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Returning 14 results for 'contracting reflective group to have resound'.
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contracting reflective group to have respond
contracting reflection group to have recount
contacting reflective ground to have round
contracting reflective groups to have resound
contracting reflection ground to have round
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, though: Growls and excited yipping resound from the field surrounding a nearby farm. The source isn’t clear, but from the motion of the tall crops, something moves swiftly through the fields parallel to
other. Uncle Polder’s farmhouse is one of the largest in the group, suggesting his importance to the community. Uncle Polder is glad to answer any questions the characters have about the area. Use the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, though: Growls and excited yipping resound from the field surrounding a nearby farm. The source isn’t clear, but from the motion of the tall crops, something moves swiftly through the fields parallel to
other. Uncle Polder’s farmhouse is one of the largest in the group, suggesting his importance to the community. Uncle Polder is glad to answer any questions the characters have about the area. Use the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner.
The sacks contain old clothing and rags. A group of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
light in the fireplace from a small, highly reflective object.
Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner.
The sacks contain old clothing and rags. A group of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
cross the swamp, they encounter a field of marsh gas bubbles and must make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters avoid popping any of the bubbles as
is low, the characters chance upon a 10-foot-wide stream. Unknown to them, the stream flows from Downfall, and any character who looks into the water’s reflective surface catches a glimpse of an event
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
cross the swamp, they encounter a field of marsh gas bubbles and must make a DC 10 Wisdom (Survival) group check. If the group check is successful, the characters avoid popping any of the bubbles as
is low, the characters chance upon a 10-foot-wide stream. Unknown to them, the stream flows from Downfall, and any character who looks into the water’s reflective surface catches a glimpse of an event
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
passage through their territory, if someone in the group speaks Giant and the giants are offered a tribute. Beautiful and large furs, exotic food, or art objects are suitable tributes; money is a weak
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
placard above the desk spell out “Bets,” “Submissions,” and “Enjoy Dungeonland!”
Dungeonland is a game that takes place on a rocky cluster drifting in the Ethereal Plane. Participants watch a group of
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Stone Giants Stone giants — reclusive, reflective, and inscrutable — take pains to remain apart from the world of sunlight and sky. Only when they’re surrounded by stone do they consider themselves
passage through their territory, if someone in the group speaks Giant and the giants are offered a tribute. Beautiful and large furs, exotic food, or art objects are suitable tributes; money is a weak
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
placard above the desk spell out “Bets,” “Submissions,” and “Enjoy Dungeonland!”
Dungeonland is a game that takes place on a rocky cluster drifting in the Ethereal Plane. Participants watch a group of
end of the next round. On a successful save, a creature takes half as much damage only. 3 Splendor. The area shimmers, and Shemeshka’s visage appears in countless reflective surfaces. Creatures of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
group. In this case, the naga permits the characters to take the mirror from the statue. Casivus also imparts two useful points of information: Position of the Moons. To disrupt Teremini’s ritual, the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fifteen-foot-diameter sphere made of shimmering silver floats above a hexagonal dais on the west side of this thirty-foot-high chamber. The sphere is as reflective as a mirror, and it appears smooth
group. In this case, the naga permits the characters to take the mirror from the statue. Casivus also imparts two useful points of information: Position of the Moons. To disrupt Teremini’s ritual, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
incoherent, self-aggrandizing speech to a group of sycophantic underlings consisting of ten human bandits and two duergar who have never seen Xanathar’s true form. These minions clutch tankards of Wyrmwizz
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
incoherent, self-aggrandizing speech to a group of sycophantic underlings consisting of ten human bandits and two duergar who have never seen Xanathar’s true form. These minions clutch tankards of Wyrmwizz
aura of divination magic around the mirror. Speaking the word “Xoblob” within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street