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Returning 35 results for 'bar been diffusing contain rush'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
speak to and understand rat;rats and giant rat;giant rats.
Swarming Rush. A jermlaine adds 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Swarming Rush"} to its weapon damage rolls while
can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark, the jermlaine lurk among the tunnels, dungeons
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Sizzling streams of acid flow down the streets. Villagers rush about, shouting for loved ones and struggling to contain the damage.
Near the shore, flames leap from the windows of a low-roofed building
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
you’re here to help us! We’ve sealed the gates of Little Lockford to contain the threat that has claimed so many innocent lives.
“Some weeks ago, Tockworth, our security overseer, ordered her
claim the items for themselves. If asked why the items were left behind, Mayor Broadfoot admits she forgot about them in her rush to evacuate Little Lockford. The items are as follows: Four potions of healing A packet of dust of disappearance Two flasks of alchemist’s fire Map 5.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
you’re here to help us! We’ve sealed the gates of Little Lockford to contain the threat that has claimed so many innocent lives.
“Some weeks ago, Tockworth, our security overseer, ordered her
claim the items for themselves. If asked why the items were left behind, Mayor Broadfoot admits she forgot about them in her rush to evacuate Little Lockford. The items are as follows: Four potions of healing A packet of dust of disappearance Two flasks of alchemist’s fire Map 5.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
you’re here to help us! We’ve sealed the gates of Little Lockford to contain the threat that has claimed so many innocent lives.
“Some weeks ago, Tockworth, our security overseer, ordered her
claim the items for themselves. If asked why the items were left behind, Mayor Broadfoot admits she forgot about them in her rush to evacuate Little Lockford. The items are as follows: Four potions of healing A packet of dust of disappearance Two flasks of alchemist’s fire Map 5.1: Players’ Map
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
to the fireplace is an unoccupied raised stage where a bard might strike up a tune. The bar is to your left, where a half-elf in a heavy leather duster receives a drink from a tall female elf wearing a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carved into the stone. These records contain only what the librarians were able to write down. Even with their network of messengers and informants, and the visions they receive using the powers of
doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same.
These rooms contain crystals of many
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carved into the stone. These records contain only what the librarians were able to write down. Even with their network of messengers and informants, and the visions they receive using the powers of
doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same.
These rooms contain crystals of many
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
carved into the stone. These records contain only what the librarians were able to write down. Even with their network of messengers and informants, and the visions they receive using the powers of
doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same.
These rooms contain crystals of many
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Jermlaine Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark
Rush. A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine.
Actions
Club. Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Jermlaine Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark
Rush. A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine.
Actions
Club. Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 3
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
Jermlaine Jermlaine prove that terrible things can come in tiny packages. Their tiny, foot-tall forms can barely contain the cruelty and malevolence that courses through them. Deep in the Underdark
Rush. A jermlaine adds 1d4 to its weapon damage rolls while within 5 feet of another, conscious jermlaine.
Actions
Club. Melee Weapon Attack: −1 to hit, reach 5 ft., one target. Hit: 1 (1d4 − 3
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Passive Perception scores, and decide what they do when they notice intruders (see “Monster Behavior” in chapter 4). Some will rush headlong into a fight, while others will negotiate, sound an alarm, or
areas tend to contain valuable equipment, their doors are often locked and sometimes even warded by Glyph of Warding spells and similar effects.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Passive Perception scores, and decide what they do when they notice intruders (see “Monster Behavior” in chapter 4). Some will rush headlong into a fight, while others will negotiate, sound an alarm, or
areas tend to contain valuable equipment, their doors are often locked and sometimes even warded by Glyph of Warding spells and similar effects.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Passive Perception scores, and decide what they do when they notice intruders (see “Monster Behavior” in chapter 4). Some will rush headlong into a fight, while others will negotiate, sound an alarm, or
areas tend to contain valuable equipment, their doors are often locked and sometimes even warded by Glyph of Warding spells and similar effects.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Version F1: Dragon Bar The Dragon Bar is an extravagant reception area where gamblers gather before hitting the casino proper. When the characters enter, the ghost of a washed-up stage magician known
as the Great Stephen Amber is performing sleight-of-hand tricks for an audience of a few dozen low-stakes noble gamblers and three gnoll hecklers. At the southeast corner of the bar is a simple door
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Version F1: Dragon Bar The Dragon Bar is an extravagant reception area where gamblers gather before hitting the casino proper. When the characters enter, the ghost of a washed-up stage magician known
as the Great Stephen Amber is performing sleight-of-hand tricks for an audience of a few dozen low-stakes noble gamblers and three gnoll hecklers. At the southeast corner of the bar is a simple door
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Version F1: Dragon Bar The Dragon Bar is an extravagant reception area where gamblers gather before hitting the casino proper. When the characters enter, the ghost of a washed-up stage magician known
as the Great Stephen Amber is performing sleight-of-hand tricks for an audience of a few dozen low-stakes noble gamblers and three gnoll hecklers. At the southeast corner of the bar is a simple door
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small flames and colored lights, to the delight of Tanas. No one sits at the bar, but Propha Dran is clearing up empty glasses where the half-elf Chance was sitting before. She looks up at you and
mouths the words, “Be careful.” She then goes back to absentmindedly cleaning the bar.
