Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'before brown during chapter respecting'.
Other Suggestions:
before brown during crafter respecting
before brown during chapter reflecting
before brown during chapter respective
Monsters
Princes of the Apocalypse
(such as the Weeping Colossus in chapter 5). On initiative count 20 (losing initiative ties), Imix uses his lair action to cause one of the following effects:
Any fires in the lair flare up
location. At first, effects are minor — grass turns brown, animals become listless, work and travel become very tiring. The longer Imix remains, the worse the heat becomes; after 5 days, crops
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
throughout this area, keeping the wine cellar cool, are ten patches of brown mold (see “Dungeon Hazards” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide). The characters are safe from the mold as long as they keep their distance.
W15. Brown Mold If the characters open the secret door, read: It takes some effort to push open the secret door, and you are greeted by a blast of cold air. A dark tunnel stretches for fifteen feet
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chapter 8 of the Dungeon Master’s Guide), the characters gain a level for completing this adventure. ABOUT THE ORIGINAL
Dave J. Brown and Don Turnbull bring the Saltmarsh trilogy to a conclusion in this
Chapter 6: The Final Enemy This adventure builds on the events of two previous adventures, The Sinister Secret of Saltmarsh and Danger at Dunwater. The following section provides a summary of those
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a basilisk over a thousand years ago. A patch of brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) covers the dwarf and chills the room. 22c. Kitchen This kitchen is
against the south wall. The dwarf appears to be covered in brown fur (actually brown mold).
Hooks and Chains. Rusty meat hooks and chains dangle from the rafters.
The statue is a dwarf who was petrified
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
hazards on the table are described in chapter 5, “Adventure Environments.” Dungeon Hazards d20 Hazard 1–3 Brown mold 4–8 Green slime 9–10 Shrieker 11–15 Spiderwebs 16–17 Violet fungus 18–20 Yellow mold
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rubble and have a 50 percent chance of being Difficult Terrain. Half Cover and hiding places are plentiful. 3 Neglected. One dungeon hazard—such as brown mold, green slime, or yellow mold (see
“Hazards” in this chapter)—is abundant. 4 Abandoned. Most of the dungeon is deserted. Dexterity (Stealth) checks have Disadvantage because any sounds stand out as unusual. 5 Secure. Ability checks made to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 3: Danger at Dunwater The discovery that a colony of lizardfolk lies near the small fishing town of Saltmarsh and is purchasing weaponry considered sophisticated by lizardfolk standards has
. ABOUT THE ORIGINAL
Dave J. Brown and Don Turnbull continued the Saltmarsh series in this classic. Doubling down on TSR UK’s penchant for exploration and interaction in their work, this scenario
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
to meet a Humanoid. The faculty members mentioned in chapter 1 include genasi, tritons, and even a bipedal brown bear. To the faculty and students of Strixhaven, it is unremarkable to meet someone
include humans, elves, dwarves, owlin (described in chapter 2), orcs, trolls, vampires, and studious folk of many other origins. In practical terms, for player characters, you can use the rules found in any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the chapter (the table also appears in chapter 8). Brown Mold Brown mold feeds on warmth, drawing heat from anything around it. A patch of brown mold typically covers a 10-foot square, and the
, can be correctly identified with a successful Intelligence (Nature) check. Use the guidelines in chapter 8 to set an appropriate DC for any check made to spot or recognize a hazard. Hazard Severity
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Calishite Shorter and slighter in build than most other humans, Calishites have dusky brown skin, hair, and eyes. They’re found primarily in southwest Faerûn. Calishite Names: (Male) Aseir, Bardeid
are slender, tawny-skinned folk with brown hair that ranges from almost blond to almost black. Most are tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lined with a 10-foot-square patch of brown mold. A creature that falls the distance takes 17 (5d6) bludgeoning damage plus damage from the brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon
29. Trapped Halls A unusual pit and an unusual painting await adventurers in these tunnels. 29a. Pit of Brown Mold This hidden pit (see “Covered Pits”) is 50 feet deep, but the floor of the pit is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
