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Returning 30 results for 'connects reflection gnome to have resolve'.
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Monsters
Fizban's Treasury of Dragons
a constant battle against deep gnome miners, who scour the tunnels of the dragon’s lair in search of emeralds.
2
An adult silver dragon tries to befriend and draw out a reclusive adult
pool that connects to the caldera lake via an underwater channel. When the volcano is active, the waters here bubble up into the caves before draining down nearby lava tubes. During especially active
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Gnome with No Name A 4-foot-tall, 2-foot-wide bronze-framed mirror leans against the far wall in this otherwise empty room. A creature that gazes into the mirror sees its reflection take the form
of a female gnome in leather armor. She speaks Common and Gnomish, and is surprised to see the characters. Halaster trapped her in the mirror so long ago that she has lost track of time. The gnome
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Practice Time Once the characters resolve the altercation with the amalgamated mascots, the party on the Rose Stage resumes. Before the characters leave the area, Rosie Wuzfeddlims (chaotic good
gnome Lorehold apprentice; see chapter 7) approaches them. The gnome announces that Aerojaunt Field is reserved for the characters’ Mage Tower team to practice. The characters’ designated practice slot is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
rooftop garden serves as a space for reflection, public events, and meals; vendors at the edge of the Commons offer a wide range of culinary options. A wide bridge connects the Commons to Dalannan Proper
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(a female forest gnome from a world whose name is unknown to her) buries her face in a cushion on the floor to hide her tears. Puff Rivernoggin-Lemonseed (a male lightfoot halfling from what he terms
, or jealous rivals.) Among the junk can be found the following treasures: A powder brush with a painted handle sculpted to resemble a bunch of roses (25 gp) A gold hand mirror that removes wrinkles, blemishes, and scars from the onlooker’s reflection (250 gp) A fully charged wand of web
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
send an omen to nudge a group of gnomes in a certain direction, or even manifest an avatar in the middle of a gnome burrow. When Garl makes one of these rare appearances, it is to resolve a dispute that
Gnome Gods Who forged the chains that bind Tiamat in Avernus? Why do the modrons go on the Great March? Who is the Lady of Pain, really? I can’t tell you, but the answers lie in the Golden Hills. And
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Dexterity Catch the Dragon by the Tail
Wisdom Gnome Poetry Contest
Charisma Goblin Wrestling
Strength Guess the Number of Feathers
Intelligence Outstare the Cyclops
Constitution If a
Prizes table, or twice if the successful check occurs on the first attempt. Gnome Poetry Contest “Sound the chime, it’s time to rhyme! You bring the poem! We’ll bring the gno-em!”
Gnome Poetry
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Overview The goblins of Karkolohk often haunt the trail that connects Ten-Towns to other settlements farther south, though it sees little traffic nowadays. Prisoners are kept in dangling
hides its imperfections, and tear Spellix Romwod limb from limb. Gnome Diplomacy If you decide to use the “Peace Out” quest (see "Peace Out"), the characters are treated as diplomats by the goblins
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
. The coat racks flanking the doors depict two dwarves wearing high-collared jackets. The other coat racks on the left depict a one-tusked loxodon, a monocle-wearing orc, and a gnome with a skunk for
they first notice the coat racks moving or as they move into area C3. C3. Grand Hall A set of magically shifting steps connects the foyer to this spacious, open area. Beautiful, thick carpet adorns the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
resident tinker gnome, Than, built an elaborate catapult-like contraption on the roof of the keep. A friend of Becklin and Darrett, Than occasionally drops by to fine-tune this device, called a
looks like a glorified pier—a remnant of once-promised glory. A simple ferry system of ropes and winches follows the bridge’s supports and connects with posts on the opposite shore. Simple rafts and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bridge that spans the chasm and connects to a similar ledge that runs along the opposite wall.
The ledges and stone bridge are 100 feet above the chasm floor and 100 feet below the chasm roof. Area B15
own cheerless symbols, but they haven’t gotten around to it yet. Piping buried under the floor connects to the spring in the northern part of the Crushing Wave cult’s territory and feeds the pool. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
sovereign glue, and the mirror can’t be removed without destroying it. The mirror alters the reflection of any creature that gazes into it, rendering the reflection bereft of expression or emotion, except if
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
already rolled this effect. 96–00 A tear in reality creates a rift in the region, similar to the spell gate, that passes through the Far Realm and connects with a random plane. Any creature that
) checks made against those creatures have disadvantage, and the creatures have disadvantage on Charisma (Persuasion) checks made against anyone who notices their lack of reflection. When they leave the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
to navigate. Spiked to the tunnel floors are rail tracks built for iron carts. To get from one mine level to the next, one must traverse a series of ramps or use the elevator that connects areas 9
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
of this vault, allowing access from area S2. Eleven sealed crypts line its walls. One crypt has been broken open, and a branch of the fissure connects it to area S2. The broken crypt bears a plaque
mirror on the ceiling radiates an aura of necromancy. If the characters return Cithcillion’s bones to the slab, the reflection in the mirror is of him as he was in life. His reflected image opens its eyes
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
stands in the “up” position. A frail gnome, his shoulders bent with age, ponders the lever.
