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Returning 35 results for 'bards bronze defusing completed rush'.
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bards bronze defusing compelled rush
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bards bronze defying complete rule
bards bronze defying compelled rule
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Developments The information in areas T5, U2, and U4 gives a clear picture of the ritual Murgaxor is conducting, where he’s conducting it, and when it will be completed. The characters can rush to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Developments The information in areas T5, U2, and U4 gives a clear picture of the ritual Murgaxor is conducting, where he’s conducting it, and when it will be completed. The characters can rush to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Developments The information in areas T5, U2, and U4 gives a clear picture of the ritual Murgaxor is conducting, where he’s conducting it, and when it will be completed. The characters can rush to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with bronze-colored scales. Slewing to a stop, the creature gives a toothy grin, then raises a claw in a small wave. “Well met!” it chirps. Zelifarn, a young bronze dragon, recently moved into Deepwater
with the Eyecatcher, Zelifarn would like them to find out all they can about the underwater vessel without raising suspicion. The dragon promises to meet them again after they have completed their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with bronze-colored scales. Slewing to a stop, the creature gives a toothy grin, then raises a claw in a small wave. “Well met!” it chirps. Zelifarn, a young bronze dragon, recently moved into Deepwater
with the Eyecatcher, Zelifarn would like them to find out all they can about the underwater vessel without raising suspicion. The dragon promises to meet them again after they have completed their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with bronze-colored scales. Slewing to a stop, the creature gives a toothy grin, then raises a claw in a small wave. “Well met!” it chirps. Zelifarn, a young bronze dragon, recently moved into Deepwater
with the Eyecatcher, Zelifarn would like them to find out all they can about the underwater vessel without raising suspicion. The dragon promises to meet them again after they have completed their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creations or his explosive anger.
The Gift of Bronze. Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creations or his explosive anger.
The Gift of Bronze. Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
creations or his explosive anger.
The Gift of Bronze. Long ago, mortals on Theros fought and hunted using weapons made of stone and wood. According to legend, it was a satyr smith named Tecton who
methods, devised a way to blend copper and arsenic into a crude form of bronze, but the forging method was dangerous and often yielded defective results.
To reward the smith who took the first steps
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
elves have bronze skin. Their eyes are black, metallic gold, or metallic silver, and their hair is black, metallic copper, or golden blond. Sun elf culture and civilization is highly magical in nature
with other art forms, which produces the complex dance of the bladesingers as well as the enchanting music of their bards and the meticulous craftwork of their artisans. Sun elf adventurers often bring
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
shackles Wondrous item No Dragon slayer Weapon No Elven chain Armor No Figurine of wondrous power (bronze griffon) Wondrous item No Figurine of wondrous power (ebony fly) Wondrous item No Figurine of
teleportation Wondrous item Yes Horn of blasting Wondrous item No Horn of Valhalla (silver or brass) Wondrous item No Instrument of the bards (Canaith mandolin) Wondrous item Yes (bard) Instrument of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
item No Frost brand Weapon Yes Helm of brilliance Wondrous item Yes Horn of Valhalla (bronze) Wondrous item No Instrument of the bards (Anstruth harp) Wondrous item Yes (bard) Ioun stone (absorption
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Junkyard Metal Wasps. Buzzing about the 50-foot-high cavern are five giant wasps made of metal (see “Metal Wasps”).
Discarded Junk. Half-completed and destroyed metal contraptions, most rusted
composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Junkyard Metal Wasps. Buzzing about the 50-foot-high cavern are five giant wasps made of metal (see “Metal Wasps”).
Discarded Junk. Half-completed and destroyed metal contraptions, most rusted
composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Junkyard Metal Wasps. Buzzing about the 50-foot-high cavern are five giant wasps made of metal (see “Metal Wasps”).
Discarded Junk. Half-completed and destroyed metal contraptions, most rusted
composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cell door can be opened easily by lifting the bronze bar off its brackets. Borgas had been kept in cell 50e since his capture. 50a. Empty Cell The unfinished stone of this cell is not illuminated in any
downward-sloping passage running south from the crossroads near the torture chamber (area 50) provide access to this section. These doors can be barred from the outside with bronze bars set in brackets
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cell door can be opened easily by lifting the bronze bar off its brackets. Borgas had been kept in cell 50e since his capture. 50a. Empty Cell The unfinished stone of this cell is not illuminated in any
downward-sloping passage running south from the crossroads near the torture chamber (area 50) provide access to this section. These doors can be barred from the outside with bronze bars set in brackets
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
cell door can be opened easily by lifting the bronze bar off its brackets. Borgas had been kept in cell 50e since his capture. 50a. Empty Cell The unfinished stone of this cell is not illuminated in any
downward-sloping passage running south from the crossroads near the torture chamber (area 50) provide access to this section. These doors can be barred from the outside with bronze bars set in brackets
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their view, whereupon they all rush to attack. The prisoners, even if they’re left unattended, won’t leave their cells willingly while combat is going on. If the characters dispose of the guards and
are secured to the walls above the water in netting. Furniture is of simple but well-crafted wood, or adapted driftwood. Some homes have ceramic and glass jars (obtained through barter) and bronze
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
Tears of Athis then rush from the pyramid to see if the curse has been lifted. Titus Lunter Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
Tears of Athis then rush from the pyramid to see if the curse has been lifted. Titus Lunter Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their view, whereupon they all rush to attack. The prisoners, even if they’re left unattended, won’t leave their cells willingly while combat is going on. If the characters dispose of the guards and
are secured to the walls above the water in netting. Furniture is of simple but well-crafted wood, or adapted driftwood. Some homes have ceramic and glass jars (obtained through barter) and bronze
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
Tears of Athis then rush from the pyramid to see if the curse has been lifted. Titus Lunter Held aloft by magic, a reed boat floats high above the clouds, carrying the treasures of the pharaoh Amun Sa
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their view, whereupon they all rush to attack. The prisoners, even if they’re left unattended, won’t leave their cells willingly while combat is going on. If the characters dispose of the guards and
are secured to the walls above the water in netting. Furniture is of simple but well-crafted wood, or adapted driftwood. Some homes have ceramic and glass jars (obtained through barter) and bronze
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
original garrison. After the hermits moved in, they converted it to a scriptorium where they compose philosophical tracts, illuminate other texts, or copy manuscripts. Completed works are moved downstairs
amber (50 gp each), and a quaal's feather token (anchor). The metal basin on the table holds water, and a bronze straight razor lies next to it. Closer inspection of the basin reveals that it is an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
original garrison. After the hermits moved in, they converted it to a scriptorium where they compose philosophical tracts, illuminate other texts, or copy manuscripts. Completed works are moved downstairs
amber (50 gp each), and a quaal's feather token (anchor). The metal basin on the table holds water, and a bronze straight razor lies next to it. Closer inspection of the basin reveals that it is an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
original garrison. After the hermits moved in, they converted it to a scriptorium where they compose philosophical tracts, illuminate other texts, or copy manuscripts. Completed works are moved downstairs
amber (50 gp each), and a quaal's feather token (anchor). The metal basin on the table holds water, and a bronze straight razor lies next to it. Closer inspection of the basin reveals that it is an
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during
Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. Hammering Horns. Immediately after you hit a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
weapons easily three times that length. Theros minotaurs often carve their horns to sharpen their edges, etch symbols of power into them, or sheathe them in bronze to prevent them from shattering during
Rush. Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action. Hammering Horns. Immediately after you hit a






