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Returning 14 results for 'veined see'.
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Magic Items
Bigby Presents: Glory of the Giants
Said to be infused with the wisdom and power of the god Skoraeus, this polished stone orb is veined with iridescent crystal that seems to glow from within. The orb is 8 inches in diameter and weighs
concentration on a spell.
Divine Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Magic Items
Tashaâs Cauldron of Everything
tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
Each tooth can only be used once. Track which teeth have been used. If a toothâs
dawn. You gain the following flaw: âWhen I see wickedness in action, I must oppose it.â
8
Beyond the Rock of Bral (silver mind flayer tooth)
2 mind flayer;mind flayers
You gain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trap in area 8 36b. Gold-Veined Vault The lead door that once secured this room has been torn open with such force that itâs bent and hanging from a single hinge. This vault was plundered long ago. The
10-foot-high walls are lined with stone bricks veined with gold. A few of the bricks have come loose, revealing thin sheets of lead behind them. These lead sheets are designed to prevent magical
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
grim black tower, the last defiant turret of a long-crumbled fortress. Attached to this tower is a three-story manor house, weather beaten and veined with ivy. A porch girds the house, its sagging roof
exploration the house. The other stays in the parlor to prepare to contact the houseâs spirits (see the âSĂ©ancesâ section). In the case of Rudolph van Richten, he remains in the parlor while the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
out that my avocados went bad. What a mess.â
âDigny Vots, Market Ward shopper
Market Ward Encounters d8 Encounter 1 A Transcendent Order instinct (see Morteâs Planar Parade) asks to spar with
token of apology, the manticore gifts the party a voucher for one free spa treatment at the Flame Pits (see the âMarket Ward Locationsâ section). 3 Wheeze Whistletooth, a night hag with a persistent
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
buried in a pit full of these husks canât breathe or see. Trapped Platforms. Whenever a creature steps onto a platform, it must succeed on a DC 10 Constitution saving throw or be engulfed by a swarm
light, which pacifies the vermin and keeps their handlers safe. Creatures. Two Thayan apprentices (see appendix B) are feeding the vermin scraps and pig excrement from buckets. Six Thayan warriors (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
level of the mansion; the Gralhunds are fighting to hold the upstairs. G1. Locked Gates Through a set of ornate iron gates, the characters can see a yard with several large trees, as well as two footpaths
. Balcony. Through the trees, the characters can see a large balcony (area G17) enclosed by an iron railing above the mansionâs main entrance. The balcony is 20 feet above ground level, and scaling
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
commanders (see appendix A) are positioned at the entranceâs arrow slits. The arrow slits are 10 feet above the ground and can be reached from inside Zorzulaâs Rest via the spiral staircases in area Z2
the room, a window provides a view of the outpost kitchen.
At any time, 2d4 goblins eat in the mess hall, along with 1d6 goblin psi brawlers and 1d4 goblin psi commanders (see appendix A for both
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
heard by the orc in area 4 and then attempt to flee to area 3. See the âMountain Door Defensesâ sidebar. If the archers are alerted to the partyâs presence, they open fire on intruders on the ledge and in
area 2. See area 4 for more information. MOUNTAIN DOOR DEFENSES
The orcs are well prepared for a frontal assault on the Mountain Door. They follow the sequence of activity described below to the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
overgrown path winds to the edge of the cliff. The overlook is marked by two marble statues veined with gold, each carved in the shape of a dragon with its mouth open in a silent roar.
At the base of each
ways to cross the gap. See the sidebar called âClever Solutionsâ for advice to help you determine whether these solutions work. The rhythm of the waves below echoes throughout this cramped tower. Part
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see âDoorsâ and âPortcullisesâ below), escort the characters to
characters smuggle her some weapons, rope, and a grappling hook, Venture agrees to start a prison riot (see âPrison Riotâ below). Portcullises. The passages into the holdâs interior are blocked by
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
that covers the opening to this guard post is of loose weave, allowing the fire giant guard in the dark recess to clearly see whoever enters the corridor. If intruders are spotted, he sounds his great
bronze horn to warn the hall (see area 2). The giant has four rocks for throwing. If the characters are returning after severely defeating the giants, a ballista (from the arsenal at 10A) will be set up
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cave to the west (see area G8). If the characters avenge the lizardsâ fallen kin, one of the lizards agrees to serve the party as a cavern guide and mount for the next hour. Zoltan Boros A barlgura
the party spends in the maze, roll on the Labyrinth Encounters table to see what, if anything, the characters meet. The labyrinthâs exit is a one-way portal at the end of a clean, misty tunnel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet. The characters might be able to see area 3 as they descend. A fortress emerges from the
a needle trap. The needle extends 3 inches out of the opening, dealing 1 piercing damage to whoever pulled the lever. Someone who carefully and slowly pulls the lever open can easily see the needle






