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Returning 27 results for 'bars bat diffusing comforts reasoned'.
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bards bat diffusing comforts reason
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->Storm King's Thunder
bat guano. Ten-foot-high ledges surround the pit and form raised alcoves to the north, east, and south. Huddled in these alcoves are thirty Nightstone villagers. The villagers are prisoners of the
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bat guano. Ten-foot-high ledges surround the pit and form raised alcoves to the north, east, and south. Huddled in these alcoves are thirty Nightstone villagers. The villagers are prisoners of the
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bat guano. Ten-foot-high ledges surround the pit and form raised alcoves to the north, east, and south. Huddled in these alcoves are thirty Nightstone villagers. The villagers are prisoners of the
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
contains a hooded lantern, three flasks of oil, five bars of lime soap, and three sets of manacles. The second barrel holds ten torches. D8. Captain’s Cabin The aft castle is taken up by one spacious
troll can’t be reasoned with. After disposing of it, the characters can survey the contents of the hold: The ship’s hold contains heaps of snow and four tied-down jolly boats covered with rime. In the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
contains a hooded lantern, three flasks of oil, five bars of lime soap, and three sets of manacles. The second barrel holds ten torches. D8. Captain’s Cabin The aft castle is taken up by one spacious
troll can’t be reasoned with. After disposing of it, the characters can survey the contents of the hold: The ship’s hold contains heaps of snow and four tied-down jolly boats covered with rime. In the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
contains a hooded lantern, three flasks of oil, five bars of lime soap, and three sets of manacles. The second barrel holds ten torches. D8. Captain’s Cabin The aft castle is taken up by one spacious
troll can’t be reasoned with. After disposing of it, the characters can survey the contents of the hold: The ship’s hold contains heaps of snow and four tied-down jolly boats covered with rime. In the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
but missing ammunition) mounted on the walls, as well as a stag’s head mounted above a fireplace. Joster Mareet conspires with three quasits, including
one in centipede form and one in bat form C5
scrubbing board rests under a spigot that protrudes from one wall, near a shelf lined with bars of soap.
Turning the spigot on the wall causes hot water, which is produced magically, to flow from a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
but missing ammunition) mounted on the walls, as well as a stag’s head mounted above a fireplace. Joster Mareet conspires with three quasits, including
one in centipede form and one in bat form C5
scrubbing board rests under a spigot that protrudes from one wall, near a shelf lined with bars of soap.
Turning the spigot on the wall causes hot water, which is produced magically, to flow from a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
but missing ammunition) mounted on the walls, as well as a stag’s head mounted above a fireplace. Joster Mareet conspires with three quasits, including
one in centipede form and one in bat form C5
scrubbing board rests under a spigot that protrudes from one wall, near a shelf lined with bars of soap.
Turning the spigot on the wall causes hot water, which is produced magically, to flow from a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
counter near the wall.
Piles of moldy guano speckle the room’s surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy
together. Each bat uses the gas spore stat block, but its size is Tiny. The bats ignore most entrants but abhor light. If the characters enter with a source of bright light or activate the room’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
counter near the wall.
Piles of moldy guano speckle the room’s surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy
together. Each bat uses the gas spore stat block, but its size is Tiny. The bats ignore most entrants but abhor light. If the characters enter with a source of bright light or activate the room’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
counter near the wall.
Piles of moldy guano speckle the room’s surfaces. Bloated, vegetal bats with green-black vanes paddle through the air, feeding on insects. Every so often, a bat emits a noisy
together. Each bat uses the gas spore stat block, but its size is Tiny. The bats ignore most entrants but abhor light. If the characters enter with a source of bright light or activate the room’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
of giant rats.
The bars that surround the double door can’t be bent or damaged, but characters can use misty step spells and similar magic to bypass them. The bars are 1 foot apart, leaving gaps
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area
stack of twenty 5-pound silver trade bars (worth 25 gp each) here for emergencies. At the back of the vault is a dark staircase that descends 30 feet to the temple of Asmodeus (area A1). Founders’ Day
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area
stack of twenty 5-pound silver trade bars (worth 25 gp each) here for emergencies. At the back of the vault is a dark staircase that descends 30 feet to the temple of Asmodeus (area A1). Founders’ Day
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reasoned with. A successful DC 15 Intelligence (Arcana) check reveals that the pentagram prevents Osvaldo from manipulating his chains, and that the effect ends if another creature enters the area
stack of twenty 5-pound silver trade bars (worth 25 gp each) here for emergencies. At the back of the vault is a dark staircase that descends 30 feet to the temple of Asmodeus (area A1). Founders’ Day
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gate raises or lowers the gate bars. Another controls the portcullis. Three holes in the floor, each about a foot square, look down on the passage below.
This area serves as a barracks and a
the room’s southern corner.
Jolliver Grimjaw has no use for creature comforts, but he is very fond of his riches. The best pickings from his gangs’ raids and robberies end up here, where he can see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gate raises or lowers the gate bars. Another controls the portcullis. Three holes in the floor, each about a foot square, look down on the passage below.
This area serves as a barracks and a
the room’s southern corner.
Jolliver Grimjaw has no use for creature comforts, but he is very fond of his riches. The best pickings from his gangs’ raids and robberies end up here, where he can see
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
gate raises or lowers the gate bars. Another controls the portcullis. Three holes in the floor, each about a foot square, look down on the passage below.
This area serves as a barracks and a
the room’s southern corner.
Jolliver Grimjaw has no use for creature comforts, but he is very fond of his riches. The best pickings from his gangs’ raids and robberies end up here, where he can see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
attacks it, Jot laughs and says, “You broke the binding. My watch over the dragonpriest is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high
gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
attacks it, Jot laughs and says, “You broke the binding. My watch over the dragonpriest is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high
gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
attacks it, Jot laughs and says, “You broke the binding. My watch over the dragonpriest is over!” It uses its next action to become invisible. It then turns into a bat and flies along the 10-foot-high
gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15






