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Returning 35 results for 'before broad during compound rest'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
strands forms a kind of fence around a sprawling compound of structures laid out on the plateau at the top of Menzoberranzan’s great cavern. Dozens of massive stalagmites and stalactites have been carved
and shaped into towers, girded with balconies and walkways, and connected with delicate-looking ramps and bridges. All the compound is lit with blazing light in pale shades of violet, green, and blue
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
in darkness. Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about
of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Darkvision. You have Darkvision with a range of 120 feet. Relentless Endurance. When
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
tribesfolk to force the rest to obey him out of terror. Using their unsurpassed ability as scouts, they act now as Arauthator’s eyes and ears on the Sea of Moving Ice. Living as thralls, they have no doubt that if they ever leave the iceberg, Arauthator will hunt them down and take horrific revenge.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
darkness. Orcs are, on average, tall and broad. They have gray skin, ears that are sharply pointed, and prominent lower canines that resemble small tusks. Orc youths on some worlds are told about their
equal to your Proficiency Bonus, and you regain all expended uses when you finish a Short or Long Rest. Darkvision. You have Darkvision with a range of 120 feet. Relentless Endurance. When you are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Ice Hunters The Ice Hunters are nomads that have lived in the North far longer than any other humans. Short, dark-haired, broad-faced, and with light brown skin, they cling stolidly to their culture
tribesfolk to force the rest to obey him out of terror. Using their unsurpassed ability as scouts, they act now as Arauthator’s eyes and ears on the Sea of Moving Ice. Living as thralls, they have no doubt that if they ever leave the iceberg, Arauthator will hunt them down and take horrific revenge.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
participating in a fear-focused D&D adventure. Horror, as a genre, covers broad swaths of material. What you shrug off other players might find personally unsettling—everyone’s experiences and tolerances are
distinct and real, even if they differ from your own. Before creating a character, ask your DM and the rest of the group the aforementioned questions, along with any others that come to mind. Chapter
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, you lose sight of the intruder in the deepening darkness. When the spray clears, the figure is gone. Night has fallen.
The undead assault against the hermitage can be played out in two broad
. REST AND RESOURCES
Having explored the hermitage and taken on its varied threats, the characters have had a busy day. Thanks to the hags, rats, giant snakes, and the monstrous peryton, their resources
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Fortified Outpost Military outposts across Khorvaire serve a variety of purposes during and after the war: rest stops for platoons on the move, garrisons for inactive troops, armories where weapons
within multiple rings of fortification. A normal approach to the inner compound involves passing through one of two gate houses (protected by arrow slits and murder holes), crossing an open courtyard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
members of the City Watch to do their duty diligently, and you can expect that the city’s magisters will be fair. If you have cause to come before the Masked Lords or the Open Lord herself, rest assured
gates and in the harbor. Be aware that the Code Legal provides only an outline of typical sentences for various offenses, and magisters have broad discretion when meting out justice as they see fit. Any Masked Lord can overturn a magister’s ruling, but there’s rarely a Masked Lord around when you need one.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accommodate broad stone parapets with buildings atop them. Each parapet features a 30-foot-tall stone pagoda topped by a weather vane. A wooden statue of Chauntea stands in the middle of each pagoda
top of the parapet down to the compound. A set of locked, ironbound wooden doors at ground level provide access to storerooms and cellars located underneath each watch post. Picking a door lock requires
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
: A large, oxidized silver statue of a tapir stands before a broad stone structure covered in carvings of stylized local animals—tapirs, capybaras, hawks, and more. Dozens of people stand outside the
legends from the “Atagua Gazetteer” section. Until the ritual, the characters are welcome to rest and prepare for their journey. Green Doctors (neutral good, human priests) can use their magic to heal
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
with multiple coastlines. Next, sketch in any major mountain ranges. Foothills form a transition between the mountains and lowlands, and broad patches of gentle hills might dot the region. That leaves
the rest of your map for relatively flat terrain: grasslands, forests, swamps, and the like. Place these elements as you see fit. Map out the courses of any rivers that flow through the area. Rivers
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
homesteads in the vicinity, Kerbin Dellmon sent out word that anyone could stay at their compound for safety. A number of farmers and ranchers took the Dellmons up on their offer. Every able-bodied
is nearby and heading in the ranch’s direction. There’s not enough time to flee, and everyone is hunkering down to defend the compound as best as they can. Stowal and Branikan are brothers (male shield
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Unkh’s Shrine Swirly carvings decorate two obelisks at the entrance to this compound. An overgrown courtyard lies under the shade of tall palms. Stone doors seal the entrance to a windowless
hanging from hooks on the wall. Some are bent and broken, while others are rusted beyond repair. The rest look serviceable.
One of the keys unlocks the pedestal in area 8C. If the characters know which
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
vertical shaft. A stone staircase spirals around the shaft, with landings leading to chambers on the upper levels: Level 1 has a broad antechamber and audience hall.
Level 2 contains kitchens, storage
tower.
Light. The cavern outside the tower is dark, for the inhabitants of Araj require no light. Inside the tower, occasional driftglobes shed dim light, with the rest of the place in darkness
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
black robes, which disguise all but the figure’s warty, green hands and broad, frog-like mouth.
