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Returning 18 results for 'before banking defusing coach rules'.
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Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
close ties to the Mror Holds and their loyalty to the house over any particular nation. In addition to providing all manner of security, House Kundarak dominates Khorvaire’s banking industry. As a
dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
close ties to the Mror Holds and their loyalty to the house over any particular nation. In addition to providing all manner of security, House Kundarak dominates Khorvaire’s banking industry. As a
dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
close ties to the Mror Holds and their loyalty to the house over any particular nation. In addition to providing all manner of security, House Kundarak dominates Khorvaire’s banking industry. As a
dragonmarked house, it is obliged to remain neutral in the politics of all nations, including its homeland. As a result, Clan Kundarak is no longer represented on the Iron Council that rules the Mror
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Bodyguards, mercenaries Shadow Phiarlan
Thuranni
Elf
Elf
Entertainment, espionage
Entertainment, assassination
Storm Lyrandar Half-elf Air and sea transportation Warding Kundarak Dwarf Banking, storage, prisons
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Bodyguards, mercenaries Shadow Phiarlan
Thuranni
Elf
Elf
Entertainment, espionage
Entertainment, assassination
Storm Lyrandar Half-elf Air and sea transportation Warding Kundarak Dwarf Banking, storage, prisons
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Creating a Dragonmarked Character Dragonmarks manifest on certain members of a few species, represented in the rules by variant race options: For humans and half-orcs, a dragonmark is a variant race
Bodyguards, mercenaries Shadow Phiarlan
Thuranni
Elf
Elf
Entertainment, espionage
Entertainment, assassination
Storm Lyrandar Half-elf Air and sea transportation Warding Kundarak Dwarf Banking, storage, prisons
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
paths. There are no stations in the expanses between these settlements, and House Orien rules prohibit lightning rail pilots from stopping anywhere but at a station. Stations throughout Khorvaire
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
paths. There are no stations in the expanses between these settlements, and House Orien rules prohibit lightning rail pilots from stopping anywhere but at a station. Stations throughout Khorvaire
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a lightning rail train can travel, but the pilot still must make operational decisions as the coach moves from one city to the next. The pilot controls the vessel’s speed based on conditions around
paths. There are no stations in the expanses between these settlements, and House Orien rules prohibit lightning rail pilots from stopping anywhere but at a station. Stations throughout Khorvaire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
writing desk and matching chair, a dresser, a tall wardrobe, and an owlbear throw rug draped over a padded chair with matching ottoman. Coach House The Cassalanters own three carriages — one for their
banking business, one for public appearances, and one for private use. They also own six horses: four draft horses to pull carriages and two riding horses. The horses are kept in stalls that are cleaned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
writing desk and matching chair, a dresser, a tall wardrobe, and an owlbear throw rug draped over a padded chair with matching ottoman. Coach House The Cassalanters own three carriages — one for their
banking business, one for public appearances, and one for private use. They also own six horses: four draft horses to pull carriages and two riding horses. The horses are kept in stalls that are cleaned
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
writing desk and matching chair, a dresser, a tall wardrobe, and an owlbear throw rug draped over a padded chair with matching ottoman. Coach House The Cassalanters own three carriages — one for their
banking business, one for public appearances, and one for private use. They also own six horses: four draft horses to pull carriages and two riding horses. The horses are kept in stalls that are cleaned
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
break them under the right circumstances. Alix Branwyn According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
control of the Transcendent Order when the last factol achieved perfect understanding and vanished right in front of Rhys and other ranking Ciphers. Rhys is an enlightening coach, providing direction
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
break them under the right circumstances. Alix Branwyn According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
control of the Transcendent Order when the last factol achieved perfect understanding and vanished right in front of Rhys and other ranking Ciphers. Rhys is an enlightening coach, providing direction
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
break them under the right circumstances. Alix Branwyn According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
control of the Transcendent Order when the last factol achieved perfect understanding and vanished right in front of Rhys and other ranking Ciphers. Rhys is an enlightening coach, providing direction
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
out of air (see the suffocation rules in the Player’s Handbook). As an action, a creature trapped under the water’s surface or another creature within reach of it can make a DC 20 Strength (Athletics
they can’t bypass its locked doors or fly. They entered the palace through the coach house (area P11) and have visited areas area P29, P14c, P14g, area P41 (where they debated the magical door), and P46
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
out of air (see the suffocation rules in the Player’s Handbook). As an action, a creature trapped under the water’s surface or another creature within reach of it can make a DC 20 Strength (Athletics
they can’t bypass its locked doors or fly. They entered the palace through the coach house (area P11) and have visited areas area P29, P14c, P14g, area P41 (where they debated the magical door), and P46
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
out of air (see the suffocation rules in the Player’s Handbook). As an action, a creature trapped under the water’s surface or another creature within reach of it can make a DC 20 Strength (Athletics
they can’t bypass its locked doors or fly. They entered the palace through the coach house (area P11) and have visited areas area P29, P14c, P14g, area P41 (where they debated the magical door), and P46






