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                        Returning 35 results for 'coming wind reveals'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
                                                
                                            
                                        
                                                    Adult Brass Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
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                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15 Strength saving throw or be pushed 15 feet away from
                                                
                                            
                                                
                                                     the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns, have a 50 percent chance of being extinguished
                                                
                                            
                                        
                                                    Ancient Brass Dragon
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     initiative ties), the dragon takes a lair action to cause one of the following effects:
A strong wind blows around the dragon. Each creature within 60 feet of the dragon must succeed on a DC 15
                                                
                                            
                                                
                                                     Strength saving throw or be pushed 15 feet away from the dragon and knocked prone. Gases and vapors are dispersed by the wind, and unprotected flames are extinguished. Protected flames, such as lanterns
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    . Mounted above the stone hearth is a dire wolfâs head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     below. A cold, bitter wind spins dead leaves about him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky
                                                
                                            
                                                
                                                     smile as his dark plan unfolds. He knew they were coming, and he knows why they have comeâall according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Netheril As the adventurers walk along the dunes, a cold wind howls across the desert. The shrieks of the wind soon turn to cries of anguish, as if coming from tortured souls. Bedine nomads believe
                                                
                                            
                                                
                                                     that these are the voices of evil wizards who are enduring an eternity of punishment for defying the gods and dooming the land to ruin. To the Bedine, the wind is an ill omen.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    F. River Ivlis Crossroads Check for a random encounter whenever the characters reach area F, unless they are accompanied by Vistani. An old wooden gallows creaks in a chill wind that blows down from
                                                
                                            
                                                
                                                     from the gallows. Characters who dig up the graves find rotted coffins containing moldy bones. The Hanged One As the characters leave the area, read: You hear a creaking noise behind you, coming from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     reveals that the youths arenât really dancing but fighting off swarms of bats. The red marble staircase that started on the first floor continues its upward spiral to area 11. A cold draft can be felt coming down the steps.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    5. Raucous Mesa This chamber was sculpted by faerzress with the side effect of trapping sound. The glow of faerzress shifts across this chamber as if pushed by an unseen wind. It flows toward and
                                                
                                            
                                                
                                                     around a large mesa and continues to spiral upward, but the ceiling of the cavern is too dark and high to see. You hear murmurs and whispers coming from atop the mesa, which grow louder as you approach
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , and rusty chain mail. Fortunes of Ravenloft If your card reading reveals that a treasure is here, read: The swirling snow assumes the forms of thin, young women. The wind howls, âBegone! The treasure is
                                                
                                            
                                                
                                                    T6. Guard Tower Rooftop Ten-foot-tall, gold-plated statues stand atop the battlements, facing outward. Each one depicts a female human knight holding a lance. The cold wind stirs the snow, under
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     makes up this place. The stone walls allow the wind free reign here in the temple, and have littered the floor with sand, pebbles, and stones that kick up as the adventurers walk across them. Traps
                                                
                                            
                                                
                                                     managed to slay the creature, but not before it took one of them down. On the floor of this chamber is a dead mind flayer. Its insides are filled with sand and pebbles. Detect magic reveals residual magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     After the Second Wind passes through or circles around the wrecked ships, an invisible, chaotic neutral will-oâ-wisp slips aboard the Second Wind and reveals its presence: A tiny ball of light appears
                                                
                                            
                                                
                                                    , and two star moths.â
 Kruxâs count is accurate. If Topolah is aboard the Second Wind, she recognizes the flying fish ships, lamprey ships, and squid shipsâthey account for roughly half of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Approaching the Chasm A yawning chasm ahead of you threatens to devour you as if it were a giant, icy maw. The wind sweeping through the mountains canât drown out the inhuman cackling that echoes in
                                                
                                            
                                                
                                                     beyond the range of the charactersâ light sources and darkvision.) A search of the surrounding area reveals a cave mouth near the south end of the chasm (area Z1). Within the cave mouth are steps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, âBOOM-badda-BOOM-badda!â 4 One statue says, âDonât forget to pick up your participation trophy on the way
                                                
