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Returning 35 results for 'being benches diffusing consult rush'.
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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spends an hour chipping away at the walls, roll percentile dice and consult the Mining Discoveries table to determine what, if anything, the character unearths. The tourmalines found in the mine are
long tails and beady eyes. They rush to attack as soon as you notice them.
The two giant rats are aggressive, giving chase if the characters run away. Underground River. Thermal vents keep this
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
work. What remains are benches, wooden desks, and scaffolding gnawed by beetle larva and ravaged by time. Evidence of a cooking fire and tools lie at the far end of the cave, partially covered by the
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
work. What remains are benches, wooden desks, and scaffolding gnawed by beetle larva and ravaged by time. Evidence of a cooking fire and tools lie at the far end of the cave, partially covered by the
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
work. What remains are benches, wooden desks, and scaffolding gnawed by beetle larva and ravaged by time. Evidence of a cooking fire and tools lie at the far end of the cave, partially covered by the
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
“watch orcs till our waste.” If the orcs come under attack, the drow rush in to protect them. The Way of Lolth Menzoberranzan’s principle law is the Way of Lolth. Its tenets are as follows:
There
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
“watch orcs till our waste.” If the orcs come under attack, the drow rush in to protect them. The Way of Lolth Menzoberranzan’s principle law is the Way of Lolth. Its tenets are as follows:
There
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
sparsely populated, the area is so vital to the city’s survival that drow patrols are common here. Roll for random encounters as the characters cross this district. You can roll a d20 and consult the
“watch orcs till our waste.” If the orcs come under attack, the drow rush in to protect them. The Way of Lolth Menzoberranzan’s principle law is the Way of Lolth. Its tenets are as follows:
There
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passages in the east, south, and west walls. Each tier has a row of stone benches that surround the area, except for flights of steps that provide access to the benches. On the lowest tier, in the
center of its south side, the row of benches is broken by three special seats. The center and western seats, the largest and most ornately decorated, are reserved for the baroness and baron, and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passages in the east, south, and west walls. Each tier has a row of stone benches that surround the area, except for flights of steps that provide access to the benches. On the lowest tier, in the
center of its south side, the row of benches is broken by three special seats. The center and western seats, the largest and most ornately decorated, are reserved for the baroness and baron, and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
passages in the east, south, and west walls. Each tier has a row of stone benches that surround the area, except for flights of steps that provide access to the benches. On the lowest tier, in the
center of its south side, the row of benches is broken by three special seats. The center and western seats, the largest and most ornately decorated, are reserved for the baroness and baron, and the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
convey information that the players might have missed earlier in the story. A random encounter occurs whenever you want one to. To determine what the characters find, roll a d8 and consult the Random
of the swamp is at its lowest, the raft gets stuck in the mud and won’t budge unless it is carried or dragged. It weighs 300 pounds. Gushing O’-well The characters hear the rush of water in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land Druid Level Circle
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land Druid Level Circle
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
convey information that the players might have missed earlier in the story. A random encounter occurs whenever you want one to. To determine what the characters find, roll a d8 and consult the Random
of the swamp is at its lowest, the raft gets stuck in the mud and won’t budge unless it is carried or dragged. It weighs 300 pounds. Gushing O’-well The characters hear the rush of water in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
convey information that the players might have missed earlier in the story. A random encounter occurs whenever you want one to. To determine what the characters find, roll a d8 and consult the Random
of the swamp is at its lowest, the raft gets stuck in the mud and won’t budge unless it is carried or dragged. It weighs 300 pounds. Gushing O’-well The characters hear the rush of water in the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, polar, temperate, or tropical. Consult the table below that corresponds to the chosen type; you have the spells listed for your Druid level and lower prepared.
Arid Land Druid Level Circle
against those who despoil nature. Others seek mystical unity with nature by attuning themselves to the ebb and flow of the tides, following the rush of currents and waves and listening to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the
throne room. The doors open into an outer hall where six hell hounds roam. The walls in the outer hall are set with torches in cressets and draped with crude tapestries. Six chairs and two benches lie
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the
throne room. The doors open into an outer hall where six hell hounds roam. The walls in the outer hall are set with torches in cressets and draped with crude tapestries. Six chairs and two benches lie
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
benches sit in the center of the room. The table has several platters and flagons on it, along with a small cask of wine and a wheel of cheese covered with mold. Two wooden lockers are tucked under the
throne room. The doors open into an outer hall where six hell hounds roam. The walls in the outer hall are set with torches in cressets and draped with crude tapestries. Six chairs and two benches lie
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
audience with Manistrad can find her here when she’s not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to
his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower’s entrance. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
audience with Manistrad can find her here when she’s not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to
his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower’s entrance. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
audience with Manistrad can find her here when she’s not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to
his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower’s entrance. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
monster. A table stands in the center of the room, with small, ornately carved benches to either side. Two coffers are propped against the north wall, their lids closed.
This room and its completed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rectangular stone tables stretch the length of the room along with several sets of stone benches. A handful of goblins sit at these tables, shoveling gritty white porridge into their mouths.
On one side of
are lined with long wooden benches with equidistant holes, which empty into a large trench. In the center of the room is a long trough filled with murky water.
The waste from the latrines has
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
rectangular stone tables stretch the length of the room along with several sets of stone benches. A handful of goblins sit at these tables, shoveling gritty white porridge into their mouths.
On one side of
are lined with long wooden benches with equidistant holes, which empty into a large trench. In the center of the room is a long trough filled with murky water.
The waste from the latrines has






