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                        Returning 15 results for 'though of workings with'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     annihilation that slowly drains away Tarnhem’s essence to fuel the magical workings of the tomb. A successful DC 12 Intelligence (Investigation) check identifies a number of silver wires attached to the
                                                
                                            
                                                
                                                     and is unmoored. It travels throughout the tomb at random, though is confined by the tomb’s magic to stay within its rooms and corridors rather than boring through the walls. This sphere can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     magic depends on the Weave, though different kinds of magic access it in a variety of ways. The spells of wizards, warlocks, sorcerers, and bards are commonly called arcane magic. These spells rely on
                                                
                                            
                                                
                                                     an understanding—learned or intuitive—of the workings of the Weave. The caster plucks directly at the strands of the Weave to create the desired effect. Eldritch knights and arcane tricksters also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     knowledge, resulting in lightning-like flashes of inspiration (as well as the fury of a physical storm). In all their various forms, though, the myths agree on the basic structure of the pantheon’s
                                                
                                            
                                                
                                                     mystery, supporting the idea that the workings of the universe are simply incomprehensible to mortal minds. It’s also possible that Kruphix and Klothys are a different order of beings from either the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     forges a
 portal key in the Great Foundry in
 Sigil, headquarters of the Mind’s Eye Factions of Sigil Twelve factions have risen to prominence in the City of Doors, though many more exist. Your
                                                
                                            
                                                
                                                     include the following details:
  
A core philosophy centered on an assumption or fundamental truth about the multiverse or its workings 
A building that serves as the faction’s headquarters in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     device of some kind, though no such device is present. Atop this dais is a bronze-scaled dragon wearing a coral crown.
 Ashgarlyth, a young bronze dragon, stands on the dais. Characters who enter
                                                
                                            
                                                
                                                    . Bookshelves are filled with books and dioramas. Freestanding chalkboards in wooden frames once displayed arcane formulas, though only smudges and streaks of chalk remain.
 Characters who succeed on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     years, as I earned Gyrt’s respect and she mine, we became friends, and I came to know her three sons as well. Though Gyrt died some decades ago, I still visit her children, whom I played with when they
                                                
                                            
                                                
                                                     were young. They now have children of their own, and all call me auntie. During my time with Gyrt and her kin, the people of the Elk explained much to me about the workings of their tribe — their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    . Though the vast majority of those recruits have perished or been imprisoned at the hands of the Grand Master, twenty-five monks — all a motley assemblage of evil humanoids — currently occupy various areas
                                                
                                            
                                                
                                                     about the workings of the place, but vaguely hint at how newcomers will be welcome to either join their “immured brothers” (the prisoners in area M6) or the “enlightened ones” (the brains in jars in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     Bedtime Rhyme. Though she’s reluctant to share the truth, Gailby admits that she knocked Crinkle unconscious with the book. Either she or Crinkle was possessed when it happened, but Gailby’s not certain
                                                
                                            
                                                
                                                    . Confrontation Singing the final stanza draws Shemshime into the room. The book trembles, and its mechanical inner workings squeal to a halt for a moment before whirring back to life. You hear clicks, and shadows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     sting attacks remotely, though still on the devil’s turn and using its actions. Two half-orc monks named East Wind and West Wind protect the Grand Master at all times. Each is a martial arts adept with
                                                
                                            
                                                
                                                     workings of the monastery through its boasting — specifically, the existence of the treasury and the brains in jars guarding its access. Doing so might encourage characters to escape in that direction
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
                                                
                                            
                                                
                                                     remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     mountains with wild claims of having been lost in the peaks and visiting the city by accident. And though none of them could produce a full map showing the route they took, their stories all shared a
                                                
                                            
                                                
                                                     legendary lost city of Daoine Gloine spreads out within a narrow mountain vale. Ancient and intricate stone towers rise up from the valley floor, though many of those have toppled against one another to form
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     10 pounds. Each adamantine ingot is worth 10 gp and weighs 1 pound. If she is present, Sithi Vinecutter allows the characters to collect their reward, though she watches them closely to be sure no one
                                                
                                            
                                                
                                                     overseers of Hrakhamar. It is finely crafted and worth 2,500 gp, though a wealthy dwarf would pay twice that much to acquire it. 7. Imix Shrine It’s unclear what the dwarves used this area for, but the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     stat block with these changes: It speaks Common, though its responses are programmed. A successful DC 11 Wisdom (Perception) check notes a small clockwork device attached to the inside of a
                                                
                                            
                                                
                                                     below). Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use an action
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     will triumph won’t be known for hundreds of years. In the sped-up time of the Supertemporal Arena, though, the battle plays out in 3d6 minutes. A creature needs to spend approximately 10 rounds
                                                
                                            
                                                
                                                     the workings of their home plane, Mechanus. Shemeshka corroborates everything R04M told the characters in chapter 13. As soon as she has shared this information, or if she is forced into battle after
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     incapacitated creature, filling its mind with disturbing sounds and dreadful imagery. Participating meenlocks can’t use their telepathy for any other purpose during this time, though they can move about
                                                
                                            
                                                
                                                     authority. Through the writings of the wizard who penned it, the illithid perceives the workings of a highly intelligent mind. Most mind flayers who find a spellbook react with abhorrence or
                                                
                                            
                                        





