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Returning 35 results for 'been been diffusing consist right'.
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been been diffusing consult right
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Contest Stacking mascots without the creatures toppling over is a major bragging right, and the characters have the opportunity of earning that now. Further, Greta Gorunn (chaotic good dwarf
this contest, up to four teams of two students apiece race to create the highest stack of gathered mascots. At least one team should consist of NPC students, and you should make rolls for them. If
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Contest Stacking mascots without the creatures toppling over is a major bragging right, and the characters have the opportunity of earning that now. Further, Greta Gorunn (chaotic good dwarf
this contest, up to four teams of two students apiece race to create the highest stack of gathered mascots. At least one team should consist of NPC students, and you should make rolls for them. If
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Contest Stacking mascots without the creatures toppling over is a major bragging right, and the characters have the opportunity of earning that now. Further, Greta Gorunn (chaotic good dwarf
this contest, up to four teams of two students apiece race to create the highest stack of gathered mascots. At least one team should consist of NPC students, and you should make rolls for them. If
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
, which resolves disputes and issues affecting the entire nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. Those who occupy land above have the right to claim the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peculiar game board carved with a grid of rectangular grooves, four per row. Each row is numbered one through ten on its left side, and on the right side of each row are four small glass orbs. Beside
of the table. She holds out four cards, faces hidden, between her fingers. She then intones a riddle:
Guess my hand and win the game.
Place your guess and I’ll tell you plain:
Right card
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peculiar game board carved with a grid of rectangular grooves, four per row. Each row is numbered one through ten on its left side, and on the right side of each row are four small glass orbs. Beside
of the table. She holds out four cards, faces hidden, between her fingers. She then intones a riddle:
Guess my hand and win the game.
Place your guess and I’ll tell you plain:
Right card
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
, which resolves disputes and issues affecting the entire nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. Those who occupy land above have the right to claim the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
warlocks draw on the power of the Plane of Xoriat (see chapter 4). The Mror Holds consist of a loose confederation. Twelve noble clans each govern a hold and have a representative on the Iron Council
, which resolves disputes and issues affecting the entire nation. Each hold includes a number of lesser clans, who owe fealty to the noble line. Those who occupy land above have the right to claim the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
peculiar game board carved with a grid of rectangular grooves, four per row. Each row is numbered one through ten on its left side, and on the right side of each row are four small glass orbs. Beside
of the table. She holds out four cards, faces hidden, between her fingers. She then intones a riddle:
Guess my hand and win the game.
Place your guess and I’ll tell you plain:
Right card
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
near-perfect right angles, and all floors are level (except in the cave portion of cave 60, which has been left natural, and parts of area 19). The uppermost dry level has an eerie, clinical air
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
near-perfect right angles, and all floors are level (except in the cave portion of cave 60, which has been left natural, and parts of area 19). The uppermost dry level has an eerie, clinical air
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
passages lead from the right, one to your right and the other on the far side of the chamber. Echoes of squelching and splashing issue from the passage on your right.
Because of the motion of the
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
passages lead from the right, one to your right and the other on the far side of the chamber. Echoes of squelching and splashing issue from the passage on your right.
Because of the motion of the
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
passages lead from the right, one to your right and the other on the far side of the chamber. Echoes of squelching and splashing issue from the passage on your right.
