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                        Returning 9 results for 'travel of warding with'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     various arcane subjects, focusing on evocation magic and planar travel. Three of the texts are valuable (100 gp each). They are titled Tenebrous and the True Path to Lichdom, Musings of a Planar
                                                
                                            
                                                
                                                     cover and contains the spells Melissara has prepared, plus arcane lock and glyph of warding. Desk The desk holds an orderly stack of notes. Half of the notes detail meticulous magical experiments and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     with, and says he will trade the components for either of the following: The characters must travel to the Temple of Moloch (see chapter 4) to rescue the gemsmith Seodra and any surviving thieves sent
                                                
                                            
                                                
                                                     there. They must then help those operatives complete their mission to steal the gemstone eyes from the temple’s greatest statue. The characters can instead travel to the temple to facilitate a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     dress. They often travel with a retinue of other performers, guards, or noble patrons. Welcome, one! Welcome, all! Welcome to the short, and welcome to the tall! Welcome angels, welcome fiends
                                                
                                            
                                                
                                                     spellcasting ability (spell save DC 17):
 At Will: Mage Hand, Minor Illusion, Prestidigitation
 1/Day Each: Major Image, Project Image
 Reactions
 Warding Charm. Trigger: A creature hits the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Elemental Vessels Long ago, gnome artificers and specialists from House Cannith discovered and developed a means of magical travel. The heart of the process is a set of techniques for binding
                                                
                                            
                                                
                                                     made of iron (AC 19) but sometimes of mithral (AC 21) or adamantine (AC 23). The chest is often guarded with a glyph of warding and housed in a room behind locked and possibly trapped doors. The shard itself has AC 17 and 10 (3d6) hit points.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this
                                                
                                            
                                                
                                                    , warding your allies or inspiring fear in your enemies. As a bonus action, you can create an aura of draconic power that radiates 10 feet from you for 1 minute. For the duration, you gain one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     assembly has AC 19, 5 hit points, and immunity to poison and psychic damage. The rod is protected with a Glyph of Warding; if anyone comes within 5 feet of the rod or anything touches it, explosive
                                                
                                            
                                                
                                                     to the one in the armory (area 3), stands in the center of the kitchen. This rod is also protected by a Glyph of Warding, but if triggered, the explosive runes deal cold damage instead of acid damage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     scouted the grounds, any character in the baths (area T5) who has a passive Wisdom (Perception) score of 13 or higher spots the ruined stone building behind the trees. Characters who travel from the
                                                
                                            
                                                
                                                     the three hags has its own disgusting bed, and the strange objects that fill the crates are shared by all.  Glyph of Warding. Scratched into the floor at the top of the stairs is a glyph created by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     glyph of warding holding a passwall spell is inscribed on the floor in front of the door. Characters can spot the glyph with a successful DC 15 Intelligence (Investigation) check. If someone opens the
                                                
                                            
                                                
                                                     stone walls.
 This ancient tunnel runs south toward San Citlán. Itzmin, TeocÃn, and Serapio travel this passage from the city to the mine without attracting attention. After the demolition of area H1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     orcs and giants. During the War of the Silver Marches, he obtained reports of orcs and giants attacking dwarfholds throughout the North. Many times he wanted to take up arms and travel north to join the
                                                
                                            
                                                
                                                    . Its lock can be picked with thieves’ tools and a successful DC 15 Dexterity check. A glyph of warding spell cast on the door is triggered when someone other than Draven opens it. When triggered, the
                                                
                                            
                                        






