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Returning 35 results for 'bards bars diffusing comforts reduced'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through the gate. The prisoners are provided with clay chamber pots, and one of the duties of slaves is to empty them into the pool during their shift. There are no other comforts in the slave pen
. Prisoners must sit or lie on the stone floor, and are fed only once each day — a thin mushroom broth served in small clay bowls passed through gaps in the bars of the gate.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through the gate. The prisoners are provided with clay chamber pots, and one of the duties of slaves is to empty them into the pool during their shift. There are no other comforts in the slave pen
. Prisoners must sit or lie on the stone floor, and are fed only once each day — a thin mushroom broth served in small clay bowls passed through gaps in the bars of the gate.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through the gate. The prisoners are provided with clay chamber pots, and one of the duties of slaves is to empty them into the pool during their shift. There are no other comforts in the slave pen
. Prisoners must sit or lie on the stone floor, and are fed only once each day — a thin mushroom broth served in small clay bowls passed through gaps in the bars of the gate.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
and convinces the dragon to flee the caverns. Treasure Chuth’s small hoard contains ten gold trade bars from Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
and convinces the dragon to flee the caverns. Treasure Chuth’s small hoard contains ten gold trade bars from Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
and convinces the dragon to flee the caverns. Treasure Chuth’s small hoard contains ten gold trade bars from Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
and convinces the dragon to flee the caverns. Treasure Chuth’s small hoard contains ten gold trade bars from Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
and convinces the dragon to flee the caverns. Treasure Chuth’s small hoard contains ten gold trade bars from Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
of his total hoard, Chuth has no interest in dying to protect it. He flees when he is reduced to half his hit points or fewer. Neronvain fights until similarly reduced, then makes his way to Chuth
and convinces the dragon to flee the caverns. Treasure Chuth’s small hoard contains ten gold trade bars from Baldur’s Gate worth 50 gp each, plus 10 pp, 120 gp, 2,400 sp, and 8,000 cp. Feel free to add a couple useful potions or scrolls to the hoard as well.
Monsters
Fizban's Treasury of Dragons
bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can leave the lair
statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Monsters
Fizban's Treasury of Dragons
the greatest bards and philosophers to partake in “the Great Dialogue” in the dragon’s mountaintop lair. But only the dragon knows that the Great Dialogue has no end, and no one can
any creature that is Medium or Small, while retaining its game statistics (other than its size). This transformation ends if the dragon is reduced to 0 hit points or uses a bonus action to end it.
Psychic Step. The dragon magically teleports to an unoccupied space it can see within 60 feet of it.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bear paws at the bars.
The four bandits attack strangers, preferring ranged attacks. Their hideout is a cave full of stolen food, wine, weapons, and coins. They stole a wagon loaded with a giant
creature that hurt it most recently. It runs off when reduced to fewer than half its hit points. Treasure Coins in the cave total 99 cp, 74 sp, and 13 gp, divided among several coin purses. The bandits also accumulated other plunder worth 100 gp, including numerous weapons.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bear paws at the bars.
The four bandits attack strangers, preferring ranged attacks. Their hideout is a cave full of stolen food, wine, weapons, and coins. They stole a wagon loaded with a giant
creature that hurt it most recently. It runs off when reduced to fewer than half its hit points. Treasure Coins in the cave total 99 cp, 74 sp, and 13 gp, divided among several coin purses. The bandits also accumulated other plunder worth 100 gp, including numerous weapons.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bear paws at the bars.
The four bandits attack strangers, preferring ranged attacks. Their hideout is a cave full of stolen food, wine, weapons, and coins. They stole a wagon loaded with a giant
creature that hurt it most recently. It runs off when reduced to fewer than half its hit points. Treasure Coins in the cave total 99 cp, 74 sp, and 13 gp, divided among several coin purses. The bandits also accumulated other plunder worth 100 gp, including numerous weapons.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Harpers Any smart, non-evil character can join the Harpers of Waterdeep. Bards and wizards are especially welcome. Harpers are altruists who work behind the scenes to keep power out of the hands of
locations such as the City of the Dead. Harper support comes in these ways: The Harpers make common and uncommon potions and scrolls available to the adventurers at a reduced or deferred cost
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dispel magic (DC 16) cast on the demon’s lair dispels the magical darkness and the silence. If the darkness is dispelled, the shadow demon emerges and attacks until reduced to half its hit points or
fewer, at which point it flees to a darker area of the tomb. 5C. Floor Hatch A rusted iron grate is set into the corridor floor. Through its bars, you see muddy water flowing slowly past.
The bars
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dispel magic (DC 16) cast on the demon’s lair dispels the magical darkness and the silence. If the darkness is dispelled, the shadow demon emerges and attacks until reduced to half its hit points or
fewer, at which point it flees to a darker area of the tomb. 5C. Floor Hatch A rusted iron grate is set into the corridor floor. Through its bars, you see muddy water flowing slowly past.
The bars
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dispel magic (DC 16) cast on the demon’s lair dispels the magical darkness and the silence. If the darkness is dispelled, the shadow demon emerges and attacks until reduced to half its hit points or
fewer, at which point it flees to a darker area of the tomb. 5C. Floor Hatch A rusted iron grate is set into the corridor floor. Through its bars, you see muddy water flowing slowly past.
The bars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy
compendium
- Sources->Dungeons & Dragons->The Pugilist Class
opponents with chokeholds and arm bars, forcing the enemy to fight on the Pugilist’s terms. Level 3: Groundwork You gain the following benefits. Compression Lock. When you start your turn with one or
next turn. If the creature is Bloodied and already Incapacitated by this feature, its Hit Points are reduced to 0 instead. Once you use this feature to reduce a creature to 0 Hit Points, you can’t use it again until you finish a Long Rest.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
castle and inside it are shrunk to one-twelfth their normal size along with their gear. Almost everything they encounter inside the castle is similarly reduced in size, creating a sense of normalcy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V7. Tower, Fourth Floor Unlike the levels below, this room shows signs of recent habitation, and although the place reeks of mold and mildew, it has plenty of creature comforts, including a cozy bed
instruction from its controller, the animated armor becomes incapacitated until someone reactivates it. If it is reduced to 0 hit points, the armor falls to pieces and is destroyed. A lavender aroma emanates
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V7. Tower, Fourth Floor Unlike the levels below, this room shows signs of recent habitation, and although the place reeks of mold and mildew, it has plenty of creature comforts, including a cozy bed
instruction from its controller, the animated armor becomes incapacitated until someone reactivates it. If it is reduced to 0 hit points, the armor falls to pieces and is destroyed. A lavender aroma emanates
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
V7. Tower, Fourth Floor Unlike the levels below, this room shows signs of recent habitation, and although the place reeks of mold and mildew, it has plenty of creature comforts, including a cozy bed
instruction from its controller, the animated armor becomes incapacitated until someone reactivates it. If it is reduced to 0 hit points, the armor falls to pieces and is destroyed. A lavender aroma emanates
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
College of Creation One bard’s song of creation is the score to another person’s nightmares.
Tasha
Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That
creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Ship of the Dead The Last Breath is a space galleon that has been reduced to 90 hit points. Unless the characters take defensive measures, the galleon comes close enough for its captain, Grimzod
sensitive to holy praise. While aboard the ship, bards and other musicians are allowed to play only secular tunes.
Article 3: Coward’s Consequence. Those who abandon their post or shirk their duty






