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Returning 35 results for 'bards before descends code resolve'.
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Backgrounds
Sword Coast Adventurer's Guide
choice, as appropriate to your factionLanguages: Two of your choiceEquipment: Badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of
bottle of Champagne du le Stomp. But before the characters can take him up on his offer, Gargenhale is betrayed (see “Mutiny” below). PIRATE CODE
Grimzod Gargenhale expects those under his command
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of
bottle of Champagne du le Stomp. But before the characters can take him up on his offer, Gargenhale is betrayed (see “Mutiny” below). PIRATE CODE
Grimzod Gargenhale expects those under his command
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
check, Gargenhale won’t agree to an alliance unless Krux and the characters join his fleet, adhere to the Pirate Code (see the “Pirate Code” sidebar), and call him Admiral Gargenhale. As the captain of
bottle of Champagne du le Stomp. But before the characters can take him up on his offer, Gargenhale is betrayed (see “Mutiny” below). PIRATE CODE
Grimzod Gargenhale expects those under his command
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Moral Quandaries If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of
essential mission. Honor Quandary. A character is forced to choose between victory and a personal oath or code of honor. A paladin who has sworn an oath of virtue might realize that the clearest path to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Moral Quandaries If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of
essential mission. Honor Quandary. A character is forced to choose between victory and a personal oath or code of honor. A paladin who has sworn an oath of virtue might realize that the clearest path to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Moral Quandaries If you want to give the characters a crisis that no amount of spellcasting or swordplay can resolve, add a moral quandary to the adventure. A moral quandary is a problem of
essential mission. Honor Quandary. A character is forced to choose between victory and a personal oath or code of honor. A paladin who has sworn an oath of virtue might realize that the clearest path to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil. Neutral evil (NE) is the alignment of those who do whatever they can get away
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil. Neutral evil (NE) is the alignment of those who do whatever they can get away
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
townsfolk. Chaotic neutral (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful evil (LE) creatures methodically take what
they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil. Neutral evil (NE) is the alignment of those who do whatever they can get away
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Stonecutters, Masons, Potters, and Tile-makers This meeting is a formality. As the new owner, Esvele is required by law to bring the building up to code. She is gathering cost estimates from the guilds
descends 90 feet to a 20-foot-wide corridor. The hall extends another 90 feet to the vault doors. To one side of the vault doors, a natural fissure in the wall once served as a grick’s lair, but Esvele killed the grick and left its corpse on the floor.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Stonecutters, Masons, Potters, and Tile-makers This meeting is a formality. As the new owner, Esvele is required by law to bring the building up to code. She is gathering cost estimates from the guilds
descends 90 feet to a 20-foot-wide corridor. The hall extends another 90 feet to the vault doors. To one side of the vault doors, a natural fissure in the wall once served as a grick’s lair, but Esvele killed the grick and left its corpse on the floor.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Stonecutters, Masons, Potters, and Tile-makers This meeting is a formality. As the new owner, Esvele is required by law to bring the building up to code. She is gathering cost estimates from the guilds
descends 90 feet to a 20-foot-wide corridor. The hall extends another 90 feet to the vault doors. To one side of the vault doors, a natural fissure in the wall once served as a grick’s lair, but Esvele killed the grick and left its corpse on the floor.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should also feel safe to say “stop
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should also feel safe to say “stop
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
gesture (such as crossing the arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should also feel safe to say “stop
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
gesture (such as crossing the arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
gesture (such as crossing the arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
what they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil. Neutral Evil. (NE) is the alignment of those who do whatever they can get
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
what they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil. Neutral Evil. (NE) is the alignment of those who do whatever they can get
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
townsfolk. Chaotic Neutral. (CN) creatures follow their whims, holding their personal freedom above all else. Many rogues and bards are chaotic neutral. Lawful Evil. (LE) creatures methodically take
what they want, within the limits of a code of tradition, loyalty, or order. Devils and blue dragons are typically lawful evil. Neutral Evil. (NE) is the alignment of those who do whatever they can get
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
ladder descends twelve feet to a hall made of mortared stone lit and heated by four sputtering torches. Extending from the east end of the hall is a water-filled cistern. A small rowboat is tied off
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
ladder descends twelve feet to a hall made of mortared stone lit and heated by four sputtering torches. Extending from the east end of the hall is a water-filled cistern. A small rowboat is tied off
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
ladder descends twelve feet to a hall made of mortared stone lit and heated by four sputtering torches. Extending from the east end of the hall is a water-filled cistern. A small rowboat is tied off
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
along the walls, with much of the floor space kept open for dancing. A wooden spiral staircase descends to the gambling hall (area 9), and doors lead out to the upper deck balcony. Behind a curtain next
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. A set of slick stone steps descends into the spray-filled bowl to the north, while a passage to the west holds steps leading upward.
A creature swept over the falls lands in a water-filled basin
end of the room.
The eastern passage descends to area G1 of the Black Geode (described later in this chapter). To protect their sanctum, earth cultists stationed two hill giants here. Each giant
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. A set of slick stone steps descends into the spray-filled bowl to the north, while a passage to the west holds steps leading upward.
A creature swept over the falls lands in a water-filled basin
end of the room.
The eastern passage descends to area G1 of the Black Geode (described later in this chapter). To protect their sanctum, earth cultists stationed two hill giants here. Each giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
along the walls, with much of the floor space kept open for dancing. A wooden spiral staircase descends to the gambling hall (area 9), and doors lead out to the upper deck balcony. Behind a curtain next
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation
along the walls, with much of the floor space kept open for dancing. A wooden spiral staircase descends to the gambling hall (area 9), and doors lead out to the upper deck balcony. Behind a curtain next
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. A set of slick stone steps descends into the spray-filled bowl to the north, while a passage to the west holds steps leading upward.
A creature swept over the falls lands in a water-filled basin
end of the room.
The eastern passage descends to area G1 of the Black Geode (described later in this chapter). To protect their sanctum, earth cultists stationed two hill giants here. Each giant
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
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
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
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
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
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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
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
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
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
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