Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 27 results for 'dimmed most about'.
Other Suggestions:
died most about
damned most about
doomed most about
races
cost the elves dearly. Their kingdoms were shattered, with many of their forests reduced to ash and blackened stumps. Though their battle prowess never dimmed, the elves found themselves outnumbered and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Sunlight in Barovia By the will of the Dark Powers, the sun never fully shines in the lands of Barovia. Even during the day, the sky is dimmed by fog or storm clouds, or the light is strangely muted
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Sunlight in Barovia By the will of the Dark Powers, the sun never fully shines in the lands of Barovia. Even during the day, the sky is dimmed by fog or storm clouds, or the light is strangely muted
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
managed to loot several rooms. But a combination of traps and unexpected monsters has diminished their numbers and dimmed their enthusiasm. Skella is obsessed by artistry and beauty, in stark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
managed to loot several rooms. But a combination of traps and unexpected monsters has diminished their numbers and dimmed their enthusiasm. Skella is obsessed by artistry and beauty, in stark
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
R16, which can be dimmed or restored to its normal brightness. Turning the dial requires an action or a bonus action. Loudspeaker. Anyone who speaks into a flaring brass protrusion resembling the bell
, west, and south can be scanned through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering a command word (“lights”). When the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
its prison cells (area R17). The guards refer to this corridor as the hexagon because of its shape. R16. Panopticon The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit at night.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
its prison cells (area R17). The guards refer to this corridor as the hexagon because of its shape. R16. Panopticon The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit at night.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as noted in the text
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
R16, which can be dimmed or restored to its normal brightness. Turning the dial requires an action or a bonus action. Loudspeaker. Anyone who speaks into a flaring brass protrusion resembling the bell
, west, and south can be scanned through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering a command word (“lights”). When the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
flame never goes out, but metal shutters allow a lantern to be dimmed or shut down.
Speaking stones allow communication between distant communities. A short message can be sent from one stone to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
flame never goes out, but metal shutters allow a lantern to be dimmed or shut down.
Speaking stones allow communication between distant communities. A short message can be sent from one stone to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chambers. Lights in many parts of the city are dimmed somewhat during the nighttime hours, so that its residents can mark the passage of time on the surface world. In the lower reaches, around the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chambers. Lights in many parts of the city are dimmed somewhat during the nighttime hours, so that its residents can mark the passage of time on the surface world. In the lower reaches, around the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
beds. Areas to the north, west, and south can be viewed through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering the command
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
beds. Areas to the north, west, and south can be viewed through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering the command
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
beds. Areas to the north, west, and south can be viewed through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering the command
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
chamber walls, and a smaller hexagonal room occupies the center of the space.
The continual flame spells that light this area can be dimmed from the surveillance hub (area R18). The hall is dimly lit
beds. Areas to the north, west, and south can be viewed through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering the command
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
ability checks made against creatures that are not Aberrations or Oozes. In addition, your Transformation to an Ooze has liquefied many of your organs and dimmed your senses. Your eyes melt and run down
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, even if their glory is dimmed by time and decay.
A character can climb the outside of the dome with a successful DC 10 Strength (Athletics) and peer inside through any one of a number of holes. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, even if their glory is dimmed by time and decay.
A character can climb the outside of the dome with a successful DC 10 Strength (Athletics) and peer inside through any one of a number of holes. The
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Vvega
The Era of Expansion cost the elves dearly. Their kingdoms were shattered, with many of their forests reduced to ash and blackened stumps. Though their battle prowess never dimmed, the elves