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Returning 35 results for 'contains rage growing to her resolve'.
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Magic Items
Dungeon Master’s Guide
Undead of the DM’s choice. Its sarcophagus contains treasure of the DM’s choice.
96–00
A giant beanstalk sprouts, growing to a height of the DM’s choice. The top leads where
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If
Monsters
Spelljammer: Adventures in Space
contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might contain natural springs
, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.
Haunting Moan. A haunting sound gets louder or fainter
Monsters
Spelljammer: Adventures in Space
dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the composition and features of the moon, the lair might
covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult.
Haunting Moan. A haunting sound gets
Magic Items
Baldur’s Gate: Descent into Avernus
be the victim of a night hag’s curse.
Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
An evil creature can
.
A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a
Bag of Beans
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice.
00
A giant beanstalk sprouts, growing to a height of the GM's choice. The top
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
of the city. But Mount Hotenow erupted thirty years ago, devastating Neverwinter and erasing Corlinn Hill. Instead of growing up on an estate, you were raised in a small townhouse in Waterdeep. As an
protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal: Rejuvenating Pilgrimage. Seeking to reinvigorate your resolve, you learned of a
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
of the city. But Mount Hotenow erupted thirty years ago, devastating Neverwinter and erasing Corlinn Hill. Instead of growing up on an estate, you were raised in a small townhouse in Waterdeep. As an
protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal: Rejuvenating Pilgrimage. Seeking to reinvigorate your resolve, you learned of a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Fungal Farm Two tunnels lead into this damp, 10-foot-high cavern, which contains the following features: Spores. A perpetual haze of spores fills the air, making the area lightly obscured
.
Fungi. Small fungi are planted in neat rows and are used as a fast-growing food crop. A pile of gardening tools lies by the west tunnel entrance.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Silt Pit The giants avoid this cave, since they know it contains a 40-foot-deep pit of silt, more commonly known to adventurers as quicksand. A character who prods the floor or otherwise searches
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Fungal Farm Two tunnels lead into this damp, 10-foot-high cavern, which contains the following features: Spores. A perpetual haze of spores fills the air, making the area lightly obscured
.
Fungi. Small fungi are planted in neat rows and are used as a fast-growing food crop. A pile of gardening tools lies by the west tunnel entrance.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Silt Pit The giants avoid this cave, since they know it contains a 40-foot-deep pit of silt, more commonly known to adventurers as quicksand. A character who prods the floor or otherwise searches
for traps detects the natural hazard with a successful DC 10 Wisdom (Perception) check. The characters can avoid the pit by staying within 5 feet of the walls. If a character falls into the pit, resolve the outcome using the quicksand rules in chapter 5 of the Dungeon Master’s Guide.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
just enough to cause friction. House Orien’s control of transportation and shipping is threatened by the growing reach of House Lyrandar’s airships. House Tharashk’s arrangement with Droaam threatens
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
just enough to cause friction. House Orien’s control of transportation and shipping is threatened by the growing reach of House Lyrandar’s airships. House Tharashk’s arrangement with Droaam threatens
seeks to mediate disputes and encourage cooperation between the houses. Adventurers could be caught up in the rivalries and schemes of the houses, or they could work with the Twelve in an effort to resolve these feuds.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinda berries growing on a bush 5 1d6 wildroots 6 2d6 zabou growing on the floor Treasure The ruin contains 1d6 Omuan art objects (jade rings, painted pottery, silver-inlaid wooden statuettes of
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sinda berries growing on a bush 5 1d6 wildroots 6 2d6 zabou growing on the floor Treasure The ruin contains 1d6 Omuan art objects (jade rings, painted pottery, silver-inlaid wooden statuettes of
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
5: Stasis Pods The doors to this chamber are red. Nine massive metal containers fill this sterile chamber. Each contains ten coffin-like, crystalline stasis pods, which slide in or out of their
container. Each stasis pod contains an unconscious Humanoid prisoner in a state of magical suspended animation. Most of these prisoners are commoners, but if you want to introduce a particular NPC to help
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
5: Stasis Pods The doors to this chamber are red. Nine massive metal containers fill this sterile chamber. Each contains ten coffin-like, crystalline stasis pods, which slide in or out of their
container. Each stasis pod contains an unconscious Humanoid prisoner in a state of magical suspended animation. Most of these prisoners are commoners, but if you want to introduce a particular NPC to help
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
a Bastion turn every month instead of every 7 days, so the characters aren’t issuing so many orders or reaping too many benefits at once. Noor Rahman A Rogue’s Bastion on the outskirts of town contains a Guildhall, a Pub, and more!
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in your Bastions. Go ahead and resolve six Bastion turns.” The characters return to their Bastions in the midst of an adventure. You might say, “You have just enough time to take a Bastion turn
a Bastion turn every month instead of every 7 days, so the characters aren’t issuing so many orders or reaping too many benefits at once. Noor Rahman A Rogue’s Bastion on the outskirts of town contains a Guildhall, a Pub, and more!
