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Returning 35 results for 'summer of rules detected vial'.
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Monsters
The Wild Beyond the Witchlight
on the politics of Prismeer.
Once she is no longer petrified, Raezil is bound by the rule of reciprocity (see “Rules of Conduct” in chapter 2) to help the characters complete any
outstanding quests they might have. Raezil comes from a highborn elf family with influence in the Summer Court, making her a useful retainer if the characters choose to remain in the Feywild after their adventures in Prismeer have ended.
Species
Mordenkainen Presents: Monsters of the Multiverse
Season
1
Autumn: peace and goodwill, when summer’s harvest is shared with all
2
Winter: contemplation and dolor, when the vibrant energy of the world slumbers
3
Spring
: cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes
4
Summer: boldness and aggression, a time of unfettered energy and calls to action
Creating Your
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Tinderbox Bucket Oil Torch Caltrops Paper Vial Candle Parchment Crowbar Pole See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes. You
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with Alchemist’s Supplies using the rules in the Player’s Handbook and chapter 7 of this book. Craft: Poison. You commission the facility’s hireling to craft a vial containing one application of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
incinerated skeleton on the floor, and the round object lying nearby (the Summer Star, described below). There’s also a hidden hazard in this area: a weakened section of floor. Charred Book. Nothing
gold, and the pendant bears the symbol of two hands cupping the sun. Summer Star Summer Star. This magic item looks like a 6-inch-diameter gyroscope featuring two scorched rings inlaid with runes and a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
some of which are true. Sybar Rumors d8 Rumor 1 There is a magical fountain in the Eternal Garden that grants eternal youth. (False) 2 It is always summer within the Eternal Garden. (True) 3
) 5 The archmage Porphura isn’t dead at all. She lives still as a lich who rules the island in secret. (False) 6 Singing sea chanteys charms creatures in the garden. (True only for leprechauns; see
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
proficiency with one other type of Artisan’s Tools of your choice (or with two other types if you have both).
Potion Crafting. When you brew a potion using the crafting rules in the Dungeon Master’s
appears in a vial, and the vial vanishes when the elixir is drunk or poured out. If any elixir remains when you finish a Long Rest, the elixir and its vial vanish. Drinking an Elixir. As a Bonus Action, a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
rarity of each one. The table also indicates whether an item requires attunement. All the items use the magic items rules in the Dungeon Master’s Guide. Magic Items Rarity Item Attunement Common
Grimoire Yes Uncommon+ Barrier Tattoo Yes Uncommon+ Bloodwell Vial Yes Uncommon Coiling Grasp Tattoo Yes Uncommon Eldritch Claw Tattoo Yes Uncommon Feywild Shard Yes Uncommon Guardian Emblem Yes Uncommon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form. Jhesiyra can exert control over Halaster’s magic gates, keeping adventurers from passing through them if she thinks they lack the might needed to defeat the perils beyond. In terms of game rules
the danger that awaits the adventurers or communicate with them in any other way, for fear of being detected by Halaster. Powerful divination magic can reveal Jhesiyra’s disembodied presence
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
ground. The character is restrained until 1 or more slashing damage is dealt to the snare’s cord. (See the appendix in the Basic Rules for the effect of being restrained.) A character who isn’t
Wisdom (Perception) check to spot the hidden pit. If the trap isn’t detected, the lead character must succeed on a DC 10 Dexterity saving throw or fall in, taking 1d6 bludgeoning damage. The pit’s walls are not steep, so no ability check is required to scramble out.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Adventuring Gear This section describes items that have special rules or require further explanation. Ammunition Item
Cost
Weight
Arrows (20)
1 gp
1 lb.
Blowgun needles (50)
1 gp
1
Amulet
5 gp
1 lb.
Emblem
5 gp
-
Reliquary
5 gp
2 lb.
Other Adventuring Gear Item
Cost
Weight
Abacus
2 gp
2 lb.
Acid (vial)
25 gp
1 lb.
Alchemist’s fire (flask
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Torch, using it as a Simple Melee weapon. On a hit, the target takes 1 Fire damage.
Vial (1 GP) A Vial holds up to 4 ounces.
PATRIK HELL
Waterskin (2 SP) A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration (see the rules glossary).
Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Whistle — 5 CP Spell Scroll (Cantrip) — 30 GP Spell Scroll (Level 1) — 50 GP Spikes, Iron 5 lb. 1 GP Spyglass 1 lb. 1,000 GP String — 1 SP Tent 20 lb. 2 GP Tinderbox 1 lb. 5 SP Torch 1 lb. 1 CP Vial — 1 GP
Waterskin 5 lb. (full) 2 SP Acid (25 GP) When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
duskwood coffin containing the ashes of a troll 21 Old invitation to a banquet in the Summer Court, written in ink on vellum in Sylvan 22 Gossamer shawl that glows faintly in moonlight 23 Ball-and-cup
38 Opalescent conch shell that laughs when you hold it to your ear 39 Vial of viscous liquid labeled “Fomorian spit. Do not drink!” 40 Wax candle that roars and crackles like a bonfire while lit 41
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Ourglas, who travels the Feywild and befriends dangerous creatures in surprising ways. The Queen’s Gowns depicts and describes famous gowns worn by the Summer Queen, with asides written by the gowns
Seelie and Unseelie courts. (Volumes 3 and 8 are missing from Skabatha’s collection and can be found in chapter 4.) Three Rules to Rule By is a thin, dog-eared book that describes the rules of hospitality
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
crop, and with a frown, summon wildfires. She rules the seelie of the Summer Court. Oberon, the Green Lord, an unrivaled hunter and woodland warrior, is Titania’s lover and frequently her foe. Oberon is
bargain with the Archfey of that realm for power. Noteworthy Archfey patrons include the following: Titania, the Summer Queen, is perhaps the mightiest of the archfey. With a smile, she can ripen a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ground can be any size, and a detect evil and good spell cast within range reveals its presence. Undead standing on desecrated ground have advantage on all saving throws. A vial of holy water purifies a
. The DC is 10 plus the number of feet the creature has sunk into the quicksand. A creature that is completely submerged in quicksand can’t breathe (see the suffocation rules in the Player’s Handbook
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
think our city’s gone mad. And in some ways it has, but it’s a madness that reaches its peak every summer with the Race of Eight Winds. Long ago, King Galifar used Dura as a proving ground for aerial
. Poison, magic, or anything else that would directly interfere with beast or rider is strictly forbidden—though over the years we’ve certainly seen imaginative attempts to stretch the rules!
