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Returning 27 results for 'matter such with only about from for lit'.
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master such with only about from for lit
backgrounds
, chaotic place perpetually lit by pale moonlight. You might survive Shadowmoor’s merciless conditions thanks to your wit and cunning, or you might keep threats at bay with your brawn and bravery
. Regardless of where you tread, you keenly understand that friendship is a rare commodity. You believe that knowing who to trust and who to keep at arm’s length isn’t just practical— it’s often a matter of life or death.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
a gloomy, chaotic place perpetually lit by pale moonlight. You might survive Shadowmoor’s merciless conditions thanks to your wit and cunning, or you might keep threats at bay with your brawn and
bravery. Regardless of where you tread, you keenly understand that friendship is a rare commodity. You believe that knowing who to trust and who to keep at arm’s length isn’t just practical—it’s often a matter of life or death. AURORE FOLNY
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
A Wide Range of Talents No matter whether a ranger ranges in the crowded city streets, the trackless wilderness, or the most desolate and confounding planes, all ranger archetypes can find a place in
their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. If the illusion is struck with an attack, it dissolves into a cloud of bats (see “Failed Exit” below). The chamber distorts and elongates as a character attempts to move throughout it. No matter how
horizon.
The headstones continue in every direction no matter how far a character travels. Each headstone is inscribed with the name of a different individual who died within Strahd’s domain (the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
disposal. Edible organic matter placed in an anemone chest is slowly digested over a period of days; inedible or inorganic matter is not. When a storm giant touches on of these anemones, it opens at the
contents.
Illumination. All interior spaces are dimly lit. Air-filled chambers have wall sconces with continual flame spells cast on them or oval windows of transparent crystal that allow light
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The dungeon’s denizens make frequent use of these lit tunnels. The thick smell of incense hangs in the air (see “Dungeon Features” above). Smooth stone trenches cut into the floors channel water and
tables with benches stand in the middle of the room, which is brightly lit by six tall wrought-iron candlesticks spaced along the walls. Each candlestick stands six feet high and has nine lit candles at
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Vorryn for questioning. Nautiloid Features The nautiloid has the following features: Biological Construction. The ship is built of organic matter in addition to wood and iron. Walls, floors, and ceilings
floor to roll toward the port side of the ship. Ceilings. Ceilings are 20 feet high unless otherwise noted. Illumination. All areas in the ship are dimly lit by fleshy, flickering, bioluminescent orbs
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
protected by an insulating layer of dung and decomposing matter around the eggs. Throne Room A warren’s throne room is always protected by traps and features a shrine to Kurtulmak in the form of a carved
following are examples of common kobold traps: Barrels or small pots of oil (to be boiled, spilled, lit, or both) Bear traps that fall on tall creatures’ heads Bells to announce intruders Block-and-tackle
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice. The arched ceiling is covered with icicles.
This chamber is lit by a permanent dancing lights spell that can be dispelled (DC 17). Characters who succeed on a DC 10 Wisdom (Perception) check spot
magic flames for 24 hours. If the brazier is lit, the heat it gives off starts to melt the ice in the chamber, revealing the words of the inscription after 10 minutes. Alcoves. Examination of the alcoves
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, some families do make an honest attempt at improving the city, and nearly every family has at least one member who engages in major commerce — no matter one’s heritage, everyone must have coin in order
city — some say it’s held in by the Old Wall — and lamps (lit and filled by citizens, not the city) pierce the fog. Most locals are wise enough to carry lanterns or lamps, and visitors that have not
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
indicated otherwise, a trap can be spotted with a successful DC 13 Wisdom (Perception) check. It’s best if just one character makes this check, and only the first check counts, no matter how many
bottom door row matching to the floor row closest to the characters. If an individual applies more than a few pounds of pressure to any square except the one corresponding to the lit-up square on the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
depth of the rocks and various decks of the ship are noted on map A.6. Light. The exposed decks of the Marshal and areas outside the ship are brightly lit by the sun during the day and dimly lit by the
is hidden somewhere in the wreck. Saltmarsh Story Hook. Eliander Fireborn asks the characters to investigate the matter, offering 300 gp if they neutralize the threat and recover the dagger. Cursed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
effective. If Splugoth is dead and the characters do not control the orrery components, no goblins are summoned. Instead, the ritual resurrects Splugoth from the dead no matter what condition his body is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
and Arrigal was away, no one remembers seeing or hearing anything strange. Luvash is determined to find her, no matter what the cost, and most of his camp is out scouring the woods when the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
difficult to keep lit, since the lowest point of the ceiling in this passage is only about 6 inches above the water’s surface. 17. Troglodyte Cavern The troglodytes that infest the Glitterhame have
exchange for treasure. Even if Kaarghaz can be convinced to give up some of his wealth, he doesn’t let the matter rest—he forms a war party (as described above) and goes after the characters. Treasure. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
decor in the east end of the room, which contains a great seat of white marble. Some of the magic lights are shrouded, so that side of the room is dimly lit.