This is the vault of a great dwarf historian and priest, Thorgran Ironquill, who devoted his life to
. Adventurous Gnome. An elderly svirfneblin named Rivibiddel has spent many days in the crypt. Because of his advanced age, his walking speed is 15 feet, and he can’t take reactions. Rivibiddel ran out of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
suspended 10 feet from the ceiling by iron chains connects to another tunnel on the far side, as well as to a stone column rising up from the magma. The catwalk passes through a hole in the column. In the
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, such as by using the Mage Hand cantrip. Knocking the rod over by throwing an object at it triggers the explosive runes. 4: Courtyard This open-air courtyard connects the keep’s entrance to various
staff. “I hope you’ve made peace with your gods.” Gremorly fights until he is destroyed. Treasure. The staff Gremorly holds is a spectral reflection of his real Staff of Withering, which leans against
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the marid enjoys the work. Cult Activity. Cruel cultists bully the Elementals in the next room and are keeping a prisoner nearby. The prisoner is a gnome whom Shanzezim hasn’t yet met. Pipe System. The
to the surprise of this room’s occupant, Umberto Noblin. Water leaks down the walls of this cell and pools on the floor near a rusty drain. A dejected gnome sits on a sodden mattress in one corner
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Common, Halfling, and Undercommon. X8. Hall of Statues This 20-foot-wide, magically lit hallway connects various areas controlled by the Xanathar Guild. It has the following features: Lifelike humanoid
statues dot the hall. The first time the characters explore the hall, a deep gnome in clownish garb is dancing and cartwheeling up and down the hall, between the statues. Gnome Clown. The garishly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
buckets dangling a few inches above the floor. A tunnel leading west connects to an iron gantry (area 18) that overlooks the foundry (area 34). A salamander stands guard in the middle of the room, watching
prisoner pens (area 23), in hopes of freeing the human, dwarf, and gnome workers in those areas. Their path takes them through area 18. A few minutes after the workers in this room stop working, other
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the pavilion and the ettercaps in the rose garden) are frozen in time. Pixies are suspended in midflight or frozen mid-frolic in the stream, the waters of which are perfectly still. Forest gnome
accessible from a 10-foot-high stone catwalk that connects it with the servants’ quarters (area P15). A bronze plaque above the door bears the word “Wrath” in Common. The tower is 30 feet tall and has
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. P40c. Green Room. A well-dressed forest gnome (noncombatant) stands on a stool in front of a vanity, looking into a mirror as she combs her green hair. The vanity has various cosmetics and vials of
could see the objects of their heart’s desire reflected in it. Any creature that stares into the mirror for 1 minute sees its own reflection fade away, to be replaced by an image of the thing it wants
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
trapdoor in the floor requires a successful DC 20 Wisdom (Perception) check to find. The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to a similar trapdoor in
to us, I shall grant you a reward. Meepo can accompany you if you desire.”
If the characters decide to go looking for the dragon, the kobolds direct them toward the passage that connects area 15 and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
determined by the Giant Clam table (see the “Maelstrom: General Features” sidebar). 20. Armory A door connects this air-filled room to an air-filled passage east of it. Three descending sets of stairs
giant sharks, which arrive 1 minute later. The sharks enter the temple through the open passage that connects with the sinkhole (area 1). 22. Royal Tomb Bioluminescent fish swim about this flooded
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Villa The following areas correspond to the labels on map 6.1. The villa connects to the temple of Asmodeus through a secret door in area C28. If the occupants or features of a location
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Her jellified undead body is slopped around an ornamental helmet and shackles. (These devices were once used to safely contain the medusa. See area O4.) A thin silver wire connects the helmet and
can simply don the armor themselves. However, this might lead to its own complications. See appendix B and appendix D for more information. Treasure. If Kwalish is defeated, or if the gnome is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
fragment caused the mudslick tower to grow and tip through the natural stone between the gnome enclave and the drow treasure vault. Wedged in the earth this way, the tower is immune to all damage. Without
to the brown mold growing on the other side of it. Statues. The six statues pushed into the corners are two dwarves, a drow, two quaggoths, and a basilisk that saw its own reflection. Each is