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Returning 35 results for 'belong being diffusing continue repairing'.
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Rules of Conduct Although Zybilna is indisposed, three of the rules she put into place when she created her Feywild domain continue to hold weight: the rule of hospitality, the rule of ownership, and
steal from a friend, an enemy, or a stranger. To take something that doesn’t belong to you without the rightful owner’s permission is a crime and an unforgivable breach of etiquette. Rule of
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
for Thessalar. If they prove too powerful, he flees and sets up hit-and-run ambushes for them as they continue to explore the temple. A successful DC 12 Wisdom (Perception) check made while Barbatos
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
for Thessalar. If they prove too powerful, he flees and sets up hit-and-run ambushes for them as they continue to explore the temple. A successful DC 12 Wisdom (Perception) check made while Barbatos
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
for Thessalar. If they prove too powerful, he flees and sets up hit-and-run ambushes for them as they continue to explore the temple. A successful DC 12 Wisdom (Perception) check made while Barbatos
permanently inoperable if Barbatos is slain. Anyone attempting to disrupt the wires must succeed on a DC 13 Constitution saving throw or take 11 (2d10) force damage. The wires are self-repairing, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
still writing the Player’s Handbook for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D
&D players of all ages.
Giants’ Bags Many opportunities arise throughout these adventures for the characters to search miscellaneous bags and chests that belong to giants. The contents of these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
still writing the Player’s Handbook for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D
&D players of all ages.
Giants’ Bags Many opportunities arise throughout these adventures for the characters to search miscellaneous bags and chests that belong to giants. The contents of these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
still writing the Player’s Handbook for the original AD&D game. Despite being (in a sense) older than the game itself, these adventures continue to hold a special place in the hearts and memories of D
&D players of all ages.
Giants’ Bags Many opportunities arise throughout these adventures for the characters to search miscellaneous bags and chests that belong to giants. The contents of these
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
faction that delights in death and disarray. They are Hostile toward those not garbed in their cult’s attire but don’t immediately notice the characters. The cultists continue intoning until their ritual
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: All the heads belong to former monarchs who were deposed and killed by usurpers. Many of the former monarchs were betrayed by others whose rotting heads now also sit on spikes. The current monarch is
scarecrow does its best to stay out of harm’s way while the characters continue to explore Hither. It fears Bavlorna Blightstraw too much to enter her cottage, but it will patiently wait for the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: All the heads belong to former monarchs who were deposed and killed by usurpers. Many of the former monarchs were betrayed by others whose rotting heads now also sit on spikes. The current monarch is
scarecrow does its best to stay out of harm’s way while the characters continue to explore Hither. It fears Bavlorna Blightstraw too much to enter her cottage, but it will patiently wait for the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
faction that delights in death and disarray. They are Hostile toward those not garbed in their cult’s attire but don’t immediately notice the characters. The cultists continue intoning until their ritual
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
faction that delights in death and disarray. They are Hostile toward those not garbed in their cult’s attire but don’t immediately notice the characters. The cultists continue intoning until their ritual
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
: All the heads belong to former monarchs who were deposed and killed by usurpers. Many of the former monarchs were betrayed by others whose rotting heads now also sit on spikes. The current monarch is
scarecrow does its best to stay out of harm’s way while the characters continue to explore Hither. It fears Bavlorna Blightstraw too much to enter her cottage, but it will patiently wait for the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
as a proficiency. You could even mandate that skill as one of the choices for rogues who belong to this guild. You can also change armor and weapon proficiencies to reflect certain aspects of your
world. For example, you could decide that the clerics of a particular deity belong to an order that forbids the accumulation of material goods, other than magic items useful for their divine mission
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(noncombatant) holding a broken toy. A character can brighten the child’s spirits with a successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair
it’s their funeral; the Harmonium will continue to return in greater numbers until the enforcers succeed, and next time, Farrow might not be there to bail out the characters.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(noncombatant) holding a broken toy. A character can brighten the child’s spirits with a successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair
it’s their funeral; the Harmonium will continue to return in greater numbers until the enforcers succeed, and next time, Farrow might not be there to bail out the characters.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(noncombatant) holding a broken toy. A character can brighten the child’s spirits with a successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair
it’s their funeral; the Harmonium will continue to return in greater numbers until the enforcers succeed, and next time, Farrow might not be there to bail out the characters.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
human bandits who belong to Daask. The bandits are here to cover Garra’s escape and attack characters who try to board the departing train. To catch Garra, the characters need to board the lightning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
human bandits who belong to Daask. The bandits are here to cover Garra’s escape and attack characters who try to board the departing train. To catch Garra, the characters need to board the lightning
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
character can remove the ropes binding the sergeant as an action. If the characters wake up Germaine, she tells the characters to continue pursuing Garra and that she can get help for herself. T5. Lower
human bandits who belong to Daask. The bandits are here to cover Garra’s escape and attack characters who try to board the departing train. To catch Garra, the characters need to board the lightning
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to hunt for wild game on the tundra or on the shores of the Sea of Moving Ice. If the characters hide in the snow and keep their distance, the giant and its mount continue unimpeded, and the encounter
characters encounter Reghed nomads, determine which tribe the nomads belong to and their initial attitude toward the characters by rolling on the Reghed Tribes table. You can make a hostile encounter with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to hunt for wild game on the tundra or on the shores of the Sea of Moving Ice. If the characters hide in the snow and keep their distance, the giant and its mount continue unimpeded, and the encounter
characters encounter Reghed nomads, determine which tribe the nomads belong to and their initial attitude toward the characters by rolling on the Reghed Tribes table. You can make a hostile encounter with
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
necessities to continue operations for six months. R14: Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, manacled prisoners carry the buckets outside the prison
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to hunt for wild game on the tundra or on the shores of the Sea of Moving Ice. If the characters hide in the snow and keep their distance, the giant and its mount continue unimpeded, and the encounter
characters encounter Reghed nomads, determine which tribe the nomads belong to and their initial attitude toward the characters by rolling on the Reghed Tribes table. You can make a hostile encounter with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beyond the gate, with four pillars equally spaced north to south.
If they pass through the gate, continue with: To your right, along the east wall runs a shallow trough cut into the stone floor. This
nothing of the lower levels of the fortress but are aware the place has recently been sunk. Bones. The bones in the corner belong to the final two members of Elmo’s party. A character who succeeds on a DC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beyond the gate, with four pillars equally spaced north to south.
If they pass through the gate, continue with: To your right, along the east wall runs a shallow trough cut into the stone floor. This
nothing of the lower levels of the fortress but are aware the place has recently been sunk. Bones. The bones in the corner belong to the final two members of Elmo’s party. A character who succeeds on a DC






