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Returning 35 results for 'being break diffusing covering remotely'.
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Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
boundaries. Beyond impromptu checks, once during a session, after a scheduled break, check in with the group and consider asking the following questions: What do your characters hope will happen? What do your
boundary has been crossed. If you are playing remotely, players can lift the X to the camera, type X in a chat window, or cross their arms to form an X. In any case, this is a sign that something
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
boundaries. Beyond impromptu checks, once during a session, after a scheduled break, check in with the group and consider asking the following questions: What do your characters hope will happen? What do your
boundary has been crossed. If you are playing remotely, players can lift the X to the camera, type X in a chat window, or cross their arms to form an X. In any case, this is a sign that something
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
boundaries. Beyond impromptu checks, once during a session, after a scheduled break, check in with the group and consider asking the following questions: What do your characters hope will happen? What do your
boundary has been crossed. If you are playing remotely, players can lift the X to the camera, type X in a chat window, or cross their arms to form an X. In any case, this is a sign that something
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Eleven duergar work here. Three of the workers are enlarged female duergar (Brakka, Korla, and Zagra) who use picks to break up a vein of iron ore that runs through the ceiling. Six normal-sized males
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Eleven duergar work here. Three of the workers are enlarged female duergar (Brakka, Korla, and Zagra) who use picks to break up a vein of iron ore that runs through the ceiling. Six normal-sized males
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Eleven duergar work here. Three of the workers are enlarged female duergar (Brakka, Korla, and Zagra) who use picks to break up a vein of iron ore that runs through the ceiling. Six normal-sized males
Valtagar knows that his wife is a dragon in disguise. In her true form, Stalagma looks like a slender, 30-foot-long dragon with shiny steel-gray scales covering her body, steely talons, and blade-like
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Documancer Contracts have mystical power. Break my contract and I’ll use your bones for my next quill. — Documancer’s warning Every great Acquisitions Incorporated quest begins with a contract from
receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Documancer Contracts have mystical power. Break my contract and I’ll use your bones for my next quill. — Documancer’s warning Every great Acquisitions Incorporated quest begins with a contract from
receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Documancer Contracts have mystical power. Break my contract and I’ll use your bones for my next quill. — Documancer’s warning Every great Acquisitions Incorporated quest begins with a contract from
receive documents to and from Head Office through a special pouch. Your documancy satchel magically produces prewritten and signature-ready contracts at your request, covering most common contractual
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, covering the 10-foot-square area between the front doors and the information desk. Creatures in that area are restrained by the net, and those that fail a DC 10 Strength saving throw are also knocked prone
: Break Room and Storage Boxes of display supplies are stacked into this room’s corners. Chairs surround a circular table in the middle.
Alarm. An alarm spell has been cast on the door that connects
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
done with a successful DC 20 Strength (Athletics) check, but the act causes a glass sphere on the other side of the doors to break. This sphere is attached to the doors just above the lock, and opening
chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
glass covering the floor imposes disadvantage on Dexterity (Stealth) checks made to move through the area. If any creature without footwear or other protection moves across the broken glass, treat the
light illuminates this room, which has an oversized chair, heavy curtains covering the windows, and a large, ornate wooden chest.
Any characters who requested special magical treatments from one of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, covering the 10-foot-square area between the front doors and the information desk. Creatures in that area are restrained by the net, and those that fail a DC 10 Strength saving throw are also knocked prone
: Break Room and Storage Boxes of display supplies are stacked into this room’s corners. Chairs surround a circular table in the middle.
Alarm. An alarm spell has been cast on the door that connects
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
done with a successful DC 20 Strength (Athletics) check, but the act causes a glass sphere on the other side of the doors to break. This sphere is attached to the doors just above the lock, and opening
chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
glass covering the floor imposes disadvantage on Dexterity (Stealth) checks made to move through the area. If any creature without footwear or other protection moves across the broken glass, treat the
light illuminates this room, which has an oversized chair, heavy curtains covering the windows, and a large, ornate wooden chest.
Any characters who requested special magical treatments from one of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
glass covering the floor imposes disadvantage on Dexterity (Stealth) checks made to move through the area. If any creature without footwear or other protection moves across the broken glass, treat the
light illuminates this room, which has an oversized chair, heavy curtains covering the windows, and a large, ornate wooden chest.
Any characters who requested special magical treatments from one of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
done with a successful DC 20 Strength (Athletics) check, but the act causes a glass sphere on the other side of the doors to break. This sphere is attached to the doors just above the lock, and opening
chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, covering the 10-foot-square area between the front doors and the information desk. Creatures in that area are restrained by the net, and those that fail a DC 10 Strength saving throw are also knocked prone
: Break Room and Storage Boxes of display supplies are stacked into this room’s corners. Chairs surround a circular table in the middle.
