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                        Returning 35 results for 'nights contain refuse pdf'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Fungus Humongous After two days and nights of rain, lightning, and strange whistling sounds on the wind, characters awaken to see that the surrounding countryside is blanketed with fungus. It grows
                                                
                                            
                                                
                                                     believes they are deadly poisonous (they arenât). The merchants are terrified of the things and refuse to drive through them, fearing that they may be poisonous or worse. Besides that, the sounds spook
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Fungus Humongous After two days and nights of rain, lightning, and strange whistling sounds on the wind, characters awaken to see that the surrounding countryside is blanketed with fungus. It grows
                                                
                                            
                                                
                                                     believes they are deadly poisonous (they arenât). The merchants are terrified of the things and refuse to drive through them, fearing that they may be poisonous or worse. Besides that, the sounds spook
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Special Effects These areas contain some of the Mad Mageâs harmless regional effects (see âHalasterâs Lairâ). The earthen floor throughout is covered by a 2-foot-thick layer of fog. 6a. âHelp Me
                                                
                                            
                                                
                                                     (âAxallianâ), which Halaster changes every few days. The skulls are otherwise hostile and refuse to answer questions put to them. 6c. Giggles The earthen floor of this 20-foot-high cave is slightly concave
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , with the most sacred rituals performed on nights of the new moon. Offerings are made to attract Phenaxâs favor, with valuables from successful robberies, parchment filled with lies, or loaded dice being
                                                
                                            
                                                
                                                     preparations for premeditated crimes. Phenax is worshiped openly in the necropoleis of Asphodel and Odunos, though the Returned who are loyal to Erebosâs agent, Tymaret, refuse to worship the god theyâre
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering
                                                
                                            
                                                
                                                     north of the Spine of the World. The long nights and sunless days are a blessing to Xardorok Sunblight, a duergar who longs to carve out a domain for himself on the surface and enslave the people of Ten
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Stonebones, and a magical stalactite, the Steinfang, into which the giants carve questions. The carvings fade on nights of the new moon and are replaced with answers. The giants believe that these replies
                                                
                                            
                                                
                                                     Uthgardt contain campfires (see areas 15Aâarea 15D).
 Ledges. The walls of the canyon have ledges in various places that are 30 to 50 feet high. The map has elevation markers to indicate the height of each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     here, the owlbear loses interest and returns to its den. G4: Smelly Refuse This cave contains heaps of food scraps, rotting carcasses, and a scattering of halfling-size bird pellets composed of fur
                                                
                                            
                                                
                                                     characters beyond the ledge. G6: Cult Barrack These cult quarters contain beds, a table, and several chairs. Tapestries on the walls depict evil creatures and obscene rituals. Four humans in hooded red
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     150 gp apiece. The characters have just over 48 hours to steal the erinyes statuette, as the tournament ends two nights from now and the statuette will depart with the winner. While the characters
                                                
                                            
                                                
                                                     reveal theyâre working for Verity Kye, the gnome laughs and makes them a counteroffer (see area A14 for details). If the characters refuse his counteroffer, Quentin has them tossed out of the casino and sent up the river in a gondola.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
                                                
                                            
                                                
                                                     contain only one fire elemental at a time. 2. Harpoon Gun A spring-loaded harpoon gun, fashioned from burnished bronze with iron fittings, is bolted to the forward upper deck. It has a 90-degree arc of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     features.)
 Braziers. Alcoves in the north wall contain two braziers fashioned from melted-down iron armor and weapons. Each is alight with burning coals that shed bright light in a 10-foot radius and
                                                
                                            
                                                
                                                     planetar, whom they admire. Those who refuse to accompany the arcanaloths are left behind as Aximus and Exekarus proceed to area 23b to inform Fazrian that visitors have arrived. Obedience to Fazrian is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     them). The characters gain no XP for âdefeatingâ Halaster in this fashion. If they refuse to leave, Halaster becomes annoyed and attacks them. If the characters took any actions to hinder Halasterâs
                                                
                                            
                                                