“Worthless, pathetic meddlers!” the figure croaks. “I won’t have my plans thwarted again! I’ll have my
Tullus has served her purpose, my magic has spread across Strixhaven, and soon the rest of my plan will be a success.” If the characters ask more about this, Murgaxor ignores their question. Why are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
laughter of that particular infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and
randomly determined form of indefinite madness, as described in the "Madness" section. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
infected creature for 24 hours. At the end of each long rest, an infected creature can make a DC 13 Constitution saving throw. On a successful save, the DC for this save and for the save to avoid an
indefinite madness, as described later in this chapter. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother’s broad shoulders. She is using a chisel to smooth out some of the rough spots
successful DC 12 Strength (Athletics) check, a character can use an action to knock the statue off its high shelf, causing it to shatter on the floor. 13d. Cave of Rest The stone giants come here to rest when they’re tired. The cave is devoid of furnishings and ostentation.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
are a sixth of it; the rest is a blend of every race found across Khorvaire. Halflings, elves, and gnomes have a significant presence in the city, but even kalashtar and changelings have communities
visitor in fine clothes might attract unwanted attention. The City Watch pays little attention to the lower districts, making them a haven for criminals and gangs. This is a broad stereotype that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
necessary. Burrowing creatures might dig their own exits. Common dungeon rooms fall into the broad categories described below. Crypts Although it sometimes resembles a vault, a crypt can also be a series
flee to get help. Living Quarters Most creatures have a lair where they can rest, eat, and store their treasure. Living quarters commonly include beds (if the creatures sleep), possessions (both
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
blue or violet. They lack external ears, their noses are broad and flat, and they are partially amphibious. Cool Rationality Despite being talkative, vedalken keep their personal lives private, and they
this trait again until you finish a long rest. Languages. You can speak, read, and write Common, Vedalken, and one other language of your choice. YONGJAE CHOI
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
platform is covered with cushions and pillows to make a broad, divan-like bed. One side of the chamber contains a small table and two chairs, while the other holds a small shrine to Lolth, draped in white
silk. A heavy chest of black-stained zurkhwood sits at the foot of the bed. Ilvara retreats to her quarters for privacy, rest, and meditation. Roll a d6. On 1–2, the priestess is here. On a roll of 1
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
risen to power in the region. This power-hungry religion controls the city of Haven and surrounding settlements in the name of vague, fickle deities who condemn the use of magic. The broad plains of the
seaport without a sea. In the dry harbor, decrepit remnants of the city’s famed ships list on waves of sand. The rest of the city clings to life as a trade hub for small communities and itinerant bands
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
High City Rising above the rest of Bral on the trailing edge of the asteroid, the High City is a green, spacious expanse that holds Prince Andru’s palace, called Starhaven, and various noble estates
ice is broken up into manageable pieces. A natural stone formation, called the Stonebridge, spans a narrow part of the lake. Festival Grounds and Arena of Frun The Festival Grounds is a broad parkland
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
notice and attacks. When the first character reaches the top of the waterfalls, the following scene unfolds before them: The adjacent waterfalls are fed by a broad, shallow pool surrounded by ancient
the characters if they wish to rest near the falls but won’t travel with them, as he must attend to the disturbed creatures along his river’s length.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
failed to slay the kraken, it was so badly wounded in the fight that the rest of the sea life around it began to strike at it, taking advantage of its greatly weakened state. Just before passing away
fin that protrudes from the middle of her back. Whymsee is a shorter woman with broad shoulders. Her legs have been replaced with tentacles, and her upper torso is covered in some kind of tough
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
come from a vast array of origins and have widely varied appearances. Dapper orcs and down-on-their-luck drow would be equally at home in this fairytale domain. The naming conventions often take broad
to be something they’re not. Your family pretended to greater wealth and status than their means. Is the rest of your life a lie? How much of it do you feel is a lie? Do you suspect you are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
feature again until you finish a long rest. When you use this feature successfully twice, you cannot use it again until your franchise attains the next rank. TWO DRY CLOAKS
Tabaxi Hoardsperson
(Rogue)
Forever in search of “twinkles,” Two Dry Cloaks has a deep enthusiasm for treasure and a broad definition of what “treasure” might mean. As an old saying has it, “the hoard is the heart of a
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
small compound that includes stables and other outbuildings. The folk who live here year-round are hunters, trappers, gold prospectors, gem seekers, smallholders and their families, and it is they who
may gaze upon our homes without invitation from the eldest among us. If strangers need to meet with any of us, that is the purpose the Halfway Inn fulfills. The Refuge in the Hills When I rest at the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
rest to rot. A handful of warriors of the Order of the Gauntlet escaped the undead onslaught against Camp Righteous by retreating up the River Soshenstar toward the Aldani Basin. Three days later, they
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
between adventurers and chromatic dragons might follow this broad outline: Levels 1–4. Consider introducing this conflict as the adventurers reach level 3 or 4, with the adventurers confronting an
residence in the nearby ruins and are working to rebuild their great temple. The rest of the adventure focuses on exploring the ruined Temple of Elemental Evil and dealing with the varied evil factions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
that the left side of her face sags much lower than the right. As the giant draws near, she skids to a stop, rests her greatclub on one broad shoulder, and says, “Need any help?”
Tinjong avoids the
, claiming that’s what Silvanus would want her to do. Tinjong’s Cave. If the characters need a place to rest and recuperate, Tinjong leads them to her cave overlooking the sea. It contains no furnishings
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Those who investigate see the following: This broad cave is humid and covered in thick mold. At the center sprawls a greasy, gray, wart-covered giant. He stares hopelessly into the darkness above
) whenever they rest or cast a spell within the next 7 days. The croaking vanishes after this time, the giant having forgotten the characters. Slaying the Giant. The giant defends himself if attacked, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in Rigus. Seasoned tacticians with centuries of battlefield experience between them, they command the armies of nations. Among them is General Braahg (lawful neutral hobgoblin warlord), a broad
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and