In the northeast corner is a black gate
flowers, sickly gray shrubs, and giant mushrooms stand in dense groves around a couple of gravel paths.
Many baskets full of plant matter are stacked on shelves carved into the walls near the doors
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
darkened with soot, and the marble floor has been scuffed by the soles of countless feet.
Sages conduct fortune-telling sessions in this dimly lit hall. If the characters were escorted here by the gnome
relatively simple and businesslike. Once a question has been asked, Lurg asks for a mandatory “donation” of 100 gp, no matter what the question is. One of his tower hands then collects the payment. Once
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
surface doesn’t matter. Promises and bargains made there needn’t be honored. Life and even art hold less value there. Dream Dwellers. Stone giants sometimes go on dream quests in the surface world
light a fire unless the location where the fire is lit is protected from the wind. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
merchandise — and it doesn’t matter if you can’t afford what you see, because you can’t buy it that day anyway. Kythorn 20: Dragondown This day in Kythorn is celebrated with bonfires and rituals to “tame” or
gourds or pumpkins carved with faces. Each pumpkin represents a person donning a mask, while the light inside represents the truth of the soul. For as long as the candle remains lit, lies told and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
to normal in 24 hours. Sure enough, half a day later, the kobold — named Patsky — revives. Patsky is hungry, thirsty, scared, and used to being bullied. No matter how the characters treat him, he
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
”); she believes that the other rulers of Faerûn would send thousands of soldiers to her aid in a matter of days if they were aware of her need; and she’s certain the merchant princes of Port Nyanzaru will
decorated with frescoes similar to those on the lower floor. The landing atop the stairs has no windows, being set inside the cliff, but it’s dimly lit by two candles (one at each end of the hallway
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, their candles lit. D34: Cult Leaders’ Quarters This room contains a wood-framed bed with a feather mattress, a wardrobe containing several robes, a pair of iron candlesticks, and an open crate containing
the eastern wall (see area D37). The hole in the west wall contains a heap of stones, rags, and plant matter. Cult’s Ritual. The figures along the ledge include Gustav and Elisabeth (cult fanatics
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rumors about them until they’re forced to leave the area in shame. Now the market is yours. That’s how you business.
— Donaar Blit’zen
Battle Balloon. A hot air balloon is lit by a magic furnace
create extremely powerful characters — who will no doubt attract extremely powerful enemies and threats as a matter of course.
Weapon Features At rank 2, the members of a franchise can add a weapon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. To each side of the altar are small lit burners while, at its center, a candelabrum holds four lit candles.
Above the altar, the south wall is decorated with a marine fresco of a lizardfolk
) check reveals the truth of the matter. Treasure. The chest holds these items: a set of leather straps and belts with gold buckles and adorned with pearls (100 gp), a gold-banded dagger and scabbard (25 gp
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
transmutation magic deals with manipulating energy and matter. Evocation spells create powerful elemental effects. If the players have trouble with this puzzle, reveal that the characters must step on only
, glass cylinders line the back wall of this dimly lit chamber. Each cylinder contains a decaying corpse, half-buried in snow topped with red powder. Against the north wall stands a bare wooden desk.
This
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
city appears immaculately clean, with all organic matter consumed by the ooze. A number of the towers that have toppled from age are above the ooze, providing a means for characters to explore and take
, with that crystal bauble leading directly to Kwalish’s lab. Kwalish’s Bauble Gate. A glass workshop can be found by characters exploring the city. Its kiln remains magically lit even beneath the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(Investigation) check spots the real weapon among the toys. S15: Fungal Corridor Bioluminescent fungi carpet the floor of this damp, dimly lit corridor, which reeks of mold. The vegepygmies cultivate the
humanoids in rubber gloves and surgical gowns loom in front of one of the tables with scalpels in hand. One of them calls out in an eerie, matter-of-fact tone, “Doctor, we have a new patient. Get them






