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Returning 9 results for 'been been diffusing chant required'.
Other Suggestions:
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been been diffusing chants requires
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
required of the Avowed, and often pitch in with hands-on efforts when a particularly large chore needs doing. The master readers are the sages and elder monks who oversee the scribes and teach the
Chant. It starts at the edge of one’s hearing (I was one of the first in the courtyard to sense it), and slowly grows closer and louder. As it does so, everything else falls silent around you. In
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
required of the Avowed, and often pitch in with hands-on efforts when a particularly large chore needs doing. The master readers are the sages and elder monks who oversee the scribes and teach the
Chant. It starts at the edge of one’s hearing (I was one of the first in the courtyard to sense it), and slowly grows closer and louder. As it does so, everything else falls silent around you. In
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
required of the Avowed, and often pitch in with hands-on efforts when a particularly large chore needs doing. The master readers are the sages and elder monks who oversee the scribes and teach the
Chant. It starts at the edge of one’s hearing (I was one of the first in the courtyard to sense it), and slowly grows closer and louder. As it does so, everything else falls silent around you. In
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
ritual can replace the fallen ghost, but the character must stand adjacent to the altar and use their action each round for the remainder of the ritual to chant the necessary incantations. If the ritual
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
ritual can replace the fallen ghost, but the character must stand adjacent to the altar and use their action each round for the remainder of the ritual to chant the necessary incantations. If the ritual
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
ritual can replace the fallen ghost, but the character must stand adjacent to the altar and use their action each round for the remainder of the ritual to chant the necessary incantations. If the ritual
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the trap, or failing to disarm it
poison needle. Noticing the trap requires a successful DC 12 Intelligence (Investigation) check. A successful DC 12 Dexterity check is required to disarm the trap. Opening the chest without disarming the






