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Returning 35 results for 'dark instant are branch'.
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dark instant are branches
dawn instant are branches
dark instance are broach
draw instinct are branch
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
No ordinary structure, the tower is a Daernâs instant fortress (see chapter 7, âTreasure,â of the
floors. Moving through a narrow passage, you enter a cavern dimly lit by phosphorescent fungi â and are met by the sight of a dark metal tower perched on the edge of a cliff that drops away into
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the woods, descending gradually until the trees part, revealing a mist-shrouded meadow. The trail splits. One branch heads west into the valley, and the other leads south into dark woods. A wooden
Approaching the Vineyard A branch of the Old Svalich Road leads to the vineyard. If the characters approach along this path, read: After a half mile, the road becomes a muddy trail that meanders
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Way of the Lion Read the following boxed text to describe the charactersâ final day of travel to Candlekeep: Over the past four days, the weather on the Coast Way has gradually worsened. Dark
clouds release heavy rain until the road runs thick with mud, yet you trudge on, passing by friendly merchant caravans heading north.
On the morning of the fifth day, the rain subsides but the dark
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Approaching the Mansion A winding branch of the Old Svalich Road meanders up the forested slope of a mountain spur to the old mansion, which is perched on high ground overlooking the Svalich Woods
capped with fairytale cones, its towers lined with sculpted battlements. A third of the structure has collapsed, as has part of the roof, but the rest appears intact. A dark, octagonal tower rises above
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
leader of the Dark Lanterns, with four subordinate knights marshal leading branch offices across Breland, in Sharn, Starilaskur, and Xandrar. A much smaller branch office keeps an eye on Brelish
Kingâs Dark Lanterns The Kingâs Dark Lanterns is the intelligence division of the Kingâs Citadel, an organization sworn to defend Breland from its enemies and dispense justice in the name of King
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
. Borcan noble families include a dominant main family and lesser branch lineages. Branch noble families (sometimes with different surnames) are subservient to the main family. Each noble family
populace possesses dark hair and varied skin tones with cool undertones. Names often take inspiration from German, Slavic, and more fantastical conventions. When players create characters from Borca
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the gift. Once it receives a dark gift, a creature can never receive that same dark gift again.
The instant a dark gift is bestowed, the creature receiving it undergoes a transformation, gaining a
choose whether it is banished or destroyed.
A creature that touches the amber sarcophagus forms a telepathic link with the vestige inside. The vestige offers the creature a dark gift. The creature
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
town near the shores of a great mountain lake, its waters dark and still. A branch in the road leads west to a promontory, atop which is perched a dilapidated stone windmill, its warped wooden vanes
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grooves allow lava to flow through and illuminate the outpostâs interior with dim blue light. The mining tunnels are dark unless otherwise noted. Tunnels Galore!
Map 5.5 and the corresponding location
descriptions detail the main areas of the mining tunnels. However, several smaller, splinter tunnels branch off these areas. These tunnels were once used in the ancient duergarâs mining operations, but
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
them, my precious children! Make your father proud!â He then bolts as two oozes drop from the ceiling in front of you, their dark forms flowing in your direction with unsettling awareness and malevolence
telepathic bond, telekinesis, wall of stone
6th level: chain lightning, disintegrate, Drawmijâs instant summons, eyebite, flesh to stone, Ottoâs irresistible dance, true seeing
7th level: forcecage
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. The stairs descend into black, still water that fills an arched hallway before you. The waterâs surface is like dark, mirrored glass, disturbed only occasionally by the âthwickâ of a drop falling
pit is released suddenly when the trapdoor opens). The triggering character suddenly falls from sight. An instant later, the trapdoor closes, leaving only a slowly dissipating swirl in the water. It
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occultants, you are a grim and enigmatic figure. Even your closest companions might be wary of the power you channel â and nobody wears that aura of dark mystery like you do. You help advance your
