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Returning 35 results for 'dangerous images are blazing'.
Other Suggestions:
dangerous image are blazing
dangerous imbues are braving
dangerous images are braving
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lowland valleys, feasting on cattle and those who tend herds. They often lair in dangerous mountain caves or volcanoes. Akroans revere red dragons and employ their images in the design of their armor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
that appears edible. They avoid potentially dangerous foes in favor of targeting the weakest prey with their savage bite and fiery breath, demonstrating a relentless determination as they pursue that
eruption of smoke and blazing embers, leaving nothing behind but scorched tufts of black fur. Evil to the Core. Hell hounds are smarter than mundane beasts, and their lawful nature makes them good at
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
this entrance to an exit across the room. Carved into the ice of the walls are images of white dragons in flight.
A visual inspection from either doorway indicates that the walkway looks safe enough
without difficulty. The walkway that crosses the west and south walls is weakened and dangerous. When a character reaches the bend in the walkway, have the player roll any die. If an odd number is rolled, a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
decreed that the Festival of the Blazing Sun will be held in the town square (area N8) in three days. The previous festival, which he called the Wolf’s Head Jamboree, was less than a week ago. Vallaki
trappers have managed to kill several of the wolves, but more keep coming. It’s too dangerous to go fishing on Lake Zarovich (chapter 2, area L) , but the threat of Strahd’s wolves hasn’t stopped Bluto
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
inscribed with images of sea creatures and geometric patterns. At its center, a short platform bears a high-backed, obsidian throne sculpted with stylized images similar to those on the walls. Behind
and to the sides of the platform are four deep, rounded alcoves.
A spectral, armored figure with blazing emerald eyes appears from behind the throne and advances. “More fools of Djaynai? I’m the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Surface of the Sun Magical Trap, Dangerous (1st–4th Level) Mike Schley Diagram 4.6: Surface of the Sun Thick vines cover the walls of this high-ceilinged chamber. The chamber splits into three long
time spent under the ceiling’s heat. Each hallway is 15 feet wide and 100 feet long. The ceiling is 50 feet high, and the brick walls are 40 feet tall. Sun Damage The blazing light that fills this
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
encounter, you stand at the back of the room and look dangerous. Just focus on a bit of sensitivity training to counter your predator’s instincts and you can be the definitive Acquisitions Incorporated
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Tepui in the Feywild. A character who succeeds on a DC 16 Intelligence (Arcana) check recognizes the planar rift, a temporary and potentially dangerous portal created by multiplanar energies, not
questions, tap objects to get his point across, scratch simple images in the dirt, and so forth. The macaw is confused by the process of passing through the rift but is eager to get back to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
casting a spell that requires concentration, trusting that its images will protect it while it maintains concentration on the spell. If Otto succeeds in incapacitating a guest, it tries to remove the
guest’s weapons and gear, then spends the next hour hiding these items throughout the castle.
Otto reserves its polymorph spell for a truly dangerous adversary, turning that enemy into a frog before
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
angel wears a pointed, shimmering helmet and wields a flanged mace reminiscent of a blazing sun. “I am Artavazda,” the angel announces, “harbinger of the Brightguard and Atash’s righteous hand
Brightguard until the festival ends a few days from now, protecting the people from dramatic displays that turn dangerous. Artavazda goes on to explain the following points: Though the angels who serve
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, towns, and villages, which are often no less dangerous than dungeons or the wilds. The “Settlements” section in chapter 3 can help you create a settlement where an adventure can take place. Writing for
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flickering images of their future selves who are trying desperately to communicate, but their message is garbled. 2 The party encounters a revenant who was murdered by House Cannith assassins after she
warforged colossus. Encounters and Trinkets The Mournland is a dangerous place full of bizarre, inexplicable, and often localized magical effects — literally anything can happen in this place. The Mournland
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dungeon, images of dark cells with iron bars and shackles spring to mind. In the D&D game, the word “dungeon” takes on a broader meaning to include any enclosed, monster-infested location. Most dungeons
. The wilderness can be just as dangerous as any dungeon, particularly when there’s nowhere to hide! Some wilderness locations are just as memorable as any dungeon: A roc’s nest made of shattered ship
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Exploration Example This scene finds the player characters investigating a mysterious and potentially dangerous location. They're moving through the environment and interacting with things they find
there. JOHN GRELLO The characters are exploring Castle Ravenloft, and the DM describes the room the characters have entered.
Jared (as DM): A blazing hearth fire fills this room with warm
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
carrying bundles of twigs, which are piled about the mansion’s grand foyer (area N3a) until the construction of the wicker sun for the Festival of the Blazing Sun gets under way. If the characters knock
of the sun (for the Festival of the Blazing Sun). The stairs climb to the upstairs gallery (area N3i). The portraits depict the baron, his family, and their ancestors. Close inspection reveals that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
suggestions, which you can use in concert with the material here. Barbarian d6 I became a barbarian because … 1 My devotion to my people lifted me in battle, making me powerful and dangerous. 2 The spirits
dangerous animals at the edge of civilization. 2 I always had a way with animals, able to calm them with a soothing word and a touch. 3 I suffer from terrible wanderlust, so being a ranger gave me a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
servants are universally effective, disciplined, and dangerous. Zariel’s Lair Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams and
the spell. Zariel prefers to create images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
platform surrounding the lip of the brazier. Four supports crowned by blazing violet flames levitate around the scaffold, holding it aloft. A figure in blackened armor stands atop the scaffold
of Sargonnas or a character who succeeds on a DC 12 Intelligence (Religion) check recognizes the images on the walls represent the god Sargonnas. Lord Soth glimpses his past betrayals in the Mirror
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mixology, Oganath serves a myriad of magic drinks at the bar: Blazing Bloody Jack (Costs 100 Talons). Motes of coagulated, red juice are suspended throughout this amber-colored cocktail, which tastes
musings of the Dragon Queen?”