                                            
                                                
                                                     out.â 5 One statue says, âGive me an H!â 6 One statue asks, âHey, have you seen my cat?â 7 One statue screams, âThe call is coming from inside the mountain!â 8 One statue says, âDie!â as it casts a power word kill spell targeting the creature that triggered the sound effect.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     might learn which direction to head. If the characters have trouble determining where to go, a character who succeeds on a DC 20 Wisdom (Perception) check can hear, amid the howling wind, sounds of
                                                
                                            
                                                
                                                     battle coming from the northwest. Interrogating Demons If the characters defeat and interrogate the demons in this area, they learn that a powerful vampire made haste recently toward the northwest. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     full rapport with the characters and their myconid allies. The entity reveals that Zuggtmoy has already infected its mind with her demonic influence, which Araumycos can feel growing in strength. Itâs
                                                
                                            
                                                
                                                     more of the infected area, the view beyond the bounds of the skull chamber begins to darken. When the area reaches 0 hit points, a powerful psychic wind howls through the area. Each character must make
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and Iâm told thereâs a secret door inside that leads to a dungeon
                                                
                                            
                                                
                                                     corpse reveals what it knows, Zodge gives that information to the characters. With the knowledge provided by Tarina or her corpse, the characters can head to the bathhouse and search for the dungeon hidden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     eyes widen, then narrow. âWhatâs this foul treachery?â he hisses.
 Unbeknownst to anyone aboard the Second Wind, Agony the ghost has taken possession of Flinch. Before the players roll initiative for
                                                
                                            
                                                
                                                     disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with âShipless Pursuitâ below. Otherwise, skip ahead to âAboard the Second Wind.â Shipless Pursuit Without the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     (using a gust of wind spell, for example) reveals the circle to all. To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (âDraezirâ) can be found on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    5a. Tower Base Wind moans through the open interior of the ancient tower attached to the manor. Stairs curve from the floor to circle the dark granite walls and vanish into a chamber high above
                                                
                                            
                                                
                                                    . Blood runs down the northwestern wall, outlining the hidden alcove. This part of the wall has AC 16, 20 hit points, and immunity to poison and psychic damage. Opening the alcove reveals a cramped space
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     (using a gust of wind spell, for example) reveals the circle to all. To travel through the gate, a command word must be spoken aloud (a whisper will do). The command word (âDraezirâ) can be found on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , the moon, the stars, and clouds, though there is no wind or breeze to speak of. During the day, the warmth of the sun can be felt, and at night the temperature drops as one would expect. Despite
                                                
                                            
                                                
                                                     appearances, the walls and ceilings are still very much in place, and a true seeing spell or similar magic reveals them. A magic calendar stone in area 6k allows one to change the time of day, the weather
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Chapter 1: Character Creation The skyscrapers of Sharn rise up before you, the spires glimmering with magical lights. Or wind rushes through your hair as the airship youâre riding races toward
                                                
                                            
                                                
                                                     a heavily armored warforged stands guard Building on the bookâs introduction, this chapter reveals how you can create a character shaped by Eberron and its war-filled history. The chapter offers you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    To the Edge of Wildspace Once the characters are aboard the Second Wind and safely off the Rock of Bral, Krux reveals his plan to them: to travel to another Wildspace system called Doomspace, where
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                    .â 
   2  âSavage half-orcs have been spotted in the wilds outside of town, just standing there watching us. Troubleâs coming, thatâs for sure.â 
   3  âThere are a couple of fancy pleasure barges
                                                
                                            
                                                
                                                    !â 
   5  âFisher folk have reported seeing strange fogbanks at sea that move against the wind. Those who dared sail closer say they heard the sound of drumming from somewhere deep within.â 
   6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     recall that each of other mephits disappeared during a volcanic eruption, as ash and embers were falling from the sky. A legend lore spell reveals that all three mud pits are portals to the Elemental
                                                