Dura
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
migrations, moving southwest in the winter and northeast in the summer. The barbarians live in large, round tents made of deerskin and supported by beams of wood or whalebone. In the past, the Reghed tribes
nonlethal combat. Without a unifying leader, a Reghed tribe is more fractured and vulnerable to its enemies. Thus, chieftains are motivated to name one among them who rules above all. A chieftain who
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
. Once detected, the pit can be safely avoided by sidling along its perimeter.
Escaping the Pit. The pit’s walls have cracks big enough to serve as handholds, allowing trapped creatures to climb out
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Etiquette. The rules in the archfey’s domain change as they learn about some new custom that is popular in the Summer Court. The archfey requires all creatures in their domain to respect the new rules of
the archfey? Does the archfey have any allegiance to the Summer Court or the Gloaming Court? What traits does the archfey have? Specifically, what do they look like, what is their personality, and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
using telepathy. If detected, it prefers to negotiate and isn’t above betraying the Redbrands for the right incentive, such as the promise of food. When roleplaying the nothic, consider speaking in
“Difficult Terrain” in the Basic Rules). The bottom of the crevasse feels unnaturally cold. When viewed with a detect magic spell, the area emanates a faint necromantic aura. The magic causes all
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
on a DC 12 Dexterity saving throw or be hoisted 5 feet into the air. The hoisted creature has the Restrained condition until it gets free. Rules for detecting, disabling, and escaping the trap are as
follows: Detect and Disable. As a Search action, a character can examine the carcass and make a DC 13 Wisdom (Perception) check, detecting the trap on a successful check. Once detected, the trap can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Magic Item Categories Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table. Magic
object. A typical potion consists of 1 ounce of liquid in a vial. Using a Potion. Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to Level 17. The arch is one of Halaster’s magical gates (see “Gates”). This gate’s rules are as follows: The gate opens for 1 minute if a creature touches the arch with a six-fingered gauntlet (one
one out of scrap metal in a tenday using an intact forge.) Treasure. Yrlakka carries a potion of resistance (fire) in a tiny crystal vial fastened to a cord around his right ankle, and he has a wand
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
door and make a DC 13 Wisdom (Perception) check, detecting the trap on a successful check. Once detected, the trap can be disabled by a character who takes the Utilize action and succeeds on a DC 13
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
interest the characters. Under the bed are three vials of antitoxin, a healer’s kit, and a vial of holy water. D5. First Mate’s Cabin A frost-covered bed is shoved into one corner under a wooden
labels that read “Sweetberry Summer Wine.” The bottles’ corks are not to be seen (though the characters can find them inside the captain’s treasure chest). Captain’s Journal. Bluemoon’s journal
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
pirates hold to their own code of conduct, the folk of Nelanther care nothing for rules, honor, or even good, neighborly sense: they attack each another as often and as viciously as they do any
, be advised that alliances are short as summer storms in these isles, and it’s not likely you’ll be around long enough to witness a new one being forged. Proclaiming your allegiance to a certain tribe
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
process that involves one or more adventures to track down rare materials and the lore needed to create the item. Potions of healing and spell scrolls are exceptions to the following rules. For more
yeti to a vial of water taken from a whirlpool on the Elemental Plane of Water. Finding that material should take place as part of an adventure. The Magic Item Ingredients table suggests the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
trap is detected, a character can use an action to try to disarm the trap, doing so with a successful DC 16 Intelligence (Arcana) check or a dispel magic spell. A character using thieves’ tools can
trapped. A character who examines the cabinets for 1 minute can make a DC 15 Intelligence (Investigation) check, finding all four traps on a success. Inside each cabinet is a delicate glass vial containing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.”
Dirlagraun the Displacer Beast
CHAPTER 1: WITCHLIGHT CARNIVAL
Dirlagraun was raised by a noble high elf family of the Summer Court and blessed with the ability to speak and understand Common and
loyal vassal of the Summer Queen. Many of Sir Talavar’s squires have gone on to become knights of great renown. The venerable faerie dragon has an encouraging, can-do demeanor and an unwavering sense
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
.”
Dirlagraun the Displacer Beast
CHAPTER 1: WITCHLIGHT CARNIVAL
Dirlagraun was raised by a noble high elf family of the Summer Court and blessed with the ability to speak and understand Common and Sylvan
loyal vassal of the Summer Queen. Many of Sir Talavar’s squires have gone on to become knights of great renown. The venerable faerie dragon has an encouraging, can-do demeanor and an unwavering sense of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
in the west wall is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: The gate opens for 1 minute if a creature stands within 5 feet of the arch and either sings a D note or plays
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
DC 25 Strength (Athletics) check. Secret Door. The secret door to the library (area C3) can be detected by a character who makes a successful DC 18 Wisdom (Perception) check. The character discovers
Casting feature (or the Ritual Caster feat) who spends 24 hours reading the book can master the ritual described within. The ritual takes 11 minutes to cast and requires incense and a vial of unholy water