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Returning 35 results for 'bards bandits deciding continually reflections'.
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bards bands deciding continually reflections
Monsters
Fizban's Treasury of Dragons
rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3
A crystal dragon invites the greatest bards and philosophers to partake in
pastime.
2
A crystal dragon wyrmling has foreseen an untimely end for the bandit;bandits who raided the wyrmling’s lair and follows the bandits to keep them safe.
3
A crystal dragon
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
critical factor, of course; the best ones make the best music, and some bards are continually on the lookout for an improvement. Perhaps just as important, though, is the instrument’s own entertainment
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fighting the Reavers At the start of combat, place two astral reavers (bandits) at the edge of the forecastle area. Don’t roll initiative for these enemies. Instead, all reavers act at the end of the
and glowing pink eyes 5 Enormous nose and ears 6 Helicopter blades mounted on head (flying speed of 10 feet, with a maximum hovering altitude of 3 feet) 7 Infantile second head that continually spits
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fighting the Reavers At the start of combat, place two astral reavers (bandits) at the edge of the forecastle area. Don’t roll initiative for these enemies. Instead, all reavers act at the end of the
and glowing pink eyes 5 Enormous nose and ears 6 Helicopter blades mounted on head (flying speed of 10 feet, with a maximum hovering altitude of 3 feet) 7 Infantile second head that continually spits
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
in the camp, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty — effectively an unlimited supply if characters get the idea of fighting them all
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Fighting the Reavers At the start of combat, place two astral reavers (bandits) at the edge of the forecastle area. Don’t roll initiative for these enemies. Instead, all reavers act at the end of the
and glowing pink eyes 5 Enormous nose and ears 6 Helicopter blades mounted on head (flying speed of 10 feet, with a maximum hovering altitude of 3 feet) 7 Infantile second head that continually spits
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
in the camp, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty — effectively an unlimited supply if characters get the idea of fighting them all
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
in the camp, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty — effectively an unlimited supply if characters get the idea of fighting them all
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused, and security is lax. Most of these raiders are mercenaries and bandits
, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty—effectively an unlimited supply if characters get the idea of fighting them all. Captured! If
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused, and security is lax. Most of these raiders are mercenaries and bandits
, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty—effectively an unlimited supply if characters get the idea of fighting them all. Captured! If
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused, and security is lax. Most of these raiders are mercenaries and bandits
, they count roughly one hundred kobolds and a mix of bandits, guards, and cultists totaling about eighty—effectively an unlimited supply if characters get the idea of fighting them all. Captured! If
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
others. News and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount (or invent) stories to inform and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
others. News and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount (or invent) stories to inform and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
routes between cities and nations often cross into the territory of brigands or marauding humanoids. Every forest, swamp, and mountain range has its own perils, whether lurking bandits, savage orcs
others. News and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount (or invent) stories to inform and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
trained pack of wolves and frets about outgrowing this favorite pastime.
2 A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling’s lair and follows the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
trained pack of wolves and frets about outgrowing this favorite pastime.
2 A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling’s lair and follows the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
trained pack of wolves and frets about outgrowing this favorite pastime.
2 A crystal dragon wyrmling has foreseen an untimely end for the bandits who raided the wyrmling’s lair and follows the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
patriars, traveling nobles, famed bards, and socially ambitious Lower City residents hoping to rub shoulders with the elite. The inn is unfussy, but conducts its service with flawless technique and the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
patriars, traveling nobles, famed bards, and socially ambitious Lower City residents hoping to rub shoulders with the elite. The inn is unfussy, but conducts its service with flawless technique and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s
patriars, traveling nobles, famed bards, and socially ambitious Lower City residents hoping to rub shoulders with the elite. The inn is unfussy, but conducts its service with flawless technique and the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s will
patriars, traveling nobles, famed bards, and socially ambitious Lower City residents hoping to rub shoulders with the elite. The inn is unfussy, but conducts its service with flawless technique and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s
patriars, traveling nobles, famed bards, and socially ambitious Lower City residents hoping to rub shoulders with the elite. The inn is unfussy, but conducts its service with flawless technique and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
shrine a popular place for weddings, dedication ceremonies, and other oaths. Legend holds that bards and artists who study their own reflections in the basin for half a day, opening their minds to Oghma’s
patriars, traveling nobles, famed bards, and socially ambitious Lower City residents hoping to rub shoulders with the elite. The inn is unfussy, but conducts its service with flawless technique and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tharizdun, this room is filled with nearly a hundred of the dark god’s faithful (commoners, thugs, bandits, and cultists), brought together by their belief in the imminent end of the world. These warped
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tharizdun, this room is filled with nearly a hundred of the dark god’s faithful (commoners, thugs, bandits, and cultists), brought together by their belief in the imminent end of the world. These warped
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Tharizdun, this room is filled with nearly a hundred of the dark god’s faithful (commoners, thugs, bandits, and cultists), brought together by their belief in the imminent end of the world. These warped
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
room, notices that one of the mirrors near the corner of the room has a shimmer in its reflections. A creature that touches that mirror takes no damage and causes the mirror to turn sideways, revealing
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits). They are the stone-masked folk who have been watching over the quarry by night, and the so-called Bringers of Woe who appear in area T7 of the Tomb of Moving Stones (they rush down to the
twenty workers, and he insists on keeping careful records. Key NPC. The Believers have no formal leader, but if they did, Dornen would be it. He is a longstanding member who serves as the deciding
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits). They are the stone-masked folk who have been watching over the quarry by night, and the so-called Bringers of Woe who appear in area T7 of the Tomb of Moving Stones (they rush down to the
twenty workers, and he insists on keeping careful records. Key NPC. The Believers have no formal leader, but if they did, Dornen would be it. He is a longstanding member who serves as the deciding
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandits). They are the stone-masked folk who have been watching over the quarry by night, and the so-called Bringers of Woe who appear in area T7 of the Tomb of Moving Stones (they rush down to the
twenty workers, and he insists on keeping careful records. Key NPC. The Believers have no formal leader, but if they did, Dornen would be it. He is a longstanding member who serves as the deciding
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are even more formidable than the knights and have served the city well for years. Silverymoon is also a haven for Harpers — not surprising, given that many Harpers are wizards and bards. Grand and
Waterdhavians and adventurers remain — and in recent years have become homes to bandits and monsters. Those who excavate the Sumber Hills for building stone and gravel often talk of finding gemstones and rich






