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Returning 35 results for 'been being directing connected removes'.
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Backgrounds
Sword Coast Adventurer's Guide
You have served the community where you grew up, standing as its first line of defense against crime. You aren’t a soldier, directing your gaze outward at possible enemies. Instead, your
ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
Soldier
d8
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Morgrave Characters A Morgrave expeditions campaign assumes that characters are connected to Morgrave University, which is a patron to the adventuring party. This arrangement allows the university to
assign the characters to specific missions and reward them for achieving certain objectives without directing their every move. In return, the characters can draw on the resources of the university
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Morgrave Characters A Morgrave expeditions campaign assumes that characters are connected to Morgrave University, which is a patron to the adventuring party. This arrangement allows the university to
assign the characters to specific missions and reward them for achieving certain objectives without directing their every move. In return, the characters can draw on the resources of the university
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Morgrave Characters A Morgrave expeditions campaign assumes that characters are connected to Morgrave University, which is a patron to the adventuring party. This arrangement allows the university to
assign the characters to specific missions and reward them for achieving certain objectives without directing their every move. In return, the characters can draw on the resources of the university
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
DC 12 Charisma (Diplomacy or Intimidation) check convinces the couple to leave the lift. If a character fails the Intimidation check or removes the secret panel (see “Medusa Panel” below), Vonnie gets
a secret panel. A tool or weapon can be used to pry open the panel, behind which are several wires connecting the lift car to a small Eberron dragonshard. Each wire is connected to an individual pin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
DC 12 Charisma (Diplomacy or Intimidation) check convinces the couple to leave the lift. If a character fails the Intimidation check or removes the secret panel (see “Medusa Panel” below), Vonnie gets
a secret panel. A tool or weapon can be used to pry open the panel, behind which are several wires connecting the lift car to a small Eberron dragonshard. Each wire is connected to an individual pin
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
DC 12 Charisma (Diplomacy or Intimidation) check convinces the couple to leave the lift. If a character fails the Intimidation check or removes the secret panel (see “Medusa Panel” below), Vonnie gets
a secret panel. A tool or weapon can be used to pry open the panel, behind which are several wires connecting the lift car to a small Eberron dragonshard. Each wire is connected to an individual pin
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
). “Well.” The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
didn’t say anything. If Gorglak finds the characters’ bribe appealing, he refuses to accept it then and there, instead directing them to find one Werz Saltbaron in the Darklake Docks and hand the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
). “Well.” The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
didn’t say anything. If Gorglak finds the characters’ bribe appealing, he refuses to accept it then and there, instead directing them to find one Werz Saltbaron in the Darklake Docks and hand the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
). “Well.” The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
didn’t say anything. If Gorglak finds the characters’ bribe appealing, he refuses to accept it then and there, instead directing them to find one Werz Saltbaron in the Darklake Docks and hand the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
forcibly removed, does everything in its power to return. A dispel evil and good spell removes this effect from the creature. Swine Island. Visitors to this island risk being afflicted by the Curse of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
forcibly removed, does everything in its power to return. A dispel evil and good spell removes this effect from the creature. Swine Island. Visitors to this island risk being afflicted by the Curse of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
forcibly removed, does everything in its power to return. A dispel evil and good spell removes this effect from the creature. Swine Island. Visitors to this island risk being afflicted by the Curse of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Oddlewin’s actions, but they remain connected to his feet. Oddlewin’s Deck of Many Things is a nine-card set containing the Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, and Throne cards. He stole
own—untying itself from the character, leaping to Oddlewin, and joining the nilbog’s other shadows. Oddlewin then removes that card from the deck for any subsequent readings for the party. Fortunes
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Oddlewin’s actions, but they remain connected to his feet. Oddlewin’s Deck of Many Things is a nine-card set containing the Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, and Throne cards. He stole
own—untying itself from the character, leaping to Oddlewin, and joining the nilbog’s other shadows. Oddlewin then removes that card from the deck for any subsequent readings for the party. Fortunes
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Oddlewin’s actions, but they remain connected to his feet. Oddlewin’s Deck of Many Things is a nine-card set containing the Comet, Fates, Fool, Key, Knight, Rogue, Ruin, Sage, and Throne cards. He stole
own—untying itself from the character, leaping to Oddlewin, and joining the nilbog’s other shadows. Oddlewin then removes that card from the deck for any subsequent readings for the party. Fortunes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
accompanied by a brassy band of ten lawful good skeletons. F10: Security Room Three nothics sit in this dim room, staring at screens connected to invisible sensors spread throughout the casino. The nothics
, directing them to the scene. F11: Private Rooms These lavish rooms are used for private meetings or exclusive table games. In one room, three hound archons (see Morte’s Planar Parade) are playing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
accompanied by a brassy band of ten lawful good skeletons. F10: Security Room Three nothics sit in this dim room, staring at screens connected to invisible sensors spread throughout the casino. The nothics
, directing them to the scene. F11: Private Rooms These lavish rooms are used for private meetings or exclusive table games. In one room, three hound archons (see Morte’s Planar Parade) are playing
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
accompanied by a brassy band of ten lawful good skeletons. F10: Security Room Three nothics sit in this dim room, staring at screens connected to invisible sensors spread throughout the casino. The nothics
, directing them to the scene. F11: Private Rooms These lavish rooms are used for private meetings or exclusive table games. In one room, three hound archons (see Morte’s Planar Parade) are playing
compendium
- Sources->Dungeons & Dragons->Stranger Things: Welcome to the Hellfire Club
connected to a mysterious realm known as the Vale of Shadows.
