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Returning 13 results for 'swinging of refuse down versions'.
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the door to area B19. The cottage’s doors and trapdoors are made of moldy wooden planks, many of which are swollen and warped; consequently, they often get stuck in their frames or refuse to close
common among them are her lornlings (use the quickling stat block in appendix C). These tiny creatures look like miniature versions of Bavlorna. They are quick and flit about the cottage at her bidding.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Swinging Sword Inn (area 2), thinks the town’s troubles might have a common source. Quarry workers at Mellikho Stoneworks (area 18) say that mysterious figures wearing stone masks watch them when
they work at night. The workers now refuse to stay in the quarry after dark. Workers at Waelvur’s Wagonworks (area 16) have been talking about suspicious activity around the workshop. They can be
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
was meant to know with one interested character (see the “Secrets of Eternity” section below). If the characters ignore the baernaloth, leave its cave, or refuse its offers, it lets them go. If the
Knowledge table or another mystery of your creation. The veracity and implications of these secrets are up to you. Impossible Knowledge d4 Secret 1 The Spire is made of countless stacked versions of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
refuse entry to anyone missing acceptable versions of either. Ask the characters to make Charisma (Deception) checks if they present false invitations or have expressed worry that their costumes are subpar, but unless they roll especially poorly, the check simply reinforces the fear of being caught.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Six’s ritual. A convenient number
versions of the Test Market, making them even more dangerous than usual — including one version that has already defeated the “C” Team. Map 6.1 shows the layout of this episode’s Test Market versions of the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. Celestials are creatures native to the Upper Planes. Many of them are the
. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and gelatinous cubes are among the most
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditions, many Vistani travel between domains, learning much of hidden lands, the many faces of evil, and the strange wonders of the Mists. A people unto themselves, Vistani refuse to be captives of a
unmoored from time and reality, appearing in different ages, in strange versions and configurations of domains, and even on worlds beyond the Domains of Dread. His lyrical accounts of his travels are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
most are unintelligent and lack any society or language. Beasts include all varieties of ordinary animals, dinosaurs, and giant versions of animals. Celestials are creatures native to the Upper Planes
creatures that rarely have a fixed shape. They are mostly subterranean, dwelling in caves and dungeons and feeding on refuse, carrion, or creatures unlucky enough to get in their way. Black puddings and
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
and execute innocent people who helped the characters? Law and Superstition. What do the domain’s inhabitants do or refuse to do out of fear of the Darklord or the situation the Darklord has created
Darklord, consider the following types of allies: Advisers. Advisers grant the villain insights or control they wouldn’t otherwise possess. Copies. Some servants are lesser versions of the Darklord. They
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Searching the room uncovers a recipe book wrapped in oilcloth under a pile of refuse. A successful DC 15 Intelligence (Investigation) check reveals that the handwriting closely resembles the older
vivisected deer splayed across a moss-covered table. Ten feet away, a young boy bounces excitedly in an iron cage, swinging it to get a better view of what the robed figure is working on. He is not
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
, Kashem floats silently above the chamber, waiting for a prime opportunity to strike. If the characters consume any of the food or drink, refuse to join the nobles outright, or see through the illusions
, Kashem reveals herself and attacks. Illusory Finery. The room’s genie-wrought furnishings and inhabitants are convincing illusions. These illusions blanket dingy, neglected versions of the objects
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
any of the food or drink, refuse to join the nobles outright, or see through the illusions, Kashem reveals herself and attacks. Dust to Dust. If Kashem is slain, her body disintegrates into a pile of
illusions. These illusions blanket dingy, neglected versions of the objects they cover and feel real if touched. To pierce the dao’s ruse, a character examining the chamber’s fixtures must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Kitchen The door leading outside is locked after nightfall. During the day, monks working in the kitchen frequently go in and out, gathering herbs or dumping refuse. Hot coals smolder in two big brick
padlock securing a swinging gate. Inside, a number of prisoners huddle on miserable straw pallets.
The cage door leading into each of these pens is locked. Jurth (in area M18) holds the key. Forcing