Because of the motion of the
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
near-perfect right angles, and all floors are level (except in the cave portion of cave 60, which has been left natural, and parts of area 19). The uppermost dry level has an eerie, clinical air
side of the door, about 4 feet above the floor. All doors open into the areas they border on metal casters that move along grooves cut into the stone floor. Gates and Pillars All gates consist of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Athar, the Bleak Cabal, and the Mind’s Eye—are locked in debate in a public forum, such as the Trianym outside the Hall of Speakers. The quarrelers consist of a strident Athar null, an apathetic Bleak
be forged. What Do You Think? Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three ways: One of You Is Right
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Athar, the Bleak Cabal, and the Mind’s Eye—are locked in debate in a public forum, such as the Trianym outside the Hall of Speakers. The quarrelers consist of a strident Athar null, an apathetic Bleak
be forged. What Do You Think? Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three ways: One of You Is Right
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Athar, the Bleak Cabal, and the Mind’s Eye—are locked in debate in a public forum, such as the Trianym outside the Hall of Speakers. The quarrelers consist of a strident Athar null, an apathetic Bleak
be forged. What Do You Think? Having reached an impasse, the philosophers turn their attention to the characters, asking them to weigh in. The debate resolves in one of three ways: One of You Is Right
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wilderness trek across the desert or a harrowing journey into the jungle can be an exciting adventure in its own right. Outdoors, dragons wheel across the sky in search of prey, fierce warriors pour forth
areas, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
to travel with them as far as the next settlement. In rare cases, a clan might even adopt a gracious, helpful traveler. Characters who befriend or do right by members of a Vistani band might be allowed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wilderness trek across the desert or a harrowing journey into the jungle can be an exciting adventure in its own right. Outdoors, dragons wheel across the sky in search of prey, fierce warriors pour forth
areas, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
, transport special cargo or people, and undertake any quest for the right cost. Mercenary ships have crews and passengers similar to military ships. Ghost Ghost ships are incorporeal vessels that carry
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wilderness trek across the desert or a harrowing journey into the jungle can be an exciting adventure in its own right. Outdoors, dragons wheel across the sky in search of prey, fierce warriors pour forth
areas, groups of creatures might compete for resources. When these groups consist of sapient creatures, opportunities abound for the adventurers who enter those areas. Characters might ally with one group
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
, transport special cargo or people, and undertake any quest for the right cost. Mercenary ships have crews and passengers similar to military ships. Ghost Ghost ships are incorporeal vessels that carry
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
to travel with them as far as the next settlement. In rare cases, a clan might even adopt a gracious, helpful traveler. Characters who befriend or do right by members of a Vistani band might be allowed
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
same world as Barovia, many Vistani look toward the future, learning from their traditions and from one another to better face whatever lies ahead. Vistani bands consist primarily of one or more
to travel with them as far as the next settlement. In rare cases, a clan might even adopt a gracious, helpful traveler. Characters who befriend or do right by members of a Vistani band might be allowed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
, transport special cargo or people, and undertake any quest for the right cost. Mercenary ships have crews and passengers similar to military ships. Ghost Ghost ships are incorporeal vessels that carry
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
feels quite right. Over long years, the monastery has drawn hundreds of dark recruits to its hidden location, through both whispered rumor and dark outreach to criminals seeking refuge from the law
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
feels quite right. Over long years, the monastery has drawn hundreds of dark recruits to its hidden location, through both whispered rumor and dark outreach to criminals seeking refuge from the law
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
feels quite right. Over long years, the monastery has drawn hundreds of dark recruits to its hidden location, through both whispered rumor and dark outreach to criminals seeking refuge from the law
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
encountered together. Identical creatures always form a group, but you can also form groups using other criteria. A group might be based on a shared creature type, such as Undead or Fiend, or might consist of
adventurers find the site. A goal card could also represent a creature the characters are searching for. You don’t want a goal to show up right away. If you draw a goal card earlier than you want, give the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
encountered together. Identical creatures always form a group, but you can also form groups using other criteria. A group might be based on a shared creature type, such as Undead or Fiend, or might consist of
adventurers find the site. A goal card could also represent a creature the characters are searching for. You don’t want a goal to show up right away. If you draw a goal card earlier than you want, give the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
encountered together. Identical creatures always form a group, but you can also form groups using other criteria. A group might be based on a shared creature type, such as Undead or Fiend, or might consist of
adventurers find the site. A goal card could also represent a creature the characters are searching for. You don’t want a goal to show up right away. If you draw a goal card earlier than you want, give the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. Components. Cobbler’s tools consist of a hammer, an awl, a knife, a
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level. Components. Cartographer’s tools consist of
might seem too humble for an adventurer, a good pair of boots will see a character across rugged wilderness and through deadly dungeons. Components. Cobbler’s tools consist of a hammer, an awl, a knife, a






