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Returning 35 results for 'before bards diffusing closed rush'.
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Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the bards, each of which is named after one of the colleges. See chapter 7 of the Dungeon Master’s Guide for the game statistics of these magic instruments. Long ago, bards who sought the rank of
tradition fell when the colleges went into decline, but some bards dream of restoring it. College of Fochlucan The original College of Fochlucan once stood on the northeastern edge of Silverymoon. Many years
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city of Sharn, which is both the cultural heart of Breland and a nexus for intrigue and diplomacy. Bards have much to gain from the company of other bards, as they exchange news, stories, and songs
. For this purpose, long ago a group of the finest bards in Sharn founded the Circle of Song, an alliance of entertainers and adventurers. The Circle of Song is an informal organization, open to any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
completely reasonable and plausible explanation. Singing songs and strumming lutes might be fine for most bards. Who doesn’t like a rousing shanty now and then? But standing in a crowded tavern playing for
copper pieces tossed by commoners isn’t for everyone — and it certainly isn’t for bards in the Acq Inc world. The power and magic tied up in the voice of a franchise bard is meant for greater things
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
firmly in the world by associating the class with a particular race or culture. For example, you might decide that bards, sorcerers, warlocks, and wizards represent the magical traditions of four
different races or cultures. The bardic colleges might be closed to everyone except elves, dragonborn might be the only creatures capable of becoming sorcerers, and all warlocks in your world might be human
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
right. A swaying mass of seaweed fills the eastern side of the room. Many coffers are set against the north and west walls, their lids closed.
A large group of sahuagin warriors gather near the
area. At the far end of that open area, perhaps fifty feet away, stands a closed coffer with canvas sacks propped against it.
The threshold of the chamber at the south end of the passage is trapped
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
right. A swaying mass of seaweed fills the eastern side of the room. Many coffers are set against the north and west walls, their lids closed.
A large group of sahuagin warriors gather near the
area. At the far end of that open area, perhaps fifty feet away, stands a closed coffer with canvas sacks propped against it.
The threshold of the chamber at the south end of the passage is trapped
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
right. A swaying mass of seaweed fills the eastern side of the room. Many coffers are set against the north and west walls, their lids closed.
A large group of sahuagin warriors gather near the
area. At the far end of that open area, perhaps fifty feet away, stands a closed coffer with canvas sacks propped against it.
The threshold of the chamber at the south end of the passage is trapped
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
butterfly swarm is an instrument of the bards (Anstruth harp). The yellow sapphires carried by the animal-headed guards fit into the pillars in area 8. Each gemstone is worth 1,000 gp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
butterfly swarm is an instrument of the bards (Anstruth harp). The yellow sapphires carried by the animal-headed guards fit into the pillars in area 8. Each gemstone is worth 1,000 gp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
butterfly swarm is an instrument of the bards (Anstruth harp). The yellow sapphires carried by the animal-headed guards fit into the pillars in area 8. Each gemstone is worth 1,000 gp.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ziggurat. The main entrance to—and exit from—the ziggurat (area B57) lies on the next tier down. Its doors have been closed for centuries and can be opened only from the inside. Haunted Tombs. Horrible
, the skeletons crumble to dust. B31: Noble’s Burial Room Scenes of warfare decorate the walls of this burial room. A closed wooden coffin stands upright near the south wall. The image of a noble
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ziggurat. The main entrance to—and exit from—the ziggurat (area B57) lies on the next tier down. Its doors have been closed for centuries and can be opened only from the inside. Haunted Tombs. Horrible
, the skeletons crumble to dust. B31: Noble’s Burial Room Scenes of warfare decorate the walls of this burial room. A closed wooden coffin stands upright near the south wall. The image of a noble
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ziggurat. The main entrance to—and exit from—the ziggurat (area B57) lies on the next tier down. Its doors have been closed for centuries and can be opened only from the inside. Haunted Tombs. Horrible
, the skeletons crumble to dust. B31: Noble’s Burial Room Scenes of warfare decorate the walls of this burial room. A closed wooden coffin stands upright near the south wall. The image of a noble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but






