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Returning 5 results for 'before both deciding can't returns'.
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before both deciding cast return
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Orc
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Volo's Guide to Monsters
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Angels in the Outlands CoupleOfKooks “If you think you’re prepared for the ultimate struggle between good and evil, the deciding contest between all that is righteous and all that is foul, then to
Spireball has three bases corresponding to its three pedestals. Each time a batter returns from second base to home plate, their team scores 1 point. The round ends when three batters are out, either by
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
both inside; the father is out hunting but returns shortly with a fresh kill. The cave’s interior is shown on map 1.17. F1. Chasm. This cave has a 20-foot-high, concave roof. Most of the floor has
characters until they return to Ten-Towns, then parts ways with them after deciding that her adventuring days are over. Against one wall, hidden under the shattered remains of a dogsled, is a mess kit, an
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but then returns to her quarters (area T2). Alessia keeps the key to her quarters and the key to the portal door on a leather thong around her neck. T2. Alessia’s Quarters The door to this room is
ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the number, but it must decide before the DM says whether the roll succeeds
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and the DM. Group Design When selecting a feature, the characters must make decisions together — meaning the players must do the same. Deciding on the features of a headquarters should be a team
can’t hold the characters and all their staff (at least not comfortably), such staff are often itinerant or based in whatever settlement the carriage returns to most often.
THE "C" TEAM’S WAGON






