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Returning 35 results for 'bards button defusing chance reflected'.
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Magic Items
Tasha’s Cauldron of Everything
. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist
sight of the servant, starting with those threatening the artifact— preferably using the servant, if possible.
Self-Destruct. By inputting a specific series of lever pulls and button presses
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, and he has nowhere else to go. Toadhop’s inhabitants are too frightened to speak to him, so Frody has been waiting for braver souls to arrive so he can explain his plight to them. Given the chance, he
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared; these meals are a great chance to hear about local events and opportunities. Many Khoravar espouse the idea of “the bridge between,” the notion that the Khoravar are called to facilitate
communication and cooperation between members of different cultures or species. Khoravar who follow this philosophy often become bards, diplomats, mediators, or translators. Others are fascinated by their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared; these meals are a great chance to hear about local events and opportunities. Many Khoravar espouse the idea of “the bridge between,” the notion that the Khoravar are called to facilitate
communication and cooperation between members of different cultures or species. Khoravar who follow this philosophy often become bards, diplomats, mediators, or translators. Others are fascinated by their
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared; these meals are a great chance to hear about local events and opportunities. Many Khoravar espouse the idea of “the bridge between,” the notion that the Khoravar are called to facilitate
communication and cooperation between members of different cultures or species. Khoravar who follow this philosophy often become bards, diplomats, mediators, or translators. Others are fascinated by their
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Rod. This 6-inch-long black metal rod has a button at the top. Using an action to press the button causes the rod to emit a chirp. Any creature within 30 feet of the rod that isn’t deafened and has an
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Rod. This 6-inch-long black metal rod has a button at the top. Using an action to press the button causes the rod to emit a chirp. Any creature within 30 feet of the rod that isn’t deafened and has an
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
new capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
new capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
long distances. But that’s what fills Sechepol’s wagon. He will make his money on the road, selling his stock to his fellow travelers in the caravan. He is diplomatic and has a gift for defusing
good chance one or more of the characters will find him nosing through their belongings when he thought their backs were turned. Noohar Serelim (Male Moon Elf Merchant). Noohar and his mute brother
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Rod. This 6-inch-long black metal rod has a button at the top. Using an action to press the button causes the rod to emit a chirp. Any creature within 30 feet of the rod that isn’t deafened and has an
Intelligence of 3 or lower must succeed on a DC 13 Constitution saving throw or be incapacitated for 1 minute. After each activation, there’s a 25 percent chance that the rod breaks and becomes
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
long distances. But that’s what fills Sechepol’s wagon. He will make his money on the road, selling his stock to his fellow travelers in the caravan. He is diplomatic and has a gift for defusing
good chance one or more of the characters will find him nosing through their belongings when he thought their backs were turned. Noohar Serelim (Male Moon Elf Merchant). Noohar and his mute brother
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
long distances. But that’s what fills Sechepol’s wagon. He will make his money on the road, selling his stock to his fellow travelers in the caravan. He is diplomatic and has a gift for defusing
good chance one or more of the characters will find him nosing through their belongings when he thought their backs were turned. Noohar Serelim (Male Moon Elf Merchant). Noohar and his mute brother
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
distances. But that’s what fills Sechepol’s wagon. He will make his money on the road, selling his stock to his fellow travelers in the caravan. He is diplomatic and has a gift for defusing arguments
chance one or more of the characters will find him nosing through their belongings when he thought their backs were turned. Noohar Serelim (Male Moon Elf Merchant). Noohar and his mute brother, Selvek
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp Feature: Fortune’s Favor Your unexpected good fortune is reflected by a minor boon. You gain the Lucky
to suddenly get a second chance. A rewarded character has often spent many years struggling to escape painful circumstances. Now, extricated from the (sometimes literal) prison that was their former
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp Feature: Fortune’s Favor Your unexpected good fortune is reflected by a minor boon. You gain the Lucky
to suddenly get a second chance. A rewarded character has often spent many years struggling to escape painful circumstances. Now, extricated from the (sometimes literal) prison that was their former
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
(matching your chosen proficiency), a signet ring, a set of fine clothes, and a pouch containing 18 gp Feature: Fortune’s Favor Your unexpected good fortune is reflected by a minor boon. You gain the Lucky
to suddenly get a second chance. A rewarded character has often spent many years struggling to escape painful circumstances. Now, extricated from the (sometimes literal) prison that was their former
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives
capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge
new capabilities. This increase in power is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
distances. But that’s what fills Sechepol’s wagon. He will make his money on the road, selling his stock to his fellow travelers in the caravan. He is diplomatic and has a gift for defusing arguments
chance one or more of the characters will find him nosing through their belongings when he thought their backs were turned. Noohar Serelim (Male Moon Elf Merchant). Noohar and his mute brother, Selvek
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
distances. But that’s what fills Sechepol’s wagon. He will make his money on the road, selling his stock to his fellow travelers in the caravan. He is diplomatic and has a gift for defusing arguments
chance one or more of the characters will find him nosing through their belongings when he thought their backs were turned. Noohar Serelim (Male Moon Elf Merchant). Noohar and his mute brother, Selvek
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
. Leedara believes the mirror can distract Soth, giving the characters a chance to extinguish the Cataclysmic fire. Leedara also knows Lord Soth’s past and relates all the information from “Lord Soth’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
. Leedara believes the mirror can distract Soth, giving the characters a chance to extinguish the Cataclysmic fire. Leedara also knows Lord Soth’s past and relates all the information from “Lord Soth’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
. Leedara believes the mirror can distract Soth, giving the characters a chance to extinguish the Cataclysmic fire. Leedara also knows Lord Soth’s past and relates all the information from “Lord Soth’s
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being
button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they came for. Cask of Dwarven Ale A cask of dwarven ale is easily obtained at any market in Waterdeep for 5 gp. There is a 20 percent chance that the characters buy a knock-off brand that isn’t made by
sunlight from outside can be reflected underground and shone upon the vault entrance. Setting up these mirrors and getting their alignment just right takes 2d4 + 2 hours regardless of the number of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they came for. Cask of Dwarven Ale A cask of dwarven ale is easily obtained at any market in Waterdeep for 5 gp. There is a 20 percent chance that the characters buy a knock-off brand that isn’t made by
sunlight from outside can be reflected underground and shone upon the vault entrance. Setting up these mirrors and getting their alignment just right takes 2d4 + 2 hours regardless of the number of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
they came for. Cask of Dwarven Ale A cask of dwarven ale is easily obtained at any market in Waterdeep for 5 gp. There is a 20 percent chance that the characters buy a knock-off brand that isn’t made by
sunlight from outside can be reflected underground and shone upon the vault entrance. Setting up these mirrors and getting their alignment just right takes 2d4 + 2 hours regardless of the number of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
recommended for parole. No prisoner can receive such consideration more than once a year. Prisoners up for parole are brought to this room in manacles and given a chance to sway the council members before