                                                    . Collectively, these spellbooks contain every spell on the wizardâs spell list in the Playerâs Handbook. Individually, each book holds the spells of a specific level, 1st through 9th. Add spells from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep Vasilka safe. The music comes from
                                                
                                            
                                                
                                                     mongrelfolk, and he considers their imprisonment to be necessary, to contain their madness. With regard to Strahdâs bride, he believes that she is the key to freeing the land from its curse. The insane Abbot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     chilly here.
 If they accompany the characters openly, Wiggan and Bertram cower at the edge of the hill. The halflings refuse to set foot upon the âcursedâ ground.  Map 6.6: The Barrow Mound Barrow
                                                
                                            
                                                
                                                     ash.
 The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     (area V3) and the refuse pit (area V4). V3. Firelit Cave This cavern is slightly sunken, as all tunnels leading to it slope down gradually. A bonfire in the middle of this cave keeps it lit and
                                                
                                            
                                                
                                                     leather boots. The verbeeg is fashioning a small knife he can use to carefully unstitch the boots and reuse the leather. V4. Refuse Pit This dead-end cavern has a crudely excavated, ten-foot-wide pit
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    , which contain their belongings but nothing of value. The Dancing Fire Stanimir introduces himself and welcomes the characters to his camp. If they deliver Duchess Morwenâs warning, read: Stanimir laughs
                                                
                                            
                                                
                                                    ?â
 These Vistani refuse to speak the name of their âdread lordâ and provide no additional information. If the characters press them for details, the Vistani reply, âMadam Eva has the answers you
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     contain the gate-townâs armory and vehicle-storage facilities, as well as secluded administrative chambers where officials negotiate and strategize. Fetchtatterâa contemptible arcanaloth loyal to Bel, a
                                                
                                            
                                                
                                                     death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    . Capricious Elevation. Demons respect power and power alone. A greater demon commands shrieking mobs of lesser demons because it can destroy any lesser demon that dares to refuse its commands. A demonâs
                                                
                                            
                                                
                                                    , even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     This room is empty. 3 A laser rifle with a depleted energy cell rests under a rusty bed. 4 Display cases against the walls contain a collection of rocks and minerals from other worlds. 5 Parts of a
                                                
                                            
                                                
                                                     along the way. If the combat robot was destroyed, Aphelion sends a friendly worker robot to accomplish the same task. If the characters refuse, Aphelionâs visage appears on a nearby screen, and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     has some valuable item with it in the ice. Beginning with the northernmost one and proceeding clockwise, the ice blocks contain: A dwarf and a +1 battleaxe An elf with a long case at its feet
                                                
                                            
                                                
                                                    -sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                     characters still refuse, Captain Sartell makes good on her threat and boards the vessel herself in search of salvage. When she doesnât return, Flapjack urges the party to go and find her, refusing to leave
                                                
                                            
                                                
                                                     are not described below are assumed to contain nothing of interest. 1: Captainâs Chair An impressive chair is posed at the end of a catwalk so its occupant can look down onto the bridge floor. Green
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     complex, or that itâs possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. The characters might disguise themselves as orcs using captured gear
                                                
                                            
                                                
                                                     otherwise.
 Ventilation. All keyed areas contain an adequate air supply. The air is renewed through vents that lead to the surface. These vents are individually too small for any but Tiny creatures to navigate.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     blank face, and Joho the monkey coughs on its stuffing when it tries to talk. Given a chance, the dolls share the following information: The Sewn Sisters are three night hags. The dolls refuse to mention
                                                
                                            
                                                
                                                     first be opened. The five adjoining rooms (areas 72 to area 76) contain trials that can be overcome to open the five keyholes. The dolls donât know the nature of the trials in areas 72 through 76, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     giant spiders on the web roof. The contents of the pen are as follows: Goblins. Twelve armed but weary-looking goblins are gnawing on bones and resting on straw pallets.
 Refuse. The pen is littered
                                                
                                            
                                                
