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Returning 14 results for 'spirited of rules during vaulted'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Optional Rules: Feywild Magic Tales speak of children kidnapped by fey creatures and spirited away to the Feywild, only to return to their parents years later without having aged a day, and with no
the Plane of Faerie, and that the memories of their visit are hazy. You can use these optional rules to reflect the strange magic that suffuses the plane. Memory Loss A creature that leaves the Feywild
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the room’s trap (see “Trap” below). This room smells of wine. On a checkerboard marble floor, a gilded coffin sparkles in sunlight streaming down from the chamber’s vaulted ceiling, which arches
sunlight dispels it and prevents the trap from triggering. Advice from the Spirits Any characters inhabited by the spirits of Kubazan or Moa receive advice when entering this area: Spirited Kubazan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
indentation with a sigil representing magic scribed into the palm. The rules for this arch are as follows: Casting the mage hand cantrip and pressing its spectral fingers into the keystone’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the animals that occupy his domain. Gloaming Court The Queen of Air and Darkness rules the Gloaming Court, a realm of twilight, fireflies, cobwebs, and autumn leaves accompanied by the music of hooting
elegant clothing and value elaborate ceremony and ritualized etiquette, and the Fey are quick to shun those who flout the Summer Court’s baroque rules. Fey Crossings Fey crossings are places of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
71. Lair of the Sewn Sisters Green smoke billows out from a bronze cauldron in the middle of this twenty-foot-high vaulted hall. Barely visible through the haze are three rocking chairs, several work
charm on that character. Each doll can bestow its charm once. These charms are similar to the ones described in chapter 7 of the Dungeon Master’s Guide and follow the same rules. Strawbundle’s Charm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Fazrian’s Court Time and neglect have diminished the grandeur of these vaulted halls, wherein the fallen angel awaits. 23a. Grand Foyer The 18-foot-high double doors to the west swing inward
command word. The current command word is “Yuraj,” but Halaster changes it every few days. The rules of this gate are as follows: The gate opens for 1 minute if a creature speaks the proper command word
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor.
Balcony. The room has a vaulted ceiling 20 feet high. Stone pillars carved to look like trees support a 10-foot-high stone balcony that runs along the north, east, and south walls. The trees
the graven image of an old man clutching a staff. The rules of this gate are as follows: Tapping the arch three times with a staff of any kind causes the gate to open for 1 minute. Characters must be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
their scrutiny.
Great Library Features Atmosphere. The Great Library carries a solemn grandeur. Granite columns rise to vaulted ceilings painted with faded constellations, while dragon-carved shelves
, Scholarly, Protective. Though quick to snap at anyone who breaks her strict rules, Abra shares her wisdom with respectful inquirers. She’d sooner unleash a set of animated tomes on trespassers than allow
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
break them under the right circumstances. Alix Branwyn According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
Attire. Sensates garb themselves in flowing, colorful fashions that emphasize their free-spirited natures. Floral elements and glasswork embellishments are common. Role in Sigil. The Society of
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk
embodiment of the saying, “You have to watch the quiet ones.” She’s polite to her elders but breaks the rules the instant their backs are turned. She’s driven by curiosity rather than malice.
Inn of the
moathouse while serving in the militia. She knows this job won’t last forever, and she’s looking for something more.
Spunky Gal. Edyth is a spirited woman who enjoys giving her customers a hard
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chamber contains a Potion of Healing (greater) and a Sword of Vengeance (longsword). G2: Cavern of Corpses This gruesome cave is either a burial crypt or a trophy room. The walls of the vaulted cavern are
wealth. The rest has been spirited away; the search for her other treasures could drive a larger campaign beyond the scope of this adventure.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bright colors by high-spirited locals. Children are allowed to hurl stones at birds perched on the statue, to help keep it free of droppings. The children often climb it themselves and cling precariously
Cromm’s Hold, a keep on the edge of the Lizard Marsh (see the “Lizard Marsh” entry for details). Pencheska is using her position to infiltrate the Lords’ Alliance. She rules Daggerford much as Lady
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
following blessing. This blessing adheres to the rules for blessings presented in the Dungeon Master’s Guide: Blessing of the Solipsistic Mind. You access esoteric truths from an ancient tome by focusing
the worktable in the junk room (area B16) descends 20 feet to this room’s floor. The rope is tied with several knots to make climbing easy. This vaulted chamber is coated with slick mucus and smells of