2 Eldritch Occultant, Bring Out Your Dead
3 Bead of Instant Karma, Deathâs Omen
4 Bead of Diverted Karma, Correct the Balance
Proficiencies and Starting Equipment As a rank 1
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, and anything beyond 30 feet is in darkness. Cart wheels have carved shallow ruts in the dirt floor leading to the back of the mine, where the cave-in was never fully excavated. Smaller tunnels branch
Version M1. Main Tunnel The mine is dark and damp, and you hear the sound of dripping water echoing from deep within. The light fades faster than it should as you move deeper, until youâre wrapped in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
forget that the Guardians of the Gate have a civilian branch that handles administrative issues and special customs investigations. Tethyn Olar has led that arm of the Sharn Watch for more than a decade
Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while concealing any evidence of the Dreaming Darkâs schemes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurerâs Guide
attuned to every bough of each tree and each branch of every stream in the forests of the Feywild. If Oberon has a weakness, it is the wild nature of his heart. His mood swings like a weather vane in
harming each other. Wendonai is the balor lord who first tempted the dark elves to summon demons in the ancient wars between the elf peoples. It also turned them to the worship of Lolth and continued
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
you use this trait, you canât use it again until you finish a long rest. Fallen Aasimar An aasimar who was touched by dark powers as a youth or who turns to evil in early adulthood can become one of
to unleash the divine energy within yourself, causing your eyes to turn into pools of darkness and two skeletal, ghostly, flightless wings to sprout from your back. The instant you transform, other
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
branch off into the gloom. Ahead, a stairway leads up to the second floor, and a door stands beneath the stairs, seemingly leading to the back yard.
Dim light filters in through the dust-covered
broken masonry. A framed portrait hangs on the right-hand wall.
This room is bare except for the furniture and a faded oil painting that depicts Mayor Lei Duvezin, a dark-skinned woman dressed in a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Pale Prow is composed of undead servants, both corporeal and ghostly. Necromancers are drawn to Pale Prow whenever it nears land, and it is common for them to take up residence in the dark cabins
to chastise the god Ehlonna for the destruction of her home. Aiding her is the corrupted dryad Filios, who dwells in a shriveled oak growing from the shipâs center. A black leafless branch stitched on
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
16â17 Dark Shard Amulet 18â19 Enduring Spellbook 20â21 Ersatz Eye 22â24 Hat of Vermin 25â27 Hat of Wizardry 28â29 Hewardâs Handy Spice Pouch 30â31 Horn of Silent Alarm 32â33 Instrument of Illusions
of Controlling Air Elementals 11â12 Chime of Opening 13â14 Cloak of Displacement 15â16 Cloak of the Bat 17 Cube of Force 18 Cube of Summoning 19 Daernâs Instant Fortress 20â21 Enspelled Staff (level 2
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
not dozing off and dreaming of chasing butterflies, halflings spend time on simple creative activities, such as whittling a pipe from a branch, braiding yarn into a thick rope, or composing a jaunty
likely to be coveted by evil wizards or to become the object of wrath for some dark force. The only enemies that a halfling village must watch for on an ongoing basis are roving bands of orcs or
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
has a glyph key attuned to this zone and the Hatchery. White Gate. A white gate is located in the south branch of the corridor that leads west from this area toward the Swine Run. Swine Run These
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
flight. Half the dragonâs body is submerged in dark water, and the hallway beyond it is completely flooded.
The flooded hallway, which leads to area M6, has partially collapsed. Creatures of Medium
using the scrying spell to monitor the characters and has judged they might be useful in ridding the ruins of the Dragon Army invaders. The gem Demelin breaks is an elemental gem. An instant later, an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
, occupying three caves that branch off the warrenâs central area to the northwest, southwest, and southeast. The passage opens into a long, low cavern that has three narrow, twisting passages leading off into
origin.
Something scrapes and hisses in the dark, and you hear the soft padding of scaly feet on rock.
Characters who are being stealthy might catch the troglodytes unawares. If the characters are
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
all that remain in this large room. Words are carved into a double door that leads south. Doors also exit to the east and west; the one to the west bears a large âXâ in dark red.
