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Returning 35 results for 'being belong diffusing closed run'.
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Monsters
Dragonlance: Shadow of the Dragon Queen
territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes about
with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim.Poison
Backgrounds
Ghosts of Saltmarsh
organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
Backgrounds
Ghosts of Saltmarsh
don’t belong to me, especially if they are very well made.
Saltmarsh Ties
Ships make Saltmarsh’s economy run. You have contacts with one of the following leaders in town. Choose
Monsters
Curse of Strahd
intelligently and do everything you can to make him a terrifying and cunning adversary for the player characters.
When you run an encounter with Strahd, keep the following facts in mind:
Strahd
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X8. Upper East Hall Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X8. Upper East Hall Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X8. Upper East Hall Glazed amber covers the walls of this twenty-foot-wide, seventy-foot-long arched corridor. The amber doors at both ends of the hall stand open. A closed door is in the middle of
the east wall, and three arrow slits are cut into the wall across from it. Cracks in the black marble floor run the length of the hall. The cracks in the floor were made by the golem in area X10. The arrow slits are 5 inches wide, 2½ feet tall, and 1 foot thick. They look down on the temple (area X5).
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Goblin
Legacy
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races
Volo's Guide to Monsters
traps, snares, and nets to catch the unwary, and when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against
-tiered caste system made up of lashers, hunters, gatherers, and pariahs. The status of every family in the tribe is based on its importance to the tribe’s survival. Families that belong to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
topped with a single slab of cut stone. The skulls and bones of dead Omuans fill niches along the walls of each staircase. Staircases run 25 feet between each level of the tomb. Tracks Explorers have
belong to the skeleton keys (see “Tomb Inhabitants” below). Any character who tries to follow a skeleton key’s trail can do so with a successful DC 12 Wisdom (Survival) check, finding the way to the nearest unexplored location marked with a skull symbol on the dungeon map.
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
purification plants in the sewers as well as elsewhere in the Cogs, but street gangs run rampant nevertheless—sometimes wreaking havoc, sometimes maintaining their own semblance of order and harsh
occurrences among the refugees from Cyre in High Walls (in Lower Tavick’s Landing), characters might find clues that draw them down to the Citadel of the Closed Circle in Khyber’s Gate, where a mind flayer
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
topped with a single slab of cut stone. The skulls and bones of dead Omuans fill niches along the walls of each staircase. Staircases run 25 feet between each level of the tomb. Tracks Explorers have
belong to the skeleton keys (see “Tomb Inhabitants” below). Any character who tries to follow a skeleton key’s trail can do so with a successful DC 12 Wisdom (Survival) check, finding the way to the nearest unexplored location marked with a skull symbol on the dungeon map.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
topped with a single slab of cut stone. The skulls and bones of dead Omuans fill niches along the walls of each staircase. Staircases run 25 feet between each level of the tomb. Tracks Explorers have
belong to the skeleton keys (see “Tomb Inhabitants” below). Any character who tries to follow a skeleton key’s trail can do so with a successful DC 12 Wisdom (Survival) check, finding the way to the nearest unexplored location marked with a skull symbol on the dungeon map.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes
about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Anhkolox
Huge Undead
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes
about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Anhkolox
Huge Undead
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
séances or are taking their time exploring, feel free to run this encounter multiple times, allowing the characters to ask more questions. If the borders to the domain are not yet closed, a storm begins brewing at this point.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
by territorial instinct and a predatory urge to hunt and devour living prey. They run on all fours and rear up onto their hind legs when they corner their quarry. When they strike, they wallop foes
about with their claws—they delight in knocking foes into pits full of jagged bones—and their barbed rib cage cracks open like a hunting trap to snap closed around a victim. Anhkolox
Huge Undead
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
overwhelming — numbers. They crave power and regularly abuse whatever authority they obtain. Goblinoids. Goblins belong to a family of creatures called goblinoids. Their larger cousins, hobgoblins
sleep underground during the day. Like wolves, they are pack hunters, made bolder by their numbers. When they hunt from the backs of wolves, goblins use hit-and-run attacks. Worshipers of Maglubiyet
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
council holds its meetings here. Castle Kalaman also serves as the headquarters of Kalaman’s military, and its barracks can house hundreds of troops. Extensive catacombs run beneath Castle Kalaman
, but the entrances to these tunnels were closed long ago and remain magically sealed. City Market Merchants from across Ansalon do business in Kalaman’s thriving bazaar. Characters can purchase any
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the party retreats from an enemy group, they run
gate before it is closed and barred. After characters enter the keep, raiders encircle it in increasing numbers. Rewards Besides earning experience points (XP) for raiders fought on the way to the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
council holds its meetings here. Castle Kalaman also serves as the headquarters of Kalaman’s military, and its barracks can house hundreds of troops. Extensive catacombs run beneath Castle Kalaman
, but the entrances to these tunnels were closed long ago and remain magically sealed. City Market Merchants from across Ansalon do business in Kalaman’s thriving bazaar. Characters can purchase any
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the party retreats from an enemy group, they run
gate before it is closed and barred. After characters enter the keep, raiders encircle it in increasing numbers. Rewards Besides earning experience points (XP) for raiders fought on the way to the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
they fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the characters retreat from an enemy group to
avoid it, they run into 1d6 more townsfolk who are trying to reach the keep. For every four additional townsfolk in tow, the group must move past one more enemy group to reach the keep. At the keep, the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the party retreats from an enemy group, they run
gate before it is closed and barred. After characters enter the keep, raiders encircle it in increasing numbers. Rewards Besides earning experience points (XP) for raiders fought on the way to the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
they fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the characters retreat from an enemy group to
avoid it, they run into 1d6 more townsfolk who are trying to reach the keep. For every four additional townsfolk in tow, the group must move past one more enemy group to reach the keep. At the keep, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
council holds its meetings here. Castle Kalaman also serves as the headquarters of Kalaman’s military, and its barracks can house hundreds of troops. Extensive catacombs run beneath Castle Kalaman
, but the entrances to these tunnels were closed long ago and remain magically sealed. City Market Merchants from across Ansalon do business in Kalaman’s thriving bazaar. Characters can purchase any
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
they fight, run the combat normally. When enemies must make a check to notice sneaking or bluffing, make a check with advantage for the group. Each time the characters retreat from an enemy group to
avoid it, they run into 1d6 more townsfolk who are trying to reach the keep. For every four additional townsfolk in tow, the group must move past one more enemy group to reach the keep. At the keep, the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: Flight. The creature can retreat or run away on its turn. Select a destination for the fleeing party, such as a known place of safety (perhaps a room with a door that can be closed and barred). If the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
marooned or in the aftermath of some calamity, the characters might share the goal of getting back to where they belong. Perhaps the characters find themselves on an island of legend, one not found
characters to run into them and their inhabitants multiple times. The kraken Arixmethes carries the ruins of a lost city affixed to the length of its spine
(DIMITAR MARINSKI)






