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Returning 23 results for 'bard blanket diffusing contact reserves'.
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Monsters
Waterdeep: Dragon Heist
(spell save DC 14, +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Spellcasting"} to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending
, even while drunk, and uses an elven lute as a spellcasting focus.
Davil can put the characters in contact with other leaders of the Black Network's Waterdeep division, namely Istrid Horn (if they need
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Office makes contact with them if they report back to Gilda Duhn first. Knowing the importance of tracking Lottie down, Omin authorizes the loan of the battle balloon at once, with the vehicle arriving
reserves the right to resurrect characters as indentured servants to work off the loss. The crew that delivered the battle balloon remain with the ship, though the characters are firmly in charge and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Heat Metal Level 2 Transmutation (Bard, Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a piece of iron and a flame)
Duration: Concentration, up to 1 minute
Choose a
manufactured metal object, such as a metal weapon or a suit of Heavy or Medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area, but contact with the acid deals no damage. The illusion can be removed with a successful dispel magic spell (DC 14). Orl refreshes the spell each day. 8b. False Camp Orl has created a false camp
in the dead-end tunnels to the west, forming a 5-foot-deep pool over much of the floor.
Encampment. A rough camp is set up in an alcove to the southeast.
The alcove holds a blanket, a cask of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ancient crystal touched by the evil god Cyric. Though Vargan defeats the archmage, prolonged contact with the crystal corrupts the bard, convincing him that his former allies are too powerful and
the pitiless lord and prevent him from hurting anyone ever again. Act II Vargan tracks down Lord Rathmore in a bustling city. Unsure how to proceed, the young bard starts asking around the city for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
insane by contact with demons in the Underdark. A greater restoration spell or similar magic is needed to restore her sanity, without which Darribeth suffers from hallucinations and paranoia. If the
for her spells, a pouch containing 11 gp, a dagger, a canteen, and a worn blanket. Fastened to the backpack is a coiled rope of climbing.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
characters in contact with an adventuring party on any kind of journey. Each of these characters might spark an entire new adventure, or might be little more than a momentary diversion. Determine details
audience. 19–20 A destitute bard plays the harp with mediocre skill while asking for donations. 21–22 A deaf couple communicate with each other by sign language, but suddenly stop when they notice they are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chapter 1 is Salida, a pureblood yuan-ti loyal to Ras Nsi. If Salida escorts the characters into the city, she’ll surreptitiously use her sending stone to contact Ras Nsi so that he can prepare an
). The hunters know the city well, but care little for its history and keep clear of its shrines. They hunt alone and avoid contact with explorers. Rare weapons and hunting gear are the only items the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
animal upon which an animal messenger spell was cast. It dashes away after delivering its invitation. Melannor Fellbranch The characters’ main contact in the Emerald Enclave is Melannor Fellbranch, the
sackcloth hood, another has a rotting pumpkin head, and the third is covered with a threadbare blanket. Characters who camp in a field for the better part of a day or night have a 10 percent chance
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
(lawful good strongheart halfling commoner), a self-styled bard kept around to entertain guests, is fond of plucking his fiddle while recounting his tale: that the White Lady’s husband was a miser who
the details of her own death or the fate of her lost love. Once her spirit departs, the frost on the windows dissipates. Rinaldo the halfling leads a seance to contact the spirit of the White Lady of Lac Dinneshere
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
happened to Zybilna, with whom he has lost contact. If you like, you can replace Madryck Roslof with a different NPC who better suits your campaign. Whether Madryck or someone else gives the quest, the
inspiration—the source of my power.
“I have been unable to contact Zybilna for the better part of a year, and I fear something terrible has happened. My adventuring days are over, but Zybilna has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
filled completely with dead insects along with occasional bones, making it difficult terrain. Pit Traps. Scattered through the room, hidden beneath the blanket of insect bodies, are several pit traps
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can, and shares as little as she can get away with. Prisoner 13 is comfortable with her lot in life, enjoying the anonymity and ironic protection of Revel’s End like a warm blanket on a winter night
contact.
Actions
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
can, and shares as little as she can get away with. Prisoner 13 is comfortable with her lot in life, enjoying the anonymity and ironic protection of Revel’s End like a warm blanket on a winter night
contact.
Actions
Multiattack. Prisoner 13 makes two Tattooed Strike attacks.
Tattooed Strike. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 60 ft., one target. Hit: 12 (2d8 + 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lute as a spellcasting focus. Davil can put the characters in contact with other leaders of the Black Network’s Waterdeep division, namely Istrid Horn (if they need a loan), Skeemo Weirdbottle (if
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lower Ward Industrial smog and fumes blanket the Lower Ward, a noisy tangle of bellowing forges, magical refineries, and alchemical emissions. Cobblers, smiths, and smelters gravitate to the ward
creature 300 gp Contact other plane, legend lore, planar binding, Rary’s telepathic bond 750 gp Shattered Temple A nameless street leads through a razed district to the Shattered Temple, headquarters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
asleep in their tents. The shaman sleeps under a blanket of snow in the Sunken Grove and can be spotted by any character with a passive Wisdom (Perception) score of 20 or higher. The shaman and the
to pay for Zhentarim mercenaries to patrol the lands north of Daggerford. Pencheska has forged a promising alliance with the Black Network, and her primary Zhentarim contact in town is a plump
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
designed to lure greedy intruders to their doom. A character who inspects the sacks and succeeds on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their
illusions. These illusions blanket dingy, neglected versions of the objects they cover and feel real if touched. To pierce the dao’s ruse, a character examining the chamber’s fixtures must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
enough. She uses a sending spell to contact Manshoon as soon as the characters arrive. Manshoon sends his simulacrum (see appendix B) to unlock the door to area E2 and greet the new arrivals. It takes 1
swashbuckler; see appendix B) and Agorn Fuoco (NE male Turami human bard; see appendix B). Vevette is relaxing in a chair, while Agorn strums a lyre. An alabaster staircase ascends 10 feet to area E9
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
), in the guise of Zardoz Zord (absent if he’s marshalling the Day of Wonders parade; see “Special Events”) Margo Verida, a female Amnian human bard (see appendix B) Khafeyta Murzan, a female Mulhorandi
labeled “One-Eyed Jax” in Common. Behind a purple curtain, a bed is covered by a soft blue blanket and matching pillows. Next to the bed is a wooden chest with clawed feet. Nimblewright. The
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton
, Kashem reveals herself and attacks. Illusory Finery. The room’s genie-wrought furnishings and inhabitants are convincing illusions. These illusions blanket dingy, neglected versions of the objects
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
opinions of humanoids based on previous contact with related humanoids. Good dragons can recognize humanoid bloodlines by smell, sniffing out each person they meet and remembering any relatives they have
come into contact with over the years. A gold dragon might never suspect duplicity from a cunning villain, assuming that the villain is of the same mind and heart as a good and virtuous grandmother. On






