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Returning 35 results for 'before building diffusing coming raids'.
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Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
aid in creating disguises. If the characters venture within 30 feet of the south side of the building, they hear animal noises coming from the zoo (area T8), and a character who succeeds on a DC 15
vault is an unmarked building on the city outskirts in an area with moderate foot traffic. The neighboring buildings stand at least 20 feet from the vault and don’t share walls with it. Nearby
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
high per story. The interior rooms of the buildings have 9-foot-high ceilings with 8-foot-high doorways connecting them. A character can climb the walls of a building without equipment by succeeding on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. In between those high points, a small fortress and beacon tower can be seen. The building is made of stone and looks
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. In between those high points, a small fortress and beacon tower can be seen. The building is made of stone and looks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Journey In good weather, the journey to Firewatch Island takes an hour. As the characters approach, they can hear the faint sound of a large bell being rung, seemingly coming from the island. But the sound
above narrow, rocky beaches and small wiry shrubs on an otherwise sparse landscape. In between those high points, a small fortress and beacon tower can be seen. The building is made of stone and looks
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
coming dusk. At Melecio’s invitation, leaders from across Atagua are gathering to represent their people during this rare, important ritual. Melecio can also share details on the Green Doctors and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
coming dusk. At Melecio’s invitation, leaders from across Atagua are gathering to represent their people during this rare, important ritual. Melecio can also share details on the Green Doctors and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
building, many wearing distinctive green sashes.
An elder Green Doctor named Melecio (neutral good, elf archmage) steps from the crowd, with Nene perched on her shoulder. Melecio explains that the
coming dusk. At Melecio’s invitation, leaders from across Atagua are gathering to represent their people during this rare, important ritual. Melecio can also share details on the Green Doctors and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
too. The dragon speaks Dwarvish to its servants as the characters approach. Read the following: As the duergar priests lead you to a building carved from the stone just outside a huge cave entrance, the
glowing in the shadows of the cave before coming into the light. “You didn’t say I was having surfacers for dinner today.”
The dragon chuckles at his own wit. His massive body gives the distinct






