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Returning 35 results for 'being basic diffusing chained resolve'.
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being basics diffusing channel resolve
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Practice Time Once the characters resolve the altercation with the amalgamated mascots, the party on the Rose Stage resumes. Before the characters leave the area, Rosie Wuzfeddlims (chaotic good
at the end of this week. As a student referee, Rosie is tasked with helping the characters learn the rules of Mage Tower and the game’s basic techniques. Further, as long as the entire party has not
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Practice Time Once the characters resolve the altercation with the amalgamated mascots, the party on the Rose Stage resumes. Before the characters leave the area, Rosie Wuzfeddlims (chaotic good
at the end of this week. As a student referee, Rosie is tasked with helping the characters learn the rules of Mage Tower and the game’s basic techniques. Further, as long as the entire party has not
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Practice Time Once the characters resolve the altercation with the amalgamated mascots, the party on the Rose Stage resumes. Before the characters leave the area, Rosie Wuzfeddlims (chaotic good
at the end of this week. As a student referee, Rosie is tasked with helping the characters learn the rules of Mage Tower and the game’s basic techniques. Further, as long as the entire party has not
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern. The DM describes the environment. The DM tells the players where their adventurers are and what’s around
them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
The players describe what they want to do
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern. The DM describes the environment. The DM tells the players where their adventurers are and what’s around
them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
The players describe what they want to do
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern. The DM describes the environment. The DM tells the players where their adventurers are and what’s around
them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
The players describe what they want to do
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
than the goblins’ check total is surprised and therefore can’t do anything on his or her first turn in the combat (see “Surprise” in the Basic Rules). Use the initiative rules in the Basic Rules to
attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins’ stat block contains the information you need to resolve these attacks. For more information on what the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
than the goblins’ check total is surprised and therefore can’t do anything on his or her first turn in the combat (see “Surprise” in the Basic Rules). Use the initiative rules in the Basic Rules to
attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins’ stat block contains the information you need to resolve these attacks. For more information on what the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Rhythm of Play The three main pillars of D&D play are social interaction, exploration, and combat. Whichever one you’re experiencing, the game unfolds according to this basic pattern: The Dungeon
resolve their activity. In combat, the characters take turns. The DM Narrates the Results of the Adventurers’ Actions. Sometimes resolving a task is easy. If an adventurer walks across a room and
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
than the goblins’ check total is surprised and therefore can’t do anything on his or her first turn in the combat (see “Surprise” in the Basic Rules). Use the initiative rules in the Basic Rules to
attacks while two goblins stand 30 feet away from the party and make ranged attacks. The goblins’ stat block contains the information you need to resolve these attacks. For more information on what the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
characters are more than 20 feet away, the zombies use the Dash action so they can move farther. For more information on what the zombies can do on their turn, see “Combat” in the Basic Rules. The zombies
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
protect it. Pens and Pits Goblins are responsible for tending to the camp’s slaves, battle beasts, and beasts of burden. These are hobbled, chained to posts, or placed in pens, cages, or pits as needed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
protect it. Pens and Pits Goblins are responsible for tending to the camp’s slaves, battle beasts, and beasts of burden. These are hobbled, chained to posts, or placed in pens, cages, or pits as needed
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
protect it. Pens and Pits Goblins are responsible for tending to the camp’s slaves, battle beasts, and beasts of burden. These are hobbled, chained to posts, or placed in pens, cages, or pits as needed
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern.
1. The DM describes the environment. The DM tells the players where their adventurers are and what’s
around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern.
1. The DM describes the environment. The DM tells the players where their adventurers are and what’s
around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
How to Play The play of the Dungeons & Dragons game unfolds according to this basic pattern.
1. The DM describes the environment. The DM tells the players where their adventurers are and what’s
around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).
2. The players describe what they want
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, using them for menial tasks and for basic defense of Longsaddle. Some apprentices are often the inadvertent test subjects for an experimental spell, but such is the danger of apprenticing to the
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time. Supernatural Events d100 Event 01–05 You were ensorcelled by a fey
basic details about your former employer. 7 You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behavior might linger. 8 A lover of yours was secretly a silver
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time. Supernatural Events d100 Event 01–05 You were ensorcelled by a fey
basic details about your former employer. 7 You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behavior might linger. 8 A lover of yours was secretly a silver
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, chained to an oar, or performing hard labor. You served a sentence of 1d4 years or succeeded in escaping after that much time. Supernatural Events d100 Event 01–05 You were ensorcelled by a fey
basic details about your former employer. 7 You went insane for 1d6 years and recently regained your sanity. A tic or some other bit of odd behavior might linger. 8 A lover of yours was secretly a silver
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
manacles (see the Player’s Handbook) are bolted to the altar. A creature chained to the altar has the restrained condition. Cages. The cages are 10 feet wide and 20 feet long. Both are empty. As an
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
manacles (see the Player’s Handbook) are bolted to the altar. A creature chained to the altar has the restrained condition. Cages. The cages are 10 feet wide and 20 feet long. Both are empty. As an
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
manacles (see the Player’s Handbook) are bolted to the altar. A creature chained to the altar has the restrained condition. Cages. The cages are 10 feet wide and 20 feet long. Both are empty. As an
impressed by the characters’ foolish resolve, the elder evil might offer to make them minions, lieutenants, or priests—but not before threatening to eat them. Zargon spares those who tremble before
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
still has much to learn about the world. If flattered and offered a sufficient bribe (offerings worth at least 500 gp), she can even provide basic directions to any landmark within 100 miles of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, which serves as the kobolds’ egg nursery. These kobolds protect their eggs with flinty resolve. The mossy niches in the walls contain a total of thirty eggs. 6C. Rolling Stone Trap A tripwire
still has much to learn about the world. If flattered and offered a sufficient bribe (offerings worth at least 500 gp), she can even provide basic directions to any landmark within 100 miles of