The facets of the sanctum’s walls reflect images of Tiamat’s eyes as she talks. Windfall regains 300 hit points but has the paralyzed condition due to Tiamat’s magic as
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
gods’ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamir’s tomb, but now they run rampant. Jandin doesn’t know why (she’s unaware of Lord
unfold. Read the following text after all the scenes have played out and the characters are in this area: The violet flames waver, forming ominous images once more. The terrifying knight from the last
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
increase their value. As a result, Zariel’s servants are universally effective, disciplined, and dangerous. Zariel
Large Fiend (Devil), Lawful Evil
Armor Class 21 (natural armor)
Hit Points 420
images of intruders’ loved ones being burned alive. Zariel doesn’t need to concentrate on the spells, which end on initiative count 20 of the next round. Each creature that can see these illusions
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
after the galeb duhr. T3: Lesser Chapel The walls of this room are carved with images of dwarven miners kneeling in pious reflection. Three statues of humans kneel in the room’s corners. An altar against
dangerous cult (they don’t know that Ontharyx leads the cult). Common Enemy. A psychic creature lairs in the common room (area T11). The drow suspect that the image there is some sort of dangerous lure and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
still transforming her, breaking down her form from a physical one into an entity composed of symbols, images, and perceptions. To keep herself from dissipating entirely into nothingness, the queen
reasons why folk would subject themselves to this dangerous experience are numerous, including: To free themselves from a dark and terrible past. It is said that the Raven Queen can make you confront
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
seconds to impart its psychic images. Once a crystal imparts its psychic scene, it must recharge on a shelf for 24 hours before it can do so again. A character who examines the crystals and succeeds on
crystal, roll 1d20 on the Crystal Images table to determine the image contained within it. The three newer crystals are results 1, 2, and 3; if a character examines the newer crystals, use only those
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
casino. As a functional gambling den, public places within Lottie’s Palace are safe. Dangerous creatures guard only the restricted areas, including the machinery room and access to Lottie’s meeting hall
chandeliers fill a huge open chamber with brilliant light. The floors are carpeted, the walls decorated with scrollwork and painted with images of golden coins bearing the letter L. Dark wooden beams
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
gem cannot benefit from the Blessing of Dumathoin described in the “Purifying the Crypt” section earlier in this chapter. P9: Historian’s Tomb The walls of this room are carved with images of open
sanctity of the crypt was broken long ago. Dangers. There is a hydra and some sort of elemental in the pool to the south, a dangerous golem to the northwest, and some dwarf skeletons and ghosts to the north
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, Belephaion, who holds some secret power. If asked about dangers above, the devil notes the next floor has a chamber filled with dangerous energy. The characters can pass safely by speaking the Istarian
walls glow with the same light, projecting illusory images onto the pedestal. Doors lead to the north and west, and a third door leads to the stairs down.
The pedestal here is an illusory
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
is chained. May he gnaw on his own hate until the sun dies and all things end.” This room was once a shrine to the gods of the dwarves. The walls are carved with their dour images, and a low stone
. Otherwise, there is nothing dangerous or valuable in the area. 47. Arundil’s Chambers Arundil, the leading mage of Khundrukar and Durgeddin’s trusted advisor, lived in a spacious room close to the great hall
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
across the remaining floor space, and a small, twisting passage leads east through the ruins.
Three goblins bunk here. Though the rubble appears dangerous, the tower is stable, and the eastern passage is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
images of unfamiliar yet appetizing foods—the ship’s former daily menu. A small ordering window covered by a fine metal mesh allows creatures in the adjacent dining area (see area S4) to see inside
robots restocked these machines with offerings found aboard the ship, some of which are dangerous. When a key card of any color is inserted into the slot on the panel, the six glass buttons illuminate
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
narrow ledge overlooks a deep, dark crevasse that cuts the room in two. A dangerous-looking rope bridge, frayed and thin, spans the gap. Water gurgles and rushes somewhere far below. Two copper braziers
intruders while she attempts to neutralize a dangerous-looking combatant with a command spell. Then she casts bless on herself and the others, and finally casts spiritual weapon before joining battle. If the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Inside, the quiet artist lets his handiwork speak for itself. Fell nods and smiles at his clients, producing wispy images that hang in the air and adjusting the shapes to their liking. The dabus applies
menaces. The largest of these is the Us, a hyperintelligent hivemind based in Undersigil (detailed later in this chapter). When cranium rat populations grow to dangerous sizes, the Parakks step in to cull
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes. These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the
wooden clown masks, one displaying a mean scowl and the other a frightened expression A wooden top painted with images of scarecrows chasing children through the forest A stuffed (real) bat on puppet