. Tapestries. The wall hangings, which depict weed-grown rocks and green and golden tan scenes of undersea life, are special, antimagic-treated creations made of green slime and brown mold (see “Dungeon
Hazards” in chapter 5 of the Dungeon Master’s Guide). If either tapestry is torn down, it instantly turns into green slime and covers a 20-foot-long, 10-foot-wide area of floor when it falls. Note that
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Arctic Encounters (Levels 5–10) d100 Encounter 01–05 2 saber-toothed tigers 06–07 1d4 half-ogres 08–10 1d3 + 1 brown bears 11–15 1d3 polar bears 16–20 2d4 berserkers 21–25 A half-orc druid tending
2d10 + 5 bandits 61–65 1d4 hours of extreme cold (see chapter 5 of the Dungeon Master’s Guide) 66–68 1 young remorhaz 69–72 1 orc Eye of Gruumsh with 1d6 orogs and 2d8 + 6 orcs 73–75 1 revenant 76–80 A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
appear on the Random Encounters tables earlier in this chapter. Not even lifelong residents of the Dessarin Valley know exactly where all the outlying farms and ranches lie, and characters traveling
Visit. If the characters speak with homesteaders in the area east of the Sumber Hills, they learn that raiders in brown cloaks sacked a few farms and dragged off their inhabitants. (These captives
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
table suggests a variety of foes that might arise from among the god’s followers. Nylea’s Villains d6 Villain
1 A Setessan hunt-leader (Setessan hoplite; see chapter 6) swears vengeance on a
1 Dryad MM
1 Nyxborn brown bear* MM
2 Nyxborn saber-toothed tiger* MM
2 Satyr thornbearer MOoT
3 Archer VGtM
5 Shambling mound MM
5 Unicorn* MM
9
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Downtime” section later in this chapter. The result of this task is used to calculate the final monthly cost, and is deducted from the franchise’s coffers. Defaulting No self-respecting franchise would
, characters might use downtime to structure a leaner business or engage in non-adventuring activities to bring in more gold (see “Franchise Tasks and Downtime” later in this chapter for more information
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Chapter 2: The Sinister Secret of Saltmarsh Four miles east of Saltmarsh, just inland of the old coast road, stands a haunted house. Until twenty years ago, it had been the residence of an aged
“The Sea Ghost,” they are likely to reach 3rd level. ABOUT THE ORIGINAL
Produced by the UK branch of TSR in 1981, Sinister Secret of Saltmarsh was designed by Dave J. Brown and Don Turnbull. It was
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Sports and Games The
Sharn Inquisitive
The Race of Eight Winds Begins!
Banners are flying across Dura today, and the streets are full of color. Walk through Oldkeep wearing brown and red, and
race is fair.
The beasts of Middle Dura are versatile. The Eagle represents Broken Arch and Stormhold in Middle Dura, and its supporters wear brown and gold. The clever Owl flies for Rattlestone and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1d6 nightlights 9 1 otyugh hidden under a mound of offal 10 Patch of brown mold (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) 11 1d4 awakened zurkhwoods* (see appendix C) 12 2d4
the Encounters around Neverlight Grove table instead of the random encounter tables in chapter 2 to determine what, if anything, they encounter. Encounters around Neverlight Grove d20 Encounter 1–8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Eternal Flame priests (see chapter 7) claiming to be Aylbrith and Ingulf, posing as druids of the Circle of the Scarlet Moon. They have a captured brown bear with them to improve their disguise. They
case in one of their tents. Hc2. Cult Camp Two human men in robes stand before the bonfire. On the other side of it, leashed to a peg pounded into the ground, is a brown bear.
The humans are two
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
and later animated by Ogrémoch’s Bane (see “Settlers, Squatters, and Invaders” later in this chapter). They have the statistics of animated armor, except they are elementals instead of constructs
the Dungeon Hazards table to determine what the characters encounter. See “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for more information on each hazard. Dungeon Hazards d6 Hazard
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
town openly are met by a haggard orchardist named Jendon (a human commoner), who wears a cloak with a brown patch made of the same fabric as the robes the earth cultists wear. Jendon tries to persuade
clearing. They each wear a brown patch on their cloaks or tunics as they stand listening to a trio of hooded priests who are leading them in strange prayer to “the Black Earth.”