                                                     their liberators. 18i. Gardens These earthen fields provide much of the food that feeds House Frethâs forces in Undermountain. Edible moss is grown in the east garden, while the other two gardens contain
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     open, her face alight with excitement. She cries out, âThe sword, the sword! I know where it is!â
 As the dream ends, the characters and Lulu wake up in the ritual space. Lulu can barely contain her
                                                
                                            
                                                
                                                     endure the ritual a second time. Mad Maggie is unhappy if she doesnât get to see the whole dream, and is less likely to help the characters get to where they need to go if they refuse to see the dream
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     recognizable), the githyanki tear the debris from its resting place and throw it into a refuse pile or cast it adrift into the astral sea, to be eventually replaced by a new specimen. Nonetheless, the city does
                                                
                                            
                                                
                                                    . Soldiers and officers occupy several areas around the city, most of which contain defensive works and armories. The githyanki also maintain barracks that serve as mustering points in advance of raids. All
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
                                                
                                            
                                                
                                                     commoners are struggling to survive. 4 The ghost of a characterâs loved one is trapped on the island.  Hostile Hostile islands contain creatures that want to harm the characters. These creatures fill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     dwarf), Goat Beet (the second half-orc), and Horse Egg (the half-elf). Despite their helplessness, the cultists are uncooperative. They refuse to talk about why theyâre here, divulge Stonkyâs
                                                
                                            
                                                
                                                     peer into the starry heavens on clear nights.
 This observatory doubles as the control room for the rocket ship. Stonkyâs chair is the small one on the dais. The other three chairs are reserved for his
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     cautions the characters not to tell Angajuk whatâs in the casks, since the truth might upset the whale. Her plan is to tell Angajuk that the casks contain fish oil, not whale oil. Provisions for Macreadus
                                                
                                            
                                                
                                                     nights of the full moon,â she adds, âthe spirit of Reggaryarva, jarl of jarls, will open his treasure vault to anyone who defeats his champion.â Yselm knows the way to Jarlmoot but doesnât help the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     them to the great hall (area 10C). Adventurers who refuse the summons are banished from the fort. Those who agree to meet with Liara are asked to serve the Flaming Fist. For each service they perform
                                                
                                            
                                                
                                                     Barracks The barracks are the sleeping, eating, and general getting-out-of-the-rain space for the fortâs enlisted garrison. On particularly stifling nights, many soldiers abandon the barracks and sling
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     can be barred shut from within. Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap
                                                
                                            
                                                
                                                     incriminating in his room. The footlocker and the wardrobe contain nothing but common clothes and travel wear. Rictavioâs Journal. The journal on the desk is a bit of artifice that Rictavio created to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     a successful DC 12 Strength (Athletics) checkâthough the partially buried sarcophagi in crypts C and E need to be dug out before they can be opened, taking 10 minutes for each one. The crypts contain
                                                
                                            
                                                
                                                     is in the room. The whisper-voiced lampad tries to enlist them in opening Orestesâs sarcophagus, where the eidolon is hiding. Those who refuse, or who want to use the eidolon for their own ends, earn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     can develop into violent, centuries-long feuds between planar entities. Some vendors stubbornly refuse traditional currencies, guffawing at the notion that gold, of all things, has any value at all
                                                
                                            
                                                
                                                     investors and confuse would-be plunderers. Only the doors themselves matter, for the true vaults lie beyond the portals they contain. Accessible only by account owners, authorized bank personnel, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
                                                
                                            
                                                
                                                     in one room â a ring of free action, forgotten by a guest. 8. Shared Study These areas connect to the four rooms adjacent to them, and contain a table, chairs, and bookshelves. The shared study
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
                                                
                                            
                                                
                                                     must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     darkness. Numerous rock columns rise to meet the stone overhead. The air is thick with troglodyte stench, and the floor is littered with refuse from the monstersâ meals and gnawed bones of dubious
                                                
                                            
                                                
                                                     target prone, then snaps at it with its powerful jaws to gulp it down. Treasure. The two chests contain a total of 2,200 sp. One holds a potion of climbing, and the other a potion of water breathing
                                                
                                            
                                        





