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Returning 18 results for 'being being diffusing correctly rough'.
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being being diffusing correctly rogue
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mural, three wizards wearing curious hats flee toward a distant series of caves. An inscription below the painting is accompanied by a rough map.
The inscription reads: “Here the dragon returns
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mural, three wizards wearing curious hats flee toward a distant series of caves. An inscription below the painting is accompanied by a rough map.
The inscription reads: “Here the dragon returns
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the mural, three wizards wearing curious hats flee toward a distant series of caves. An inscription below the painting is accompanied by a rough map.
The inscription reads: “Here the dragon returns
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Dry Well The characters might correctly assume that this place is what it looks like: the site of a well (which is now abandoned). If they approach to within 5 feet of the stone wall, they can peer over
Hanah’s side and minister to her. Hanah has been reduced to 0 hit points from the hag’s rough treatment, but she is stable. If the characters don’t administer healing of their own, one of the other dryads
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Dry Well The characters might correctly assume that this place is what it looks like: the site of a well (which is now abandoned). If they approach to within 5 feet of the stone wall, they can peer over
Hanah’s side and minister to her. Hanah has been reduced to 0 hit points from the hag’s rough treatment, but she is stable. If the characters don’t administer healing of their own, one of the other dryads
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Dry Well The characters might correctly assume that this place is what it looks like: the site of a well (which is now abandoned). If they approach to within 5 feet of the stone wall, they can peer over
Hanah’s side and minister to her. Hanah has been reduced to 0 hit points from the hag’s rough treatment, but she is stable. If the characters don’t administer healing of their own, one of the other dryads
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of
members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of
members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
are, the more attack rolls you’re making against the characters in a given round, and the more dangerous the encounter becomes. To correctly gauge an encounter’s difficulty, multiply the total XP of
members to get a total for the party’s adventuring day. This provides a rough estimate of the adjusted XP value for encounters the party can handle before the characters will need to take a long rest
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
locked behind them after they depart. 42. Guard Post Four lizardfolk are on guard here. An iron-bound wooden door stands in the southwest corner of this area. A rough wooden bench sits next to it, set
, rough steps leads to a narrow east-west passage that ends in a blank wall some sixty feet away. To your right are five iron-bound doors, all closed. The doors have no exterior features except for a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
locked behind them after they depart. 42. Guard Post Four lizardfolk are on guard here. An iron-bound wooden door stands in the southwest corner of this area. A rough wooden bench sits next to it, set
, rough steps leads to a narrow east-west passage that ends in a blank wall some sixty feet away. To your right are five iron-bound doors, all closed. The doors have no exterior features except for a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
locked behind them after they depart. 42. Guard Post Four lizardfolk are on guard here. An iron-bound wooden door stands in the southwest corner of this area. A rough wooden bench sits next to it, set
, rough steps leads to a narrow east-west passage that ends in a blank wall some sixty feet away. To your right are five iron-bound doors, all closed. The doors have no exterior features except for a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
living in the mine believe (correctly) that this upper level is haunted by dwarven spirits. The kobolds avoid the upper level of the mine except when they must exit or enter. They use the wooden bridge
that survived the flames. 6A. Ledge This platform is lit by a torch in a wall sconce and guarded by two kobold inventors (see appendix D). Rough-hewn steps descend to area 6B. 6B. Egg Nursery Seven
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
living in the mine believe (correctly) that this upper level is haunted by dwarven spirits. The kobolds avoid the upper level of the mine except when they must exit or enter. They use the wooden bridge
that survived the flames. 6A. Ledge This platform is lit by a torch in a wall sconce and guarded by two kobold inventors (see appendix D). Rough-hewn steps descend to area 6B. 6B. Egg Nursery Seven
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
living in the mine believe (correctly) that this upper level is haunted by dwarven spirits. The kobolds avoid the upper level of the mine except when they must exit or enter. They use the wooden bridge
that survived the flames. 6A. Ledge This platform is lit by a torch in a wall sconce and guarded by two kobold inventors (see appendix D). Rough-hewn steps descend to area 6B. 6B. Egg Nursery Seven
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
web of misfortune. To avoid the curse of Beshaba (see below), the characters must not harm Carkuss, they must not be overly kind to him, and they must correctly answer a riddle he asks. If successful
characters come upon the following scene. Ahead on the rough road, a pair of dead horses and an overturned cart block your way. Sacks and barrels spilled from the cart litter the ground. Trees grow close to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
web of misfortune. To avoid the curse of Beshaba (see below), the characters must not harm Carkuss, they must not be overly kind to him, and they must correctly answer a riddle he asks. If successful
characters come upon the following scene. Ahead on the rough road, a pair of dead horses and an overturned cart block your way. Sacks and barrels spilled from the cart litter the ground. Trees grow close to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
web of misfortune. To avoid the curse of Beshaba (see below), the characters must not harm Carkuss, they must not be overly kind to him, and they must correctly answer a riddle he asks. If successful
characters come upon the following scene. Ahead on the rough road, a pair of dead horses and an overturned cart block your way. Sacks and barrels spilled from the cart litter the ground. Trees grow close to