This is a version of the Test Market where everything has gone wrong. Not What They Seem The figure swinging from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small flames and colored lights, to the delight of Tanas. No one sits at the bar, but Propha Dran is clearing up empty glasses where the half-elf Chance was sitting before. She looks up at you and
mouths the words, “Be careful.” She then goes back to absentmindedly cleaning the bar.
This is a version of the Test Market where everything has gone wrong. Not What They Seem The figure swinging from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small flames and colored lights, to the delight of Tanas. No one sits at the bar, but Propha Dran is clearing up empty glasses where the half-elf Chance was sitting before. She looks up at you and
mouths the words, “Be careful.” She then goes back to absentmindedly cleaning the bar.
This is a version of the Test Market where everything has gone wrong. Not What They Seem The figure swinging from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to the caverns. When the party approaches the doors in the east end of the room, read: The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the
frame and the door itself. The word “DANGER” is scrawled on that door in the Common tongue using chalk.
The left door, leading to area 22, is unlocked. Barred Door. Characters who examine the bar
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to the caverns. When the party approaches the doors in the east end of the room, read: The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the
frame and the door itself. The word “DANGER” is scrawled on that door in the Common tongue using chalk.
The left door, leading to area 22, is unlocked. Barred Door. Characters who examine the bar
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leads to the caverns. When the party approaches the doors in the east end of the room, read: The door to your left appears normal, but the one ahead has a wooden bar across it, held in brackets on the
frame and the door itself. The word “DANGER” is scrawled on that door in the Common tongue using chalk.
The left door, leading to area 22, is unlocked. Barred Door. Characters who examine the bar
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
damage and has the prone condition at the base of the pyramid. Treasure. The star-gem of Mo-Pelar lodged into the floating boat is a Gem of Seeing. The ten ornate vases in the boat each contain 200 pp
Tears of Athis then rush from the pyramid to see if the curse has been lifted. Titus Lunter Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
are 4-inch-thick double doors made of dressed stone, 5 feet wide and 10 feet tall. Except where otherwise noted, each door has a handle consisting of a horizontal bronze bar set into the stone on each
otherwise specified. Coffers are 3 feet long by 2 feet wide and stand 2 feet high; they are used to store personal possessions. Many of the area descriptions in levels 2 and 3 contain references to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
damage and has the prone condition at the base of the pyramid. Treasure. The star-gem of Mo-Pelar lodged into the floating boat is a Gem of Seeing. The ten ornate vases in the boat each contain 200 pp
Tears of Athis then rush from the pyramid to see if the curse has been lifted. Titus Lunter Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
damage and has the prone condition at the base of the pyramid. Treasure. The star-gem of Mo-Pelar lodged into the floating boat is a Gem of Seeing. The ten ornate vases in the boat each contain 200 pp
Tears of Athis then rush from the pyramid to see if the curse has been lifted. Titus Lunter Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
are 4-inch-thick double doors made of dressed stone, 5 feet wide and 10 feet tall. Except where otherwise noted, each door has a handle consisting of a horizontal bronze bar set into the stone on each
otherwise specified. Coffers are 3 feet long by 2 feet wide and stand 2 feet high; they are used to store personal possessions. Many of the area descriptions in levels 2 and 3 contain references to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
are 4-inch-thick double doors made of dressed stone, 5 feet wide and 10 feet tall. Except where otherwise noted, each door has a handle consisting of a horizontal bronze bar set into the stone on each
otherwise specified. Coffers are 3 feet long by 2 feet wide and stand 2 feet high; they are used to store personal possessions. Many of the area descriptions in levels 2 and 3 contain references to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
can be barred shut from within. Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap
cloaks hang from pegs in the entrance portico. The tavern is packed with tables and chairs, with narrow paths meandering between them. A bar stretches along one wall, under a balcony that can be reached






