Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bar been diffusing contacts repairs'.
Other Suggestions:
bar been diffusing contact repairs
bar been diffusing contests remains
bar been diffusing contains regains
Backgrounds
Ghosts of Saltmarsh
ink, an ink pen, a set of traveler’s clothes, and a leather pouch with 10 gp
FEATURE: I'LL PATCH IT!
Provided you have carpenter’s tools and wood, you can perform repairs on a
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
contacts don’t count toward this limit — only ones that can be used at any time to declare an NPC as a contact. Complications. Characters who carouse risk bar brawls, accumulating a cloud of nasty
upper class, but other characters can do so only if you judge that the character has made sufficient contacts. Alternatively, a character might use a disguise kit and the Deception skill to pass as a
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
. They seek out ruins that reach to the sky, though they lack the motivation and creativity to make repairs or fortify such places. Even so, their light weight and size allow them to dwell in rickety
tapping a stone to show how bored he is. He plays with his dagger and studies the Lords’ Alliance agent sitting at the bar.” Creating a vocabulary of noises for the other players to decode
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
set of traveler’s clothes, and a leather pouch with 10 gp Feature: I’ll Patch It! Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you
the navy. You easily recognize and determine the quality of such items. 5 Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals’ ships in exchange
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
set of traveler’s clothes, and a leather pouch with 10 gp Feature: I’ll Patch It! Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you
the navy. You easily recognize and determine the quality of such items. 5 Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals’ ships in exchange
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
set of traveler’s clothes, and a leather pouch with 10 gp Feature: I’ll Patch It! Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you
the navy. You easily recognize and determine the quality of such items. 5 Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminals’ ships in exchange
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, who steal goods, sell wares in the street (sometimes those they have just stolen), meet unscrupulous contacts to hand off coin, information, or purloined items, and engage in the occasional spell
caravan instead, and the town’s location makes it a key stop for most caravans passing between Waterdeep and Silverymoon. In Yartar, a caravan can arrange for swift repairs, replacements of wagon wheels
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, who steal goods, sell wares in the street (sometimes those they have just stolen), meet unscrupulous contacts to hand off coin, information, or purloined items, and engage in the occasional spell
caravan instead, and the town’s location makes it a key stop for most caravans passing between Waterdeep and Silverymoon. In Yartar, a caravan can arrange for swift repairs, replacements of wagon wheels
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, who steal goods, sell wares in the street (sometimes those they have just stolen), meet unscrupulous contacts to hand off coin, information, or purloined items, and engage in the occasional spell
caravan instead, and the town’s location makes it a key stop for most caravans passing between Waterdeep and Silverymoon. In Yartar, a caravan can arrange for swift repairs, replacements of wagon wheels
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
(coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
(coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
(coincidentally echoing the dwarven “-bar” naming convention used for citadels throughout the North). It was only when dwarves returned to work the mines below that Mirabar began to see its fortunes
costers and merchants, taking care to avoid exclusivity or cultivate too narrow a range of business partners and contacts, so they control their own destinies and fortunes. They abhor the thought of
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
for the Record Room Administration occupies the level above the Sea Dock. It includes a visitors’ lounge with a bar, guest rooms for visiting off-world dignitaries, and the academy reception. A record
contains a dormitory for cadets and a smaller dorm for academy graduates, the Weeping Goddess tavern (a raucous bar that serves cadets), a refectory where cadets take their meals (complete with patio
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
for the Record Room Administration occupies the level above the Sea Dock. It includes a visitors’ lounge with a bar, guest rooms for visiting off-world dignitaries, and the academy reception. A record
contains a dormitory for cadets and a smaller dorm for academy graduates, the Weeping Goddess tavern (a raucous bar that serves cadets), a refectory where cadets take their meals (complete with patio
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
for the Record Room Administration occupies the level above the Sea Dock. It includes a visitors’ lounge with a bar, guest rooms for visiting off-world dignitaries, and the academy reception. A record
contains a dormitory for cadets and a smaller dorm for academy graduates, the Weeping Goddess tavern (a raucous bar that serves cadets), a refectory where cadets take their meals (complete with patio
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand open, and the guards assigned to the gatehouses say and do nothing as people come and go. When Bryn Shander is threatened, however, the guards close and bar the gates, refusing to open them
mines, and he has contacts throughout the dwarfholds of the North, including Mithral Hall. One of the patrons of Kelvin’s Comfort is Sir Baric Nylef (see appendix D), a knight of Tyr and a member of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand open, and the guards assigned to the gatehouses say and do nothing as people come and go. When Bryn Shander is threatened, however, the guards close and bar the gates, refusing to open them
mines, and he has contacts throughout the dwarfholds of the North, including Mithral Hall. One of the patrons of Kelvin’s Comfort is Sir Baric Nylef (see appendix D), a knight of Tyr and a member of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stand open, and the guards assigned to the gatehouses say and do nothing as people come and go. When Bryn Shander is threatened, however, the guards close and bar the gates, refusing to open them
mines, and he has contacts throughout the dwarfholds of the North, including Mithral Hall. One of the patrons of Kelvin’s Comfort is Sir Baric Nylef (see appendix D), a knight of Tyr and a member of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
shake the feeling that you’re being watched!
The first time the characters arrive here, the sentient Bag of Devouring in the Astral gate chamber (area S12) telepathically contacts them again: “You
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, useful contacts, and potential hirelings to be found anywhere. Others caution that the city houses a veritable army of potential enemies for those who aren’t careful — and everyone agrees that its wide
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar. 14. Council Hall This large
keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar. 14. Council Hall This large
keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
makes a spirit from lobster meat and potatoes called claw wine; it is, to put it mildly, an acquired taste. Hanna employs several former dockhands to keep peace in her bar. 14. Council Hall This large
keeps an eye out for rumors of aberrations in the wild. He also has contacts with the elves of the Dreadwood, and they send word to him if a monster escapes that forest and heads in the direction of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gate for those looking to get their teeth kicked in, or to kick in someone else’s. Always one spilled drink away from a brawl, the bar is the sort of place most don’t visit unless they’re well-armed
retired sailors, the bar’s regulars are in fact contacts for a variety of unsavory organizations, from smugglers and bandits to fences, drug dealers, and panderers. Some work for the Guild, others
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gate for those looking to get their teeth kicked in, or to kick in someone else’s. Always one spilled drink away from a brawl, the bar is the sort of place most don’t visit unless they’re well-armed
retired sailors, the bar’s regulars are in fact contacts for a variety of unsavory organizations, from smugglers and bandits to fences, drug dealers, and panderers. Some work for the Guild, others
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Gate for those looking to get their teeth kicked in, or to kick in someone else’s. Always one spilled drink away from a brawl, the bar is the sort of place most don’t visit unless they’re well-armed
retired sailors, the bar’s regulars are in fact contacts for a variety of unsavory organizations, from smugglers and bandits to fences and drug dealers. Some work for the Guild, others for operations






