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Returning 16 results for 'school of records degrees vermin'.
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Monsters
Fizban's Treasury of Dragons
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
must be convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
and must be convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
(−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
protocol makes it harder for prisoners to identify one another and helps keep them on an equal footing. Prison personnel commit these numbers to memory, and the records of all prisoners—past and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
(−18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
convinced to defend the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
the school in a contest against a rival college.
7
An emerald dragon invisibly tails a party of adventurers, causing trouble for the heroes so the dragon can watch how they respond.
8
An
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
movement difficult and dangerous. The ground inclines at least 45 degrees almost everywhere. In places, steep cliffs and deep canyons present more challenging obstacles. Hazards include volcanic fissures
the Tower Arcane in search of some great secret from yugoloths’ ancient history. The tower, a sinister structure adorned with blades and spikes and guarded by arcanaloths, stands somewhere on Chamada. It is rumored to hold yugoloths’ history and the records of their contracts.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alongside goblins and monstrous vermin. Though the crew fended off this initial attack, they suffered heavy casualties. The final entry records the captain’s fear that this attack might have been the
a shrine to Lolth, the demon queen of spiders. The skulls are cracked, weathered, and obviously old. Lurking under the garbage and debris is a host of vermin held sacred by the cultists of Lolth
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
lead to the Temple of Chaos and to the Abyssal Gate. 17. Crawling Hall Two enormous pillars on the far side of this chamber emit brilliant white light that holds the attention of dozens of giant vermin
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
vials of poison (used primarily for killing vermin). Torg’s is an outdoor shop. Goods are unpacked and displayed in crates, with small canopies to keep the snow off them. Most of Torrga’s goods are
. Sephek can innately cast misty step up to three times per day, requiring no components. His innate spellcasting ability is Charisma.
Cold Regeneration. If the temperature around him is 0 degrees
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
laws and ordinances, summaries of judicial decisions and trial outcomes, deed records, guild charters, census tallies, and family genealogies for all the noble houses and sufficiently important
commoners. The records go back to the city’s founding, encompassing centuries of meticulously maintained documents. The libraries don’t share a common index, and sorting through their overlapping and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
character must speak the name of one of Iriolarthas’s eight apprentices and then step through the door associated with that wizard’s school of magic. The eight apprentices were: High Abjurer Taruth
chairs represent the eight schools of magic. Anyone who has a supernatural charm gained by drinking from the goblet in area Y8 can sit safely in the chair for the school of magic tied to that charm
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
junction of the corridors that lead to the Abyssal Gate and to the Vermin Halls. 7. Chaos Rift Characters approaching this area can hear the roar of the elemental rift, which also generates bright light
junction of the corridors that lead to the Temple of Chaos and to the Vermin Halls. Another gate lies in the passage to the east that connects with the Swine Run. 9. Dead End A set of double doors is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil.
Investigating. In his study, Belak stores seasonal records of growth, precipitation, harvests, and
tree has vulnerability to fire damage.
Fruit. Two magical fruits (evocation school) ripen on the tree each year. Each fruit resembles an apple, but it slowly extrudes from the tree like a cyst. Up