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Returning 35 results for 'basic both daring chasing refuse'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance
of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance
of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of the dead), patrols the cemetery from sunset to sunrise, chasing off grave robbers and making sure the dead stay buried. Characters who creep around the cemetery in the dark have a 30 percent chance
of running into him. If that happens, he escorts them out and alerts the City Guard if they refuse to leave.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Refrum’s Plea Shortly after their arrival in town, the characters come upon a dozen children chasing and tormenting an elderly male human — Master Refrum. The victim feebly brandishes a holy symbol
him back to his home. He provides the basic facts about the recent murders if the characters haven’t learned them from a passerby before now. If the characters don’t intervene, Master Refrum protects
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Refrum’s Plea Shortly after their arrival in town, the characters come upon a dozen children chasing and tormenting an elderly male human — Master Refrum. The victim feebly brandishes a holy symbol
him back to his home. He provides the basic facts about the recent murders if the characters haven’t learned them from a passerby before now. If the characters don’t intervene, Master Refrum protects
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Refrum’s Plea Shortly after their arrival in town, the characters come upon a dozen children chasing and tormenting an elderly male human — Master Refrum. The victim feebly brandishes a holy symbol
him back to his home. He provides the basic facts about the recent murders if the characters haven’t learned them from a passerby before now. If the characters don’t intervene, Master Refrum protects
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Valek caters to their basic needs, offering to shine equipment, answer questions about the casino, or provide a short tour. Valek expects a tip of at least 1 sp for each service. If the characters fail
information broker par excellence. Spy Master. Powerful in her own right, Shemeshka also commands a loyal web of spies that could bring the city’s factions to their knees overnight. Luca Bancone Wealthy and daring gamblers from across the planes mingle at the Fortune’s Wheel casino
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Valek caters to their basic needs, offering to shine equipment, answer questions about the casino, or provide a short tour. Valek expects a tip of at least 1 sp for each service. If the characters fail
information broker par excellence. Spy Master. Powerful in her own right, Shemeshka also commands a loyal web of spies that could bring the city’s factions to their knees overnight. Luca Bancone Wealthy and daring gamblers from across the planes mingle at the Fortune’s Wheel casino
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Valek caters to their basic needs, offering to shine equipment, answer questions about the casino, or provide a short tour. Valek expects a tip of at least 1 sp for each service. If the characters fail
information broker par excellence. Spy Master. Powerful in her own right, Shemeshka also commands a loyal web of spies that could bring the city’s factions to their knees overnight. Luca Bancone Wealthy and daring gamblers from across the planes mingle at the Fortune’s Wheel casino
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conclusions, which he prefers to keep to himself but might share with other members of the Watchful Order: The gnome was running from armed pursuers, of which there were three. The third person who was chasing
, Barnibus intends not to take up too much of their time. Barnibus and Sergeant Cromley refuse requests by characters to join the investigation. “That would introduce too many new variables into an already
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conclusions, which he prefers to keep to himself but might share with other members of the Watchful Order: The gnome was running from armed pursuers, of which there were three. The third person who was chasing
, Barnibus intends not to take up too much of their time. Barnibus and Sergeant Cromley refuse requests by characters to join the investigation. “That would introduce too many new variables into an already
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
beguiling, glorious magic of the Feywild Bard College of Swords 3rd Entertains and slays with daring feats of weapon prowess Bard College of Whispers 3rd Plants fear and doubt in the minds of others
who refuse mercy or righteousness Ranger Gloom Stalker 3rd Unafraid of the dark, relentlessly stalks and ambushes foes Ranger Horizon Walker 3rd Finds portals to other worlds and channels planar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conclusions, which he prefers to keep to himself but might share with other members of the Watchful Order: The gnome was running from armed pursuers, of which there were three. The third person who was chasing
, Barnibus intends not to take up too much of their time. Barnibus and Sergeant Cromley refuse requests by characters to join the investigation. “That would introduce too many new variables into an already
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering
blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering
blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering
blizzards and other deterrents, visitors still come and go. Among the recent arrivals are four wizards of the Arcane Brotherhood, a powerful society of spellcasters based in Luskan. They’ve come chasing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
invitations. The duchess hears about them if they spend lavishly, or as your adventure demands. Forging an invitation requires a successful DC 10 Intelligence check. Costumes. A basic costume with a simple
refuse entry to anyone missing acceptable versions of either. Ask the characters to make Charisma (Deception) checks if they present false invitations or have expressed worry that their costumes are subpar, but unless they roll especially poorly, the check simply reinforces the fear of being caught.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
invitations. The duchess hears about them if they spend lavishly, or as your adventure demands. Forging an invitation requires a successful DC 10 Intelligence check. Costumes. A basic costume with a simple
refuse entry to anyone missing acceptable versions of either. Ask the characters to make Charisma (Deception) checks if they present false invitations or have expressed worry that their costumes are subpar, but unless they roll especially poorly, the check simply reinforces the fear of being caught.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
invitations. The duchess hears about them if they spend lavishly, or as your adventure demands. Forging an invitation requires a successful DC 10 Intelligence check. Costumes. A basic costume with a simple
refuse entry to anyone missing acceptable versions of either. Ask the characters to make Charisma (Deception) checks if they present false invitations or have expressed worry that their costumes are subpar, but unless they roll especially poorly, the check simply reinforces the fear of being caught.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
this act of creation, so that it requires both proficiency and access to these tools. You must pay the basic costs of materials and services required to make the item. And you must spend a
Rare 10 2,000 gp
Very Rare 25 20,000 gp
Legendary 20 100,000 gp
* Halved for a consumable item The Magic Item Crafting Time and Cost table provides a basic framework, but
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
this act of creation, so that it requires both proficiency and access to these tools. You must pay the basic costs of materials and services required to make the item. And you must spend a
Rare 10 2,000 gp
Very Rare 25 20,000 gp
Legendary 20 100,000 gp
* Halved for a consumable item The Magic Item Crafting Time and Cost table provides a basic framework, but
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
this act of creation, so that it requires both proficiency and access to these tools. You must pay the basic costs of materials and services required to make the item. And you must spend a
Rare 10 2,000 gp
Very Rare 25 20,000 gp
Legendary 20 100,000 gp
* Halved for a consumable item The Magic Item Crafting Time and Cost table provides a basic framework, but
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—flapping, severed heads spawned from the Abyss—chasing their prey. Cranium rats scurry through the tunnels, telepathically relaying their findings to their hivemind. Alone, these spies are little more
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
attitude toward the characters: Friendly, Hostile, or Indifferent (see the D&D Beyond Basic Rules). Regardless, creatures defend themselves in combat.
As an Influence action, a character can
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fixate on flaws, in themselves and in their surroundings, believing that abnormality is the precursor to evil. They fret over their appearances, chasing impossible standards of beauty and grace
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
take the deal, Yeemik tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain. If the characters refuse to parley, Yeemik shoves Sildar over the edge and
Healing” in the Basic Rules). Roleplaying Sildar Sildar Hallwinter is a kindhearted human male of nearly fifty years who holds a place of honor in the famous griffon cavalry of the great city of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
take the deal, Yeemik tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain. If the characters refuse to parley, Yeemik shoves Sildar over the edge and
Healing” in the Basic Rules). Roleplaying Sildar Sildar Hallwinter is a kindhearted human male of nearly fifty years who holds a place of honor in the famous griffon cavalry of the great city of