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Neighbors, Rivals, and Allies Other cities and nations keep a watchful eye on Baldur’s Gate, which is growing in wealth, power, and influence. Baldur’s Gate trades with the coastal cities of
Waterdeep and Neverwinter to the north while contending with the aggressive mercantile nation of Amn to the south. Amn seeks to dominate trade on the Sea of Swords and views Baldur’s Gate as a growing threat
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Neighbors, Rivals, and Allies Other cities and nations keep a watchful eye on Baldur’s Gate, which is growing in wealth, power, and influence. Baldur’s Gate trades with the coastal cities of
Waterdeep and Neverwinter to the north while contending with the aggressive mercantile nation of Amn to the south. Amn seeks to dominate trade on the Sea of Swords and views Baldur’s Gate as a growing threat
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Neighbors, Rivals, and Allies Other cities and nations keep a watchful eye on Baldur’s Gate, which is growing in wealth, power, and influence. Baldur’s Gate trades with the coastal cities of
Waterdeep and Neverwinter to the north while contending with the aggressive mercantile nation of Amn to the south. Amn seeks to dominate trade on the Sea of Swords and views Baldur’s Gate as a growing threat
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Neighbors, Rivals, and Allies Other cities and nations keep a watchful eye on Baldur’s Gate, which is growing in wealth, power, and influence. Baldur’s Gate trades with the coastal cities of
Waterdeep and Neverwinter to the north while contending with the aggressive mercantile nation of Amn to the south. Amn seeks to dominate trade on the Sea of Swords and views Baldur’s Gate as a growing threat
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the
Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult. Haunting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
about a dozen tentacles growing out of its top. Each appendage has a white sphere with a black pupil at its tip.
Creature. The spherical creature is a gas spore that represents Nanahuatcin, the “sun
.” Treasure. Near the center of the south wall is a sack made of fish skin. It contains seven silver pellets, each about the size of a sling bullet and worth 1 gp.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
A Lunar Dragon’s Lair The cave complex where a lunar dragon makes its lair contains ample space for food, as well as one or more hidden chambers where the dragon keeps its treasure. Depending on the
Frost. A thin layer of black frost covers the ground, which kills all ordinary plants growing within 6 miles of the lair if the dragon is ancient, or within 3 miles if the dragon is an adult. Haunting
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
door, and retreat to area 7a, leaving the characters to deal with the troll on their own. The mutated troll has an extra pair of arms sprouting from its chest and a fifth arm growing out of its back. The
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
every human settlement contains at least a modest shrine to solicit her favor, and she is closely associated with Setessa, the center of her worship. Wise and even-tempered, Karametra values
vines growing out of a collection of jugs and amphorae that surround her. An elaborately carved wooden canopy extends above her, and a giant sable—her faithful companion—curls around the base of the throne at her feet. In one hand, she holds a harvester’s scythe.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
about a dozen tentacles growing out of its top. Each appendage has a white sphere with a black pupil at its tip.
Creature. The spherical creature is a gas spore that represents Nanahuatcin, the “sun
.” Treasure. Near the center of the south wall is a sack made of fish skin. It contains seven silver pellets, each about the size of a sling bullet and worth 1 gp.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
every human settlement contains at least a modest shrine to solicit her favor, and she is closely associated with Setessa, the center of her worship. Wise and even-tempered, Karametra values
vines growing out of a collection of jugs and amphorae that surround her. An elaborately carved wooden canopy extends above her, and a giant sable—her faithful companion—curls around the base of the throne at her feet. In one hand, she holds a harvester’s scythe.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros’s rule was compassionate, just, and kind. Over the last year, however, Naevys watched with growing concern as Jhaeros
anyone born in Ghalasine from entering or leaving the city. As she came to realize the people of Ghalasine didn’t love her as they did the king, Charmayne became filled with rage. She used magic to tear
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
LaVerne and Charmayne Daymore, and a guard captain named Naevys Tharesso. Jhaeros’s rule was compassionate, just, and kind. Over the last year, however, Naevys watched with growing concern as Jhaeros
anyone born in Ghalasine from entering or leaving the city. As she came to realize the people of Ghalasine didn’t love her as they did the king, Charmayne became filled with rage. She used magic to tear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
door, and retreat to area 7a, leaving the characters to deal with the troll on their own. The mutated troll has an extra pair of arms sprouting from its chest and a fifth arm growing out of its back. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
contains 60 gp in a leather pouch, three wooden holy symbols of Malar, a potion of greater healing in a varnished gourd, a pair of dainty slippers, six bleached human skulls, a beautifully carved ivory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
contains 60 gp in a leather pouch, three wooden holy symbols of Malar, a potion of greater healing in a varnished gourd, a pair of dainty slippers, six bleached human skulls, a beautifully carved ivory