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                        Returning 11 results for 'defined inhabited are barriers'.
                    
                
                        
                            
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                                        defined inherited are barriers
                                    
                                
                                    
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    , Scholar’s Pack, and 5 GP; or (B) 55 GP  Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive fire, arcing lightning, subtle deception, and spectacular
                                                
                                            
                                                
                                                     transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest spells change one substance into another, call meteors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     Daggers, Arcane Focus (Quarterstaff), Robe, Spellbook, Scholar’s Pack, and 5 GP; or (B) 55 GP  Wizards are defined by their exhaustive study of magic’s inner workings. They cast spells of explosive
                                                
                                            
                                                
                                                     fire, arcing lightning, subtle deception, and spectacular transformations. Their magic conjures monsters from other planes of existence, glimpses the future, or forms protective barriers. Their mightiest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Arriving at Blingdenstone Blingdenstone has a reputation for being a dangerous ruin inhabited only by monsters and other undesirables. Others think of it as a budding settlement well on its way to
                                                
                                            
                                                
                                                     surface cousins. They reveal these aspects most easily among their own kind, and to those they come to trust.
 The svirfneblin assign defined roles to each gender but hold females and males in equal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     possibly against the dangers they perceive from the city’s less-well-off districts, which all lie outside the main wall. The walls are impressive barriers of massive, fitted stone. Like other structures
                                                
                                            
                                                
                                                     in Port Nyanzaru, they’re decorated with colorful paintings of geometric designs, animals, and mythic figures. The city is defined by four steep hills. The westernmost hill, called Temple Hill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
                                                
                                            
                                                
                                                     and only touched in dreams. Dolurrh: The Realm of the Dead. When a mortal soul dies, it is drawn to Dolurrh. It is a place defined by despair and apathy; over time, memories are leached out of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
                                                
                                            
                                                
                                                     often inhabited by shriekers, which act as an early warning system. Traps A room not dedicated to some other purpose could be festooned with a variety of traps. In addition to traps that are meant to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    . Unlike most of the Outer City, where neighborhoods blend into each other and no one can quite say where one ends and another begins, Little Calimshan is sharply defined by brick-and-plaster walls, 15
                                                
                                            
                                                
                                                     city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular family or tribe, with its own religious site, inn or tavern
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                     Calimshan is sharply defined by brick-and-plaster walls, 15 feet tall, 5 feet thick, and topped with minarets in the classic Calishite style. These walls don’t simply surround the neighborhood, either
                                                
                                            
                                                
                                                    . Little Calimshan is built like a traditional Calishite city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     mortal soul dies, it is drawn to Dolurrh, a place defined by despair and apathy. Over time, memories are leached out of these trapped spirits until only husks remain. Although this seems a bleak fate
                                                
                                            
                                                
                                                     placed in its center. 3 An eladrin commune that holds powerful esoteric knowledge is nestled in the depths of a forest inhabited by large numbers of pixies. 4 The magic of the fey runs deep here. Saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
 The bridge crosses the lava river at its narrowest point, spanning 300
                                                
                                            
                                                
                                                     the hold while the traders are present, one of the larger buildings is inhabited by Klax (chaotic neutral cambion) and eight traders (commoners). The traders are indifferent to the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     enemies.  Map 3.10: Gundarlun and Ruathym Sea of Moving Ice The sea west of Icewind Dale is a maze of shifting ice sheets and icebergs. A few frozen islands are inhabited by Ice Hunters, a group of
                                                
                                            
                                                
                                                     or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
                                                
                                            
                                        





