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Returning 35 results for 'bard barrel diffusing contain regards'.
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Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
, create illusions, and even heal wounds. Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master
Monsters
The Book of Many Things
’ll be found by mortals who are desperate for power and ripe for corruption.
Malaxxix seeks the Books of Keeping: ancient tomes that contain the true names of all yugoloths. To this end, it
Planes as a tyrannical marauder.
Roleplaying Malaxxix
Malaxxix is a being of great cunning, terrible rage, and insatiable bloodlust who regards any opportunity to inflict misery on others as
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D7. Adventurers’ Sepulcher Four sarcophagi in alcoves contain the moldy bones of adventurers (a bard, a cleric, a fighter, and a wizard) who perished fighting Azdraka. Treasure. The northwest
sarcophagus contains the dead bard, who was buried with a lute of illusions. Sealed with the dead wizard in the southeast sarcophagus is a necklace of fireballs.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D7. Adventurers’ Sepulcher Four sarcophagi in alcoves contain the moldy bones of adventurers (a bard, a cleric, a fighter, and a wizard) who perished fighting Azdraka. Treasure. The northwest
sarcophagus contains the dead bard, who was buried with a lute of illusions. Sealed with the dead wizard in the southeast sarcophagus is a necklace of fireballs.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
D7. Adventurers’ Sepulcher Four sarcophagi in alcoves contain the moldy bones of adventurers (a bard, a cleric, a fighter, and a wizard) who perished fighting Azdraka. Treasure. The northwest
sarcophagus contains the dead bard, who was buried with a lute of illusions. Sealed with the dead wizard in the southeast sarcophagus is a necklace of fireballs.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master of song, speech, and the magic they contain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. The chest has compartments that contain five flasks of alchemist’s fire, plus the following material
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
representatives around) in exchange for an equal share of whatever treasure it might contain. She and the characters have each other over a barrel. She can’t have them arrested for burglary without the authorities
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
representatives around) in exchange for an equal share of whatever treasure it might contain. She and the characters have each other over a barrel. She can’t have them arrested for burglary without the authorities
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. The chest has compartments that contain five flasks of alchemist’s fire, plus the following material
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
representatives around) in exchange for an equal share of whatever treasure it might contain. She and the characters have each other over a barrel. She can’t have them arrested for burglary without the authorities
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. Muiral carries the key that unlocks this chest. The lock can be picked with thieves’ tools and a successful
DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. The chest has compartments that contain five flasks of alchemist’s fire, plus the following material
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of rot is strong in this room, coming from a large depression at the center, where dozens of fungi of many species grow. A barrel-shaped copper tank sits at the edge of the pit. Attached to the tank
them costs 5 feet of movement. Most of the crates are empty, but four of them contain harvested, edible fungi. Each crate of fungi weighs 50 pounds, contains the equivalent of 20 days of rations, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of rot is strong in this room, coming from a large depression at the center, where dozens of fungi of many species grow. A barrel-shaped copper tank sits at the edge of the pit. Attached to the tank
them costs 5 feet of movement. Most of the crates are empty, but four of them contain harvested, edible fungi. Each crate of fungi weighs 50 pounds, contains the equivalent of 20 days of rations, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experiments.” Everything beyond that point is smudged and illegible. 7b. Ghoul Barrels Barrels. Twelve sealed wooden barrels covered in dust rest against the walls. Three are empty, three contain fist
-sized chunks of copper ore (50 gp worth of copper per barrel), and the remaining six each have one ghoul crammed inside. Disturbing any of these barrels causes all six ghouls to burst forth and attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experiments.” Everything beyond that point is smudged and illegible. 7b. Ghoul Barrels Barrels. Twelve sealed wooden barrels covered in dust rest against the walls. Three are empty, three contain fist
-sized chunks of copper ore (50 gp worth of copper per barrel), and the remaining six each have one ghoul crammed inside. Disturbing any of these barrels causes all six ghouls to burst forth and attack
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
experiments.” Everything beyond that point is smudged and illegible. 7b. Ghoul Barrels Barrels. Twelve sealed wooden barrels covered in dust rest against the walls. Three are empty, three contain fist
-sized chunks of copper ore (50 gp worth of copper per barrel), and the remaining six each have one ghoul crammed inside. Disturbing any of these barrels causes all six ghouls to burst forth and attack
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of rot is strong in this room, coming from a large depression at the center, where dozens of fungi of many species grow. A barrel-shaped copper tank sits at the edge of the pit. Attached to the tank
them costs 5 feet of movement. Most of the crates are empty, but four of them contain harvested, edible fungi. Each crate of fungi weighs 50 pounds, contains the equivalent of 20 days of rations, and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
room is strewn with gnawed mammoth bones. A frost-covered barrel in the southwest corner contains dead fish. The winter wolves that normally sleep here are encountered in area 1G. 1G. Throne Room
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
room is strewn with gnawed mammoth bones. A frost-covered barrel in the southwest corner contains dead fish. The winter wolves that normally sleep here are encountered in area 1G. 1G. Throne Room
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
room is strewn with gnawed mammoth bones. A frost-covered barrel in the southwest corner contains dead fish. The winter wolves that normally sleep here are encountered in area 1G. 1G. Throne Room
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of
performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of
performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, even nations embroiled in bitter conflict will set their differences aside to help contain an outbreak of demons, or to seal off abyssal breaches before these fiends can break free. Signs of
performing ever greater acts of depravity, furthering the demon lord’s ambitions in exchange for magic and other boons. However, a demon regards any mortals in its service as tools to use and then
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
worth of equipment from the following options: barrel, basket, block and tackle, bucket, chest, flask or tankard, jug or pitcher, iron pot, pouch, sack, saddlebags, vial, and waterskin. What a Deal Also
Barbarian Broad belt with a dozen hanging pockets
Bard Lute case
Cleric Hollowed-out holy tome
Druid Made from natural, organic, locally sourced woven fibers
Fighter A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
worth of equipment from the following options: barrel, basket, block and tackle, bucket, chest, flask or tankard, jug or pitcher, iron pot, pouch, sack, saddlebags, vial, and waterskin. What a Deal Also
Barbarian Broad belt with a dozen hanging pockets
Bard Lute case
Cleric Hollowed-out holy tome
Druid Made from natural, organic, locally sourced woven fibers
Fighter A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
barrel-topped wagons are parked at odd angles. Tied to a nearby tree, grazing, are half a dozen draft horses wearing bright coats with bangles and tassels. The men and women are Vistani. They have no
, which contain their belongings but nothing of value. The Dancing Fire Stanimir introduces himself and welcomes the characters to his camp. If they deliver Duchess Morwen’s warning, read: Stanimir laughs






