Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bad bringing descends currents resolve'.
Other Suggestions:
bad bringing descended current remove
bad binding descended currents resolve
bad bringing descend current remove
bad bringing descent current remove
bad bringing descent currently remove
Monsters
Fizban's Treasury of Dragons
. The water’s edge on the map represents the lip of the shelf, which descends to a dark plain twelve hundred feet below.
Coral Reef. The rocky cliff side depicts the contours of a coral reef that
turtle’s lair can be transformed by its presence, creating one or more of the following effects:
Diverting Currents. Underwater currents push unwanted visitors away from the lair. While
Monsters
Princes of the Apocalypse
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
, currents and tides are exceptionally strong and treacherous. Any ability checks made to safely navigate or control a vessel moving through these waters has disadvantage.
Aquatic creatures that have
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
a patriar’s scion in an illegal duel. The family swore revenge, and you fled to the slums rather than risk bringing their wrath down on your kin.
6
You aren’t originally from Baldur
Orc
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
prosperity, sharing their good fortune with friends and strangers alike. Vistani resolve disagreements through contests that end with reconciliatory singing, dancing, and storytelling. Vistani families can
believe that ravens carry lost souls within them. Hence, killing a raven is considered bad luck in Vistani culture.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
devote themselves expressly to protecting the innocent and spreading justice in the world, while others resolve to attain that goal by conquering those who stand defiant and bringing them under the rule of
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
brackish waters, sometimes bending and swaying with the movements of currents. Underwater, the merrow make their home. Valuables change hands all over the city, but blood from failed deals often stains
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
.
2 You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are.
3
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
where to go in the Lower City and Outer City for anonymity. In these slums and alley camps, you can get a damp bed and a bad meal, but also a degree of privacy and no questions asked. Living here
crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less fortunately, maintaining that deception might require you to stay in hiding until you actually are. 3 You study the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
descends to a dark plain twelve hundred feet below. Coral Reef. The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
descends to a dark plain twelve hundred feet below. Coral Reef. The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
descends to a dark plain twelve hundred feet below. Coral Reef. The rocky cliff side depicts the contours of a coral reef that rises 80 feet above the shelf. The exterior face of the reef is covered
its presence, creating one or more of the following effects: Diverting Currents. Underwater currents push unwanted visitors away from the lair. While swimming in these currents, each foot of movement
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Morgrave’s bad reputation. They seek fame, wealth, and power by plundering the secrets of ancient civilizations and claiming the magic and money they find for themselves. On the other hand, if the
characters solve this problem by breaking the curse rather than killing the rivals, but either way, these foils no longer trouble the characters after they resolve this situation. (A rival group at these levels might consist of an Archmage, an Archpriest, a Spy Master, and a Warrior Commander.)
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Morgrave’s bad reputation. They seek fame, wealth, and power by plundering the secrets of ancient civilizations and claiming the magic and money they find for themselves. On the other hand, if the
characters solve this problem by breaking the curse rather than killing the rivals, but either way, these foils no longer trouble the characters after they resolve this situation. (A rival group at these levels might consist of an Archmage, an Archpriest, a Spy Master, and a Warrior Commander.)
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Morgrave’s bad reputation. They seek fame, wealth, and power by plundering the secrets of ancient civilizations and claiming the magic and money they find for themselves. On the other hand, if the
characters solve this problem by breaking the curse rather than killing the rivals, but either way, these foils no longer trouble the characters after they resolve this situation. (A rival group at these levels might consist of an Archmage, an Archpriest, a Spy Master, and a Warrior Commander.)
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
outcroppings, and rivers of lava. His magic also opened portals to the Elemental Plane of Fire, bringing salamanders and fire elementals to the hilltop. The dragon’s domain, shown in map 16.2, is the most
salamanders brought from the Elemental Plane of Fire by Mekkalath’s magic. The salamanders serve Mekkalath, patrolling the hill and performing errands for him. A stairway in the back of the hall descends
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
outcroppings, and rivers of lava. His magic also opened portals to the Elemental Plane of Fire, bringing salamanders and fire elementals to the hilltop. The dragon’s domain, shown in map 16.2, is the most
salamanders brought from the Elemental Plane of Fire by Mekkalath’s magic. The salamanders serve Mekkalath, patrolling the hill and performing errands for him. A stairway in the back of the hall descends
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
outcroppings, and rivers of lava. His magic also opened portals to the Elemental Plane of Fire, bringing salamanders and fire elementals to the hilltop. The dragon’s domain, shown in map 16.2, is the most
salamanders brought from the Elemental Plane of Fire by Mekkalath’s magic. The salamanders serve Mekkalath, patrolling the hill and performing errands for him. A stairway in the back of the hall descends
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
) score spots something unexpected: The water begins to churn. From the darkness below glides a glowing, translucent longship, its oars bringing it just below you. A cloudiness covers the deck
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
) score spots something unexpected: The water begins to churn. From the darkness below glides a glowing, translucent longship, its oars bringing it just below you. A cloudiness covers the deck
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, review the rules for underwater combat in the Player’s Handbook. Death Helms a Ghost Ship After the party descends approximately 3,000 feet, the character who has the highest passive Wisdom (Perception
) score spots something unexpected: The water begins to churn. From the darkness below glides a glowing, translucent longship, its oars bringing it just below you. A cloudiness covers the deck