                                            
                                                
                                                     Plane of Earth and that a special âgate keyâ is needed to unlock them from this side. The gate key is any open flame. (The flame and the mud pit symbolize the coming together of the four elements
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     archdevil makes it possible for the barlgura to escape. If the characters return to the obelisk with the news, Ubbalux begrudgingly accepts these terms and reveals the location of the Crypt of the
                                                
                                            
                                                
                                                     Hellriders on the playersâ map. Ubbalux says that the death knight Olanthius, guardian of the tomb, knows the secret location of the Bleeding Citadel. The demon also reveals that âFor Gloryâ is the pass phrase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     the years.) The water otherwise tastes sweet and fresh. The gazebo is so frail that it wouldnât take more than a strong wind to knock it over. It remains standing because itâs protected from the
                                                
                                            
                                                
                                                     Shrine of the White Sun, though they have no idea why their ancestors named it so. Fortunes of Ravenloft If your card reading reveals that a treasure is here, the item is hidden under the gazebo. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    13. Runestone Caverns An immense central cavern (area 13a) has several smaller caverns extending off it (areas 13b through 13f). A howling wind echoes throughout this area, and its source can be
                                                
                                            
                                                
                                                     afoul of the golem in area 2 and was mortally wounded. It retreated to this cavern and died here. Treasure. Cutting open the xornâs carcass reveals an undigested ring of x-ray vision and a lumpy, half
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     uneven ground. Valleys and ridges channel travel in certain directions. Mountain ranges present forbidding barriers traversed only by remote passes. Even the most trackless desert reveals favored
                                                
                                            
                                                
                                                     routes, where explorers and caravan drivers have discovered areas of wind-blasted rock that are easier to traverse than shifting sand. If the party veers off track, you might be able to relocate one or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
                                                    
                                                
                                            
                                                     fool?
 Even a beholder wouldnât have seen that one coming!
 Hurry! âTis best I die quickly.
 I would tear the world in two for a quaff.
 Lend me your hand. There is something I must show you.
 How
                                                
                                            
                                                
                                                    !
 We danced too long; now all the music is gone.
 Night comes, and we must away!
 Such humor. I can barely hold my sides.
 I smell a foul wind.
 Who goes there, on this woebegone, rain-lashed night
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     following boxed text to the players: As darkness descends on the city, you see windows light up the towers around you from bottom to top. A cool wind whisks between you, drowning out the other noises
                                                
                                            
                                                
                                                    , âThanks for coming.â
 Sergeant Germaine Vilroy (neutral female Brelish human veteran) greets the characters then gets down to business.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
 The north end of the tunnel forms the bottom of a widening shaft that
                                                
                                            
                                                
                                                     blunt rocks and cave floor. The walls are rough and can be climbed with a successful DC 10 Strength (Athletics) check. The chasm fills with wind, thunder, or lightning at random times. If one or more
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     fool?
 Even a beholder wouldnât have seen that one coming!
 Hurry! âTis best I die quickly.
 I would tear the world in two for a quaff.
 Lend me your hand. There is something I must show you.
 How
                                                
                                            
                                                
                                                    !
 We danced too long; now all the music is gone.
 Night comes, and we must away!
 Such humor. I can barely hold my sides.
 I smell a foul wind.
 Who goes there, on this woebegone, rain-lashed night
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroesâ Feast: Saving the Childrenâs Menu 
                                                    
                                                
                                            
                                                     greenhouse is built into the east side of the house, and a large barn is attached to the north side. Soft mooing can be heard coming from the barn. Rows of beans, garlic, shallots, cabbages, onions, and other
                                                
                                            
                                                
                                                     Detect Magic spell reveals that a faint aura of enchantment magic emanates from the seeds. Arthurâs Grave West of the house is a small graveyard with three simple graves. The graves lack headstones or any
                                                
                                            
                                        






