Foul Chapel Sconces flicker in slimy alcoves within this ruined chapel, casting an eerie glow on five
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
coated in a mucilaginous glaze. Lighting. Bulbous growths cling to walls throughout. Their pulsing, sickly glow provides dim light. Slime. A film of sticky slime covers most surfaces. Random Encounters
two ochre jellies. Treasure. The four cultists each wear a gold mask of Zargon worth 50 gp. B69: Foul Chapel Sconces flicker in slimy alcoves within this ruined chapel, casting an eerie glow on five
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
places that they look engulfed in ice. The crystals glow sedately with a dim light.
Investigation reveals the crystals to be salt, though they have special properties (detailed in “Bluemaw Cave Features
. The remaining hoard includes 1,200 cp, 8,000 sp, 2,300 gp, 60 pp, twelve assorted gems worth 50 gp each, an ornate chalice worth 1,000 gp, and a pair of boots of levitation. Victory! Once the draconians
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
one of the wards have been dismantled or triggered by the aboleths that attacked the site. The sole remaining glyph is at the bottom level of the tower, in the doorway into area L2. The glyph is
obscene carpet of snakes. Below their pulsing glow, the pit descends into utter darkness.
Landgrave’s dedication to his mad goal is demonstrated by the success of his doomed digging effort. The pit that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
one of the wards have been dismantled or triggered by the aboleths that attacked the site. The sole remaining glyph is at the bottom level of the tower, in the doorway into area L2. The glyph is
obscene carpet of snakes. Below their pulsing glow, the pit descends into utter darkness.
Landgrave’s dedication to his mad goal is demonstrated by the success of his doomed digging effort. The pit that
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
places that they look engulfed in ice. The crystals glow sedately with a dim light.
Investigation reveals the crystals to be salt, though they have special properties (detailed in “Bluemaw Cave Features
. The remaining hoard includes 1,200 cp, 8,000 sp, 2,300 gp, 60 pp, twelve assorted gems worth 50 gp each, an ornate chalice worth 1,000 gp, and a pair of boots of levitation. Victory! Once the draconians
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
with a faint light. As one of the creatures shuffles through the ten-foot-wide gap between the two walls, it begins to glow as the walls do.
Creatures. The opening of the door has activated three
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magically charged disks into special slots. Those doors open automatically, remaining open until the disks are removed. The doors cannot be opened by any other means. Replica Modrons A number of
with a faint light. As one of the creatures shuffles through the ten-foot-wide gap between the two walls, it begins to glow as the walls do.
Creatures. The opening of the door has activated three
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
.
Creature. The fire elemental here flares out toward any creature it can see, but the runes on the wall glow more brightly when it does, and it stops short of making contact with any intruder. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
.
Creature. The fire elemental here flares out toward any creature it can see, but the runes on the wall glow more brightly when it does, and it stops short of making contact with any intruder. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.
Creature. In the glowing hall rests a fire snake. Belak used magic to
upright dragon. In the dragon’s mouth rests an empty tray.
The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless. 47. Belak’s Laboratory Two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.
Creature. In the glowing hall rests a fire snake. Belak used magic to
upright dragon. In the dragon’s mouth rests an empty tray.
The room once held items of importance to the old dragon cult. The remaining features are dust-covered and worthless. 47. Belak’s Laboratory Two
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are stacked in the middle of the room. Treasure. Seventeen of the bottles contain fine wine (10 gp per bottle). The remaining wines on display are common vintages (1 sp per bottle). V22. Sewer Tunnels
carcasses hang from four of the hooks, while the remaining two hooks are bare. V24. Dining Room The cultists dine here, though none are present when the characters first arrive. Two wooden trestle
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are stacked in the middle of the room. Treasure. Seventeen of the bottles contain fine wine (10 gp per bottle). The remaining wines on display are common vintages (1 sp per bottle). V22. Sewer Tunnels
carcasses hang from four of the hooks, while the remaining two hooks are bare. V24. Dining Room The cultists dine here, though none are present when the characters first arrive. Two wooden trestle