The three hooded priests
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Quandrix Faculty This section describes noteworthy members of the Quandrix faculty. Some of them use a Quandrix-specific stat block from chapter 7. The geometry of Torus Hall is the most prominent
are thrilling sights on campus. Ruxa, Patient Professor Ruxa (neutral good Quandrix professor of substance) looks like a bipedal brown bear and knows that wild new theories, though exciting, are
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
into view, descending gracefully from the upper part of the cloister. She’s an elderly human woman with weathered brown skin, white hair in tight braids, and kindly hazel eyes, dressed in a simple white
quests she offers them (see “Cloister Quests” later in this chapter). If the characters harm any of the residents of Dragon’s Rest, she becomes hostile and insists the characters make amends for the harm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brown bear’s pelt, and ten bleached human skulls. The chest at the south end of the cave holds a rusty steel gauntlet with fingers ending in claws, a boar’s tusk set with semiprecious stones (50 gp), a
priest’s pack without the rations, and a random trinket (roll on the Trinkets table in chapter 5 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal stasis
Appendix: Roleplaying Cards Agdon Longscarf the Harengon
CHAPTER 2: HITHER
This harengon brigand is an insufferable braggart and a daring thief who’s willing to put himself in seemingly
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.”
Thinnings the Butler
CHAPTER 5: PALACE OF HEART’S DESIRE
Zybilna’s butler appears as a lanky man clad in faded brown clothes. Thinnings longs to see Prismeer’s archfey freed from temporal
Appendix D: Roleplaying Cards Agdon Longscarf the Harengon
CHAPTER 2: HITHER
This harengon brigand is an insufferable braggart and a daring thief who’s willing to put himself in seemingly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
discount on adventuring gear. A middle-ranked character might gain a follower (see chapter 4, “Creating Nonplayer Characters”), access to potions and scrolls, the ability to call in a favor, or
activities, see chapter 6, “Between Adventures”. Losing Renown Disagreements with members of an organization aren’t enough to cause a loss of renown within that organization. However, serious offenses
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Random Encounters Use the Ruin Encounters table for characters traveling the slopes of the hill or its surroundings. Ruin Encounters 1d12 Encounter 1 Animals—such as a brown bear, giant owl, or
pack of 2d6 wolves—attack, made vicious by the effect of Baphomet’s temple deep under the hill. 2 2d4 minotaur archaeologists (their stat block appears in this chapter) explore the hill, looking for
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
her soft shoulders. She seems lost in her own thoughts.
The Abbot is normally here. If he is here, add: A handsome young man in a brown monk’s robe gently takes the woman by her hand. A painted
Events” section at the end of this chapter). He wears a holy symbol of the Morninglord around his neck. The woman in the tattered red gown is Vasilka, a flesh golem that has been exquisitely put
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
it to double in size), they decided to avoid the place. The brown mold (see chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide) fills the 20-foot-square section in the southeast
obsidian columns with fiery cracks in them. The air is oppressively warm.
Two razerblasts (see chapter 7) keep to the sides of the chamber. How these guards react depends on how the characters arrive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
) These heavy gauntlets of brown iron are forged in the shape of an umber hulk’s claws, and they fit the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a
chapter 5 of the Dungeon Master’s Guide. Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters search the ruins, there is a 50 percent chance of them finding 1d4 trinkets (see chapter 5, “Equipment,” of the Player’s Handbook). Roll on the Trinkets table or choose appropriate ones
table to determine what type of slime or mold is present (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for details on these threats). Slime or Mold Encounter d6 Encounter 1–3 Patch
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon from a stat block and a basic description into a full-fledged character in your campaign. In chapter 5 of this book, you’ll find additional tables of personality traits and ideals that are
Rings piercing crest or wing edges
11 Draped in some semblance of clothing, from a stole to a full robe
12 Unusual coloration (for example, a red dragon with an orange, brown, or purple cast
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gold 17 Nine Hells Ruby 18 Outlands Leather brown 19 Pandemonium Magenta 20 Ysgard Indigo Wildspace Bobbing in the Astral Plane like corks in an ocean are vast, airless expanses called Wildspace systems
unless it has some other magical means of traveling from one world to another. (See “Material Plane” in this chapter.) Spelljammer: Adventures in Space contains extensive information about Wildspace and






