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Returning 9 results for 'been blending diffusing consult rooting'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
district. You can roll a d20 and consult the Qu’ellarz’orl Encounters table, or choose an encounter that you like. The party can avoid random encounters in Qu’ellarz’orl by succeeding on a DC 15 Dexterity
demand to know their business. The noble also seizes any opportunity to reverse his or her recent misfortune, perhaps by rooting out enemy spies or using the characters to dispose of a rival. This noble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
district. You can roll a d20 and consult the Qu’ellarz’orl Encounters table, or choose an encounter that you like. The party can avoid random encounters in Qu’ellarz’orl by succeeding on a DC 15 Dexterity
demand to know their business. The noble also seizes any opportunity to reverse his or her recent misfortune, perhaps by rooting out enemy spies or using the characters to dispose of a rival. This noble
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
district. You can roll a d20 and consult the Qu’ellarz’orl Encounters table, or choose an encounter that you like. The party can avoid random encounters in Qu’ellarz’orl by succeeding on a DC 15 Dexterity
demand to know their business. The noble also seizes any opportunity to reverse his or her recent misfortune, perhaps by rooting out enemy spies or using the characters to dispose of a rival. This noble
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Emerald Enclave You don’t need to consult with others in the Emerald Enclave to know that the werewolves are upsetting the natural order. For balance to be restored, they must be eradicated. It seems the
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Emerald Enclave You don’t need to consult with others in the Emerald Enclave to know that the werewolves are upsetting the natural order. For balance to be restored, they must be eradicated. It seems the
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Emerald Enclave You don’t need to consult with others in the Emerald Enclave to know that the werewolves are upsetting the natural order. For balance to be restored, they must be eradicated. It seems the
Emerald Enclave. This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Druids, rangers, and barbarians make up most of its membership. Branches of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
(see appendix D) blending in with the surrounding walls. 14 1d4 ghouls lost in the maze. 15 A harmless yahcha beetle (see appendix C). 16 The characters hear a throaty croak that sounds at once both
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
(see appendix D) blending in with the surrounding walls. 14 1d4 ghouls lost in the maze. 15 A harmless yahcha beetle (see appendix C). 16 The characters hear a throaty croak that sounds at once both
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
(see appendix D) blending in with the surrounding walls. 14 1d4 ghouls lost in the maze. 15 A harmless yahcha beetle (see appendix C). 16 The characters hear a throaty croak that sounds at once both






