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                        Returning 17 results for 'roaring space'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     more than a fireplace with metal racks arranged behind an iron door. The racks can be removed, creating enough space to admit a Medium or smaller creature, but the chimney is too narrow to climb
                                                
                                            
                                                
                                                     action to cause a roaring fire to blaze in one of its hearths once per hour. Any creature that starts its turn inside a blazing hearth or that enters an ignited oven or fireplace for the first time on a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Northern Smelter Smoke and Heat. Smoke fills this room, making the area lightly obscured. The temperature inside the room is a searing 120 degrees Fahrenheit.
 Forge. Roaring flames fill a stone forge
                                                
                                            
                                                
                                                     weighing 10 pounds. 16d. Barracks This room contains two dozen iron cots arranged haphazardly in the middle of the space. Ten duergar, five males and five females, are asleep here at any given time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     unfulfilled yearning emanate from places where ghostly hauntings occur. Strange sounds or unnatural silences create an unsettling atmosphere. Cold spots settle in rooms that have roaring fires. A choking stench
                                                
                                            
                                                
                                                     dispel evil and good spell. When the possession ends, the ghost reappears in an unoccupied space within 5 feet of the body. The target is immune to this ghost’s Possession for 24 hours after succeeding on the saving throw or after the possession ends.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     make two unarmed strikes (+9 to hit, reach 10 ft., one target). On a hit, the giant deals 13 (2d6 + 6) bludgeoning damage. The rampage happens in a broad plaza, so there is plenty of space for the
                                                
                                            
                                                
                                                     different combatants to maneuver. The giant moves in the characters’ direction and lashes out. Two duergar guards and two duergar xarrorn (see appendix C) respond to the giant’s roaring, racing in to join
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     teleported to the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot
                                                
                                            
                                                
                                                    –60
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius around the
                                                
                                            
                                                
                                                     triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence saving
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     the nearest unoccupied space in that direction equal to the result times five feet. (e.g. 35 feet for a result of 7 on 2d6).
53–54
Strange glowing fungus sprouts in a 20-foot radius
                                                
                                            
                                                
                                                    
The triggering creature is momentarily pulled into the Space Between Worlds. They vanish from their space until the start of their next turn. When they reappear, they must make a DC 15 Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     prone condition. On a successful save, it takes half as much damage only and is pushed to the nearest unoccupied space outside the trap’s area. Objects wedged under the trap are destroyed. The stone then
                                                
                                            
                                                
                                                     sources they come within 5 feet of with a flurry of buffeting wings. Whenever a creature destroys a swarm, a new swarm immediately forms in an unoccupied space within 15 feet of the creature. The new
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     nearest unoccupied space outside the trap’s area. Objects wedged under the trap are destroyed. The stone then retracts into the ceiling, and the trap resets. A successful Dispel Magic spell (DC 17
                                                
                                            
                                                
                                                     in an unoccupied space within 15 feet of the creature. The new swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     slab of adamantine. Although anyone is allowed into the bar, patrons and proprietor alike are skeptical of outsiders and willing to draw steel to keep their space safe. The tavern’s interior is subdued
                                                
                                            
                                                
                                                    , the foundry obscures the sky with smoke and steam, and by night, it illuminates entire city blocks with roaring fires. The Mind’s Eye makes many of the tools and metalcrafts used throughout Sigil. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     large, six-wheeled freight wagons. Dory rents space in the warehouse to merchants and alchemists, many of whom use it as a staging area for shipments. After dark, the warehouse is locked tight and
                                                
                                            
                                                
                                                     compartment is oppressively hot and humid. Clouds of smoke rise and escape through the grate above, billowing from a pair of roaring boilers near the bow, bolted to the deck and walls on either side of a large
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     wall is a candy contraption that magically stretches its contents into saltwater taffy. Any creature that starts its turn in the space occupied by the taffy puller’s arms must succeed on a DC 15
                                                
                                            
                                                
                                                     feature is a massive, wood-fired, metal oven festooned with rubies. Its hinged door is open, revealing roaring flames.
 Curled atop the oven lies a gold dragon the size of a large dog. The dragon’s eyes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     since. She’s friendly to all and loves belly rubs. Z9: Pantry The stone of the outpost gives way to a floor of cool, packed earth. Barrels and crates crowd the space, and the smell of mildew is thick
                                                
                                            
                                                
                                                     roaring alight with blazing red fire, charges toward you with a piercing screech.
 The iron drill is a fiendish auger (see appendix A), a remnant of the ancient duergar mining operation. It attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     rushes from west to east through the center of the room, crossed by two stone bridges. On the other side of the stream, three bald, gray dwarves work at a roaring forge, beating a white-hot blade into
                                                
                                            
                                                
                                                     and partially burned. A table, a bench, and a writing desk have been similarly treated. In the middle of the southern wall, a space has been cleared for a simple sleeping pallet and a pair of large
                                                
                                            
                                        