The tunnel from the
and lathes line the walls of this large workshop. Four eerie figures toil before a dark forge, striking metal that isnât there. Several stone tables bear old tools and metal rods adorned with spikes
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
instead: The passage opens into a large, dark cavern filled by a subterranean lake. At the east end of the lake, a torch illuminates a stone quay with a ten-foot skiff tied up alongside it. The west end
darkness. The landing at the east end of the cavern is guarded by four Crushing Wave reavers and one fathomer commanded by a Dark Tide knight named Eyon (see chapter 7 for the cultistsâ statistics
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
dead within an area.
2 14 A gold coin hangs like a piece of fruit from the branch of a dead tree.
3 15 The sunâs light does not penetrate an area.
4 16 A character is stung as if
sun blinks.
6 26 No shadows are cast.
7 27 A specific area canât be made dark.
8 28 The sky turns blood-red at sunrise or sunset.
Omens of Iroas d6 d100 Omen of Iroas
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
townspeople from the larger group. The side passage splits after several feet. One branch leads steeply upward while the other abruptly ends at a chasm (area J2). J2: Tunnel Chasm This passage drops
air in this cavern has a mineral tang. In the southeast corner, a pool of dark water lies behind a low wall of stalagmites.
Three despondent commoners from Phandalin are trapped here: a sawyer named
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creature, concealing it completely and teleporting it to area P13 of the pyramidâs second floor. To an onlooker, the object or creature appears to be consumed by the flame, vanishing in an instant. An
unbroken chest and a couple of intact vases. P12: Tomb In the center of this cool, dark room rests an ornate stone sarcophagus. Its lid is ajar and broken, and it contains nothing but dust. Hieroglyphs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
receives a telepathic message from the kraken â a wave of mind-shattering dread that deals 20 psychic damage to the nobleman. An instant later, Lord Drylund keels over dead, blood running from his
to the stage is a hallway that leads to the bridge (area 11) and the crew cabins (area 12). A bronze plaque above the doorway reads âCrew Only.â 15. Aft Balcony In the evening, passengers gather here to gaze out upon the dark river and seduce one another, either for political gain or pure indulgence.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
trying different command words for the last half hour to get the portal to reopen. Matreous takes on a thoughtful expression and pauses for an instant, tapping his chin in thought. The mansion must be
wall, looking out on three planted beds filled with vegetation. Within this room, a crystal chandelier hangs above a table made of dark wood. Six matching wooden chairs with scarlet cushions surround
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
mortared stone with a high-pitched roof that has wooden statues of baying wolves rising from its peaks. A branch in the road winds up to the keepâs gatehouse and bailey. From the keep, the Zymorven
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
). It contains three gold rings (worth 25 gp each) and a thin platinum necklace with a topaz pendant (worth 750 gp). D13: Bathroom This dark room contains a barrel under a spigot in the east wall, a
-foot-diameter, 30-foot-deep cistern with a 3-foot-high stone lip. A wooden bucket hangs from a rope-and-pulley mechanism bolted to the crossbeams above the well. Five small rooms with no doors branch
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
This hallway has a sunken floor filled to a depth of three feet with dark water. Lanterns lit with flickering blue flames hang from the ceiling thirty feet above by short chains, spaced roughly ten feet
glides closer until it is near enough to board safely. The boat can carry up to eight Medium creatures. One creature can steer the boat using the tiller, and the boat has a speed of 20 feet. Dark Water
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Second Level The following locations are identified on map 6.6. 1. Hall of the Dead This dark hall contains twenty huge sarcophagi standing upright against the walls, and four even
door hides a cache of 30 ep, 60 gp, and 21 pp. The guard wears a gemmed brooch (worth 100 gp) on his cloak. 8. Secret Room This place, pitch dark, is the lair of seven wererats. If the encounter is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
towering shadowtop trees lies in the High Forest. The dark canopies of the trees form a high roof that permits only hints of sunlight to touch the ground beneath. Shadowtop Cathedral is an important meeting
only under the cover of night. Stone Stand (see map 3.12) is situated upon a lonely hill north of the High Forest. Atop this hill, the Blue Bears built a mound upon which they planted a branch of the