Alarm. An alarm spell has been cast on the door that connects
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
among themselves on matters of law and policy for the city. A single grand duke is chosen from among the four, and is empowered to break ties when the council is deadlocked. The current Grand Duke is
ward of the city, living in the shadow of its walls, paying its taxes, and covering both sides of the roads leading into Baldur’s Gate. Here, the poorest of the poor live in the Outer City, but so too
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
among themselves on matters of law and policy for the city. A single grand duke is chosen from among the four, and is empowered to break ties when the council is deadlocked. The current Grand Duke is
ward of the city, living in the shadow of its walls, paying its taxes, and covering both sides of the roads leading into Baldur’s Gate. Here, the poorest of the poor live in the Outer City, but so too
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
among themselves on matters of law and policy for the city. A single grand duke is chosen from among the four, and is empowered to break ties when the council is deadlocked. The current Grand Duke is
ward of the city, living in the shadow of its walls, paying its taxes, and covering both sides of the roads leading into Baldur’s Gate. Here, the poorest of the poor live in the Outer City, but so too
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
door sets off the alarm. If an alarm is on a 5-foot square, entering that square sets it off. The alarm on the front doors in area V1 extends 10 feet, covering the entire width of the doorway. When an
Keys. The curator carries a master key, while each guard carries a key that unlocks all doors to the area in which the guard is stationed. Guards in area V1 also have a key to the break room (area V7
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
encounters occur simultaneously: Six gnolls surround and attack the characters. Six dretches on Idyll Road (area I1) claw at an overturned cart covering Ella Deepwell, a neutral female human commoner
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
housed the temple’s resident priest. A character who looks under the bed finds a rusty chest. Its rusted lock can’t be picked, but a creature can break open the lock with a successful DC 17 Strength
character places Sarlamir’s lance on the altar in this light, the lance shines with a silvery glow. The rust covering the lance bubbles and leaks a dark liquid that flows away from the altar and disappears
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
housed the temple’s resident priest. A character who looks under the bed finds a rusty chest. Its rusted lock can’t be picked, but a creature can break open the lock with a successful DC 17 Strength
character places Sarlamir’s lance on the altar in this light, the lance shines with a silvery glow. The rust covering the lance bubbles and leaks a dark liquid that flows away from the altar and disappears
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
door sets off the alarm. If an alarm is on a 5-foot square, entering that square sets it off. The alarm on the front doors in area V1 extends 10 feet, covering the entire width of the doorway. When an
Keys. The curator carries a master key, while each guard carries a key that unlocks all doors to the area in which the guard is stationed. Guards in area V1 also have a key to the break room (area V7
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
encounters occur simultaneously: Six gnolls surround and attack the characters. Six dretches on Idyll Road (area I1) claw at an overturned cart covering Ella Deepwell, a neutral female human commoner
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
housed the temple’s resident priest. A character who looks under the bed finds a rusty chest. Its rusted lock can’t be picked, but a creature can break open the lock with a successful DC 17 Strength
character places Sarlamir’s lance on the altar in this light, the lance shines with a silvery glow. The rust covering the lance bubbles and leaks a dark liquid that flows away from the altar and disappears
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
door sets off the alarm. If an alarm is on a 5-foot square, entering that square sets it off. The alarm on the front doors in area V1 extends 10 feet, covering the entire width of the doorway. When an
Keys. The curator carries a master key, while each guard carries a key that unlocks all doors to the area in which the guard is stationed. Guards in area V1 also have a key to the break room (area V7
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
encounters occur simultaneously: Six gnolls surround and attack the characters. Six dretches on Idyll Road (area I1) claw at an overturned cart covering Ella Deepwell, a neutral female human commoner
enters your mind. “Nice work. Take a break. You’ve got an hour before the really bad stuff happens.”
The characters can spend the next hour interacting with Lulu’s memory of Idyllglen. They can
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
target’s speed is reduced by 15 feet, and others make attack rolls against the target with advantage. 8 Sleep. The target falls unconscious until the start of its next turn. Slime. Covering the rough
warriors. Slime. Covering the rough floor is 1 foot of thick slime. Any creature that starts its turn prone in the slime takes 4 (1d8) poison damage. Glyph Key. One wight corpse has a glyph key attuned to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
passed since they absconded The floor of this spacious bedroom is decorated with mosaics depicting the four seasons. Covering one wall is a detailed tapestry showing two female mages, a human and an
, and a tapestry covering one wall depicts two female mages, an elf and a human, holding hands. Their free hands are raised, producing magic that causes a magnificent garden to spring up around them as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
passed since they absconded The floor of this spacious bedroom is decorated with mosaics depicting the four seasons. Covering one wall is a detailed tapestry showing two female mages, a human and an
, and a tapestry covering one wall depicts two female mages, an elf and a human, holding hands. Their free hands are raised, producing magic that causes a magnificent garden to spring up around them as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
passed since they absconded The floor of this spacious bedroom is decorated with mosaics depicting the four seasons. Covering one wall is a detailed tapestry showing two female mages, a human and an
, and a tapestry covering one wall depicts two female mages, an elf and a human, holding hands. Their free hands are raised, producing magic that causes a magnificent garden to spring up around them as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
target’s speed is reduced by 15 feet, and others make attack rolls against the target with advantage. 8 Sleep. The target falls unconscious until the start of its next turn. Slime. Covering the rough
warriors. Slime. Covering the rough floor is 1 foot of thick slime. Any creature that starts its turn prone in the slime takes 4 (1d8) poison damage. Glyph Key. One wight corpse has a glyph key attuned to






