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Returning 18 results for 'conclusion relation glowing to have realized'.
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At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
forms, although they no longer shine as brightly as before. For most, the mark of the divine still lingers as a visible glow within their eyes, or faintly glowing Celestial runes on their otherwise
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Glowing quartz pillars stand around the temple perimeter, carved to look like natural columns. The glowing pillars have the appearance of buttresses, but only the four stone pillars in the middle of
top of the dais, the altar there released a clay golem that attacked them (see area 15b). Four duergar were smashed to a pulp before Skella realized that their weapons were having no effect on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Inscribed on the floor in the middle of the room is a 40-foot-diameter circle of glowing runes. Halaster uses it to summon an empyrean who owes him a favor. (The circle serves no other purpose
(see “Conclusion”). Halaster’s Throne The throne has the following magical properties: When seated in the throne, a creature can use a bonus action to turn invisible or to end the effect. The
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tapestries recognize each of the three moons and their relation to the three orders of the Mages of High Sorcery. A character who succeeds on a DC 10 Wisdom (Perception) check realizes that while the
complete the test. Golden Key. Touching the key at the center causes the walls of the maze to vanish. The key can then be used to open the locked door. The key vanishes once it is used. Conclusion Upon
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Features”) instead of stone but can be restored as normal. H4: Floating Platform In the center of this chamber floats a dimly glowing stone platform accessible by a short ramp. Gaps around the
and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
crew’s harrowing encounter with a group of neogi. The tale is not entirely fanciful—a band of neogi did recently board the Lucent Edict in search of salvage, but they retreated once they realized the
, glowing maggots crawl over the chair’s current occupant: a headless mind flayer corpse.
A githyanki knight beheaded the nautiloid’s captain and took the head as a trophy, leaving the rest of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Talanatha’s End? As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha’s forehead as she struggles against her bonds. A character who succeeds on a DC 15
potions of their choice as payment.) Teleportation Panel. Where the characters appeared in the empty corner of the room, the wall contains a glowing teleportation panel keyed to the lighthouse lens. Any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
everything started. An imperious drow archwizard in spider-silk robes casts a mighty conjuration spell. As the ritual draws toward its conclusion, a web of faerzress energy expands outward. The wizard seems
faerzress rises around them, whispering to them in unintelligible sounds. The derro cackle and dance, their hands glowing with a power that isn’t theirs. The vision shifts, and suddenly gray dwarves
Compendium
- Sources->Dungeons & Dragons->Divine Contention
than three victories. Read the following aloud: Before you can act, the dragon extends a ghostly claw from its body and snatches a glowing red stone from the air above its head. With a triumphant roar
survives, mark one victory and proceed to “Conclusion.” Event 15. Divine Contention As Ebondeath’s spirit departs with the ruinstone, the characters gain an opportunity to strike at Ularan Mortus. Read the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
jut from the floor of this ten-foot-high cave of ice. Perched atop the largest stone is an emaciated kobold with glowing red eyes. It bares elongated fangs as it hisses at you, then scampers away
same conclusion as Professor Skant. The characters can punch a hole in the tower’s outer wall that’s big enough for them to crawl or walk through. Any character who takes a short rest in the tower
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in this room, standing on the glowing Key card in the floor. Key. The Key card in the floor fills the room with bright light. Anyone touching the card knows it can be used to return home; any character
Entrance. The entrance to the Void chamber (area 23) is hidden in this room, beneath the Key card. A character who examines the glowing Key card and succeeds on a DC 22 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
proved too great, and Darius assassinated his brother. Demetrius’s vengeful spirit now resides within the softly glowing robe. Secret Doors. The north wall hides two secret doors to areas B45 and B47
. Spiritual Inhabitation. A character who touches the robe must make a DC 16 Charisma saving throw. On a failed save, Demetrius’s spirit inhabits the character’s body, and the robe stops glowing. On a
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
glow with a faint blue light. Pale, dog-sized insects chitter among the fungus.
Three ghost-white cave crickets (use the giant frog stat block) nibble at the glowing mushrooms in this cave, which
caverns. If the characters descend the steps, proceed to this adventure’s conclusion. Hollow Boulder. If the characters move any of the rocks, they uncover a smooth, blue-green boulder that’s strangely
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. When the door is opened, read the following: The walls of this room are covered in conduits and glowing panels, many of which leak green fluid that flows toward a grated drain on the floor. In the
realized how dangerous the orrery was, Lottie scattered its pieces and left the message in Horn Enclave that brought the characters here. She is aware that the orrery’s components have been coming together
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
? Not by, like, something sinister, but by throngs of drinky, otherworldly weirdos. No? Me either.”
–Aliss of Arabel, Dungeonland contestant
Dungeonland Results d10 Conclusion 1 Adventurers
. Every token corresponds to one of the worlds, and the token’s bearer has the right to lead legions in conquest of that world. The stars glowing with red flames have invasion rights claimed by the Nine
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
) after that time. See the “Conclusion” section for more information. If the characters destroy Valin’s heart before defeating her, she says the following before dying: “Fate defies me. So be it. But
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
enter this spacious library. A bearded man in white robes stands amid the shelves, his arms covered with intricate, softly glowing tattoos. A large, shimmering globe of light levitates behind him
can draw magic items from the sphere, as described in this adventure’s conclusion. Treasure. Shalfey wears a Medallion of Thoughts and a mithral chain belt worth 400 gp. While his old Books of Prophecy
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
shallow alcove on this room’s north wall contains only bare stone. Faintly glowing runes surround the alcove, each of them sputtering and slowly fading. A table of jars and bowls stands against the west
in the adjacent room containing the infected elder brain. When they finally realized how to turn the alcove here into a gateway to the Far Realm, they didn’t hesitate to use it. The fanatics took