Plot Point 3. A spawn of Demogorgon, a demon lord, has escaped the Vale of Shadows. The characters first encounter the creature in the
shadowy magic. The dungeon was once a temple devoted to a long-forgotten god, and its reputation is as tenebrous as its entrance. Rumors speak of a second, more sinister dungeon connected to this one
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow’s peak. Something papery rattles inside the doll’s hollow body. A character who removes the
ceiling are 8 feet long. Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow’s peak. Something papery rattles inside the doll’s hollow body. A character who removes the
ceiling are 8 feet long. Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Treasure. Inside the toy chest is a doll that resembles a tall, pale human with black hair and a pronounced widow’s peak. Something papery rattles inside the doll’s hollow body. A character who removes the
ceiling are 8 feet long. Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral Arrangements
interest in Chult, outfitting droves of green adventurers and directing them aboard ships headed south. Most never returned — leaving her uncertain of whether any of her “jungle-proof” or “dinosaur-deterring
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unconscious in the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral
growing interest in Chult, outfitting droves of green adventurers and directing them aboard ships headed south. Most never returned — leaving her uncertain of whether any of her “jungle-proof” or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unconscious in the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral
growing interest in Chult, outfitting droves of green adventurers and directing them aboard ships headed south. Most never returned — leaving her uncertain of whether any of her “jungle-proof” or
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
unconscious in the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral
growing interest in Chult, outfitting droves of green adventurers and directing them aboard ships headed south. Most never returned — leaving her uncertain of whether any of her “jungle-proof” or
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral Arrangements
interest in Chult, outfitting droves of green adventurers and directing them aboard ships headed south. Most never returned — leaving her uncertain of whether any of her “jungle-proof” or “dinosaur-deterring
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
the alley out back. While the Mermaid’s criminal aspects are an open secret, the place is well connected enough that the Flaming Fist traditionally leaves it alone. Candulhallow’s Funeral Arrangements
interest in Chult, outfitting droves of green adventurers and directing them aboard ships headed south. Most never returned — leaving her uncertain of whether any of her “jungle-proof” or “dinosaur-deterring
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Religion) check to identify this obscure deity. The “crystal” is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
knows that these weapons are important and somehow connected to places of elemental power called “nodes.” If he is set free, Darreth is brave enough to accompany the characters if they so wish, and also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Religion) check to identify this obscure deity. The “crystal” is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
knows that these weapons are important and somehow connected to places of elemental power called “nodes.” If he is set free, Darreth is brave enough to accompany the characters if they so wish, and also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Religion) check to identify this obscure deity. The “crystal” is worthless glass. Any creature that removes or destroys the stone must succeed on a DC 15 Wisdom saving throw or be subjected to
knows that these weapons are important and somehow connected to places of elemental power called “nodes.” If he is set free, Darreth is brave enough to accompany the characters if they so wish, and also
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
days and quickly angers if disturbed. Characters who threaten Thyval or use magic to coerce him can pry the following information out of him: Guildmaster Dusk is hosting an unscrupulous, well-connected
wall is open slightly. In the middle of the room, an old man in an oversized black robe carefully removes a strip of parchment coiled around the leg of a raven while muttering kind words to the bird. Two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
days and quickly angers if disturbed. Characters who threaten Thyval or use magic to coerce him can pry the following information out of him: Guildmaster Dusk is hosting an unscrupulous, well-connected
wall is open slightly. In the middle of the room, an old man in an oversized black robe carefully removes a strip of parchment coiled around the leg of a raven while muttering kind words to the bird. Two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
days and quickly angers if disturbed. Characters who threaten Thyval or use magic to coerce him can pry the following information out of him: Guildmaster Dusk is hosting an unscrupulous, well-connected
wall is open slightly. In the middle of the room, an old man in an oversized black robe carefully removes a strip of parchment coiled around the leg of a raven while muttering kind words to the bird. Two