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Returning 35 results for 'bar belong diffusing consult reclusive'.
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Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of the Outer Planes. Consult the Dungeon Master’s Guide for general details about the planes and their organization. DMs can determine how much of this book they want to share with their players
Planes—and other incredible realms. Mike Pape Angels, devils, and all manner of planar creatures relax in the Smoldering Corpse Bar in Sigil
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Famous Story Is there one story that hangs over your group’s head, for good or ill? Maybe it sets a high bar you might never reach again, or ensures you’ll never write a story of a different kind
. Consult the Famous Story table to determine what reporting has most colored your career. Famous Story d6 Famous Story 1 Fear Monger. You spiced up a story by stretching a few facts, instigating a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Famous Story Is there one story that hangs over your group’s head, for good or ill? Maybe it sets a high bar you might never reach again, or ensures you’ll never write a story of a different kind
. Consult the Famous Story table to determine what reporting has most colored your career. Famous Story d6 Famous Story 1 Fear Monger. You spiced up a story by stretching a few facts, instigating a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Famous Story Is there one story that hangs over your group’s head, for good or ill? Maybe it sets a high bar you might never reach again, or ensures you’ll never write a story of a different kind
. Consult the Famous Story table to determine what reporting has most colored your career. Famous Story d6 Famous Story 1 Fear Monger. You spiced up a story by stretching a few facts, instigating a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of the Outer Planes. Consult the Dungeon Master’s Guide for general details about the planes and their organization. DMs can determine how much of this book they want to share with their players
Planes—and other incredible realms. Mike Pape Angels, devils, and all manner of planar creatures relax in the Smoldering Corpse Bar in Sigil
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
of the Outer Planes. Consult the Dungeon Master’s Guide for general details about the planes and their organization. DMs can determine how much of this book they want to share with their players
Planes—and other incredible realms. Mike Pape Angels, devils, and all manner of planar creatures relax in the Smoldering Corpse Bar in Sigil
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
private hunting domain. Drow warriors patrol the forest, alert for poachers and intruders. Check for random encounters in Kyorbblivvin once every hour. Roll a d20 and consult the Kyorbblivvin Encounters
“Fungi of the Underdark” in chapter 2). Roll a d6 and consult the Exotic Fungi table to determine what they find. d6 Fungi 1 1d6 nightlights (50 percent chance they are unlit) 2 2d6 Nilhogg’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters in Blingdenstone Once per day while the characters are exploring the deep gnome settlement, roll a d20 and consult the Blingdenstone Encounters table to determine what, if anything
of 15 feet. When they burrow, they leave tunnels behind them. Dungeon Hazard The characters approach a section of Blingdenstone in horrible disrepair. If they explore the area, roll a d6 and consult
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
building.
“And you know there was a fourth stone in Grista’s bar. Wheel-of-Fortune worked right next to it every day. Could you come with us to the Sleeping Giant and make sure the tiefling is alright
?”
When the characters arrive at the Sleeping Giant, the inside is dark. Wheel-of-Fortune stands behind the bar. Their purple skin gleams with a thin sheen of mucus, and their skull and limbs have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
building.
“And you know there was a fourth stone in Grista’s bar. Wheel-of-Fortune worked right next to it every day. Could you come with us to the Sleeping Giant and make sure the tiefling is alright
?”
When the characters arrive at the Sleeping Giant, the inside is dark. Wheel-of-Fortune stands behind the bar. Their purple skin gleams with a thin sheen of mucus, and their skull and limbs have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
building.
“And you know there was a fourth stone in Grista’s bar. Wheel-of-Fortune worked right next to it every day. Could you come with us to the Sleeping Giant and make sure the tiefling is alright
?”
When the characters arrive at the Sleeping Giant, the inside is dark. Wheel-of-Fortune stands behind the bar. Their purple skin gleams with a thin sheen of mucus, and their skull and limbs have
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the goblins destroyed and desecrated, trapping people inside. The Sleeping Giant, where goblins ransacked the bar. The crime scenes are further detailed in the “Stolen Shards” section. The characters
. Whenever the characters finish investigating one of the crime scenes listed above, roll a d20 and consult the Goblin Mischief table to see what occurs. Goblin Mischief d20 Mischief 1 A goblin psi
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the goblins destroyed and desecrated, trapping people inside. The Sleeping Giant, where goblins ransacked the bar. The crime scenes are further detailed in the “Stolen Shards” section. The characters
. Whenever the characters finish investigating one of the crime scenes listed above, roll a d20 and consult the Goblin Mischief table to see what occurs. Goblin Mischief d20 Mischief 1 A goblin psi
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
inquisitives charge at least 2 GP per day, plus expenses—and the use of magic can increase that cost significantly. The inquisitives best at finding lost people and things belong to the Finders Guild
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the city who doesn’t belong to one or more guilds, or doesn’t work for someone who does. As a visitor to Waterdeep, you need to know this, lest you run afoul of “Guild Law.” Guild Law isn’t technically
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the goblins destroyed and desecrated, trapping people inside. The Sleeping Giant, where goblins ransacked the bar. The crime scenes are further detailed in the “Stolen Shards” section. The characters
. Whenever the characters finish investigating one of the crime scenes listed above, roll a d20 and consult the Goblin Mischief table to see what occurs. Goblin Mischief d20 Mischief 1 A goblin psi
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
inquisitives charge at least 2 GP per day, plus expenses—and the use of magic can increase that cost significantly. The inquisitives best at finding lost people and things belong to the Finders Guild
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
inquisitives charge at least 2 GP per day, plus expenses—and the use of magic can increase that cost significantly. The inquisitives best at finding lost people and things belong to the Finders Guild
calls on these agencies to consult in difficult cases, members of the Watch tend to find Medani mind games infuriating and their idealism naive. Medani inquisitives also serve as bodyguards and
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->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
the crow’s nest spot 1d4 + 2 berserkers (CE male and female Uthgardt humans) who belong to either the Black Raven tribe or the Griffon tribe. Each berserker rides a trained giant raven (use the giant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an hour or even a night resting in safety. On the flip side, cautious characters might try to
fixed location. The options are often presented in a table. When a random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
the crow’s nest spot 1d4 + 2 berserkers (CE male and female Uthgardt humans) who belong to either the Black Raven tribe or the Griffon tribe. Each berserker rides a trained giant raven (use the giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters have no planned encounters in the air, you can add an encounter whenever it suits you. Roll a d20 and consult the Random Aerial Encounters table. You can also use the Weather table in chapter 5
the crow’s nest spot 1d4 + 2 berserkers (CE male and female Uthgardt humans) who belong to either the Black Raven tribe or the Griffon tribe. Each berserker rides a trained giant raven (use the giant
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an hour or even a night resting in safety. On the flip side, cautious characters might try to
fixed location. The options are often presented in a table. When a random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables






