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Returning 35 results for 'bidding baron diffusing certain room'.
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Species
Eberron: Rising from the Last War
If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with whoever’s
holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contains a rusty iron key that unlocks the padlock in area C16. C5. Den Light enters this spacious room through a bulge in the north wall, where cracked and broken windows look out over a foggy vale
large fireplace suggests that a picture or a mirror once hung there.
Baron Brantifax liked to hunt. From time to time, the baron invited other hunters to join him and his hound on his merry hunts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor.
Statue. An 8-foot-tall statue of a four-armed fish monster (a petrified sahuagin baron with no trident) stands in the middle of the room, facing north. Its webbed hands clutch an ornate, 1
14. Little Box of Horrors Halaster has placed some nasty surprises in this corner of the dungeon. 14a. Sloping Tunnel This room is empty. The north tunnel gradually slopes down 20 feet to area 14b
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contains a rusty iron key that unlocks the padlock in area C16. C5. Den Light enters this spacious room through a bulge in the north wall, where cracked and broken windows look out over a foggy vale
large fireplace suggests that a picture or a mirror once hung there.
Baron Brantifax liked to hunt. From time to time, the baron invited other hunters to join him and his hound on his merry hunts
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
contains a rusty iron key that unlocks the padlock in area C16. C5. Den Light enters this spacious room through a bulge in the north wall, where cracked and broken windows look out over a foggy vale
large fireplace suggests that a picture or a mirror once hung there.
Baron Brantifax liked to hunt. From time to time, the baron invited other hunters to join him and his hound on his merry hunts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor.
Statue. An 8-foot-tall statue of a four-armed fish monster (a petrified sahuagin baron with no trident) stands in the middle of the room, facing north. Its webbed hands clutch an ornate, 1
14. Little Box of Horrors Halaster has placed some nasty surprises in this corner of the dungeon. 14a. Sloping Tunnel This room is empty. The north tunnel gradually slopes down 20 feet to area 14b
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
floor.
Statue. An 8-foot-tall statue of a four-armed fish monster (a petrified sahuagin baron with no trident) stands in the middle of the room, facing north. Its webbed hands clutch an ornate, 1
14. Little Box of Horrors Halaster has placed some nasty surprises in this corner of the dungeon. 14a. Sloping Tunnel This room is empty. The north tunnel gradually slopes down 20 feet to area 14b
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
four cults. Have the cults lean harder on the leadership of the communities scattered across the region, threatening, blackmailing, and corrupting them so they do the cults’ bidding. Eberron is also
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Random Books table (see chapter 4, area K37) to determine the subject matter of a particular book. N3m. Locked Closet The door to this room is locked. The baron carries the key. Chained to the back
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovian Lore Typical Barovians know certain facts, or have certain beliefs, about their existence and their surroundings. This common lore is summarized here. Characters can learn this information
its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Random Books table (see chapter 4, area K37) to determine the subject matter of a particular book. N3m. Locked Closet The door to this room is locked. The baron carries the key. Chained to the back
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the Random Books table (see chapter 4, area K37) to determine the subject matter of a particular book. N3m. Locked Closet The door to this room is locked. The baron carries the key. Chained to the back
on the front doors, a maid (LG female human commoner) lets them in, escorts them to the den (area N3e), and leaves to fetch the baron. Map 5.3: Burgomaster’s Mansion (Area N3)View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovian Lore Typical Barovians know certain facts, or have certain beliefs, about their existence and their surroundings. This common lore is summarized here. Characters can learn this information
its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
four cults. Have the cults lean harder on the leadership of the communities scattered across the region, threatening, blackmailing, and corrupting them so they do the cults’ bidding. Eberron is also
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
into Eberron. As you do, consider ways you can use the specifics of the Eberron setting to heighten certain adventure motifs. Eberron is a place of mystery, and there’s already plenty of that in
four cults. Have the cults lean harder on the leadership of the communities scattered across the region, threatening, blackmailing, and corrupting them so they do the cults’ bidding. Eberron is also
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Detection If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with
whoever’s holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Detection If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with
whoever’s holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Mark of Detection If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with
whoever’s holding that blade, that’s what we do.
—Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to draw
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Detection “If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with
whoever’s holding that blade… that’s what we do.”
— Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Detection “If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with
whoever’s holding that blade… that’s what we do.”
— Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Barovian Lore Typical Barovians know certain facts, or have certain beliefs, about their existence and their surroundings. This common lore is summarized here. Characters can learn this information
its coffin during the day. At night, it can summon wolves and vermin to do its bidding. A vampire can transform into a bat, a wolf, or a cloud of mist. In its humanoid form, it can dominate you with its
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Detection “If you want a wall of muscle to get between you and a blade, go to House Deneith. If you want someone to anticipate the threat and make sure you aren’t even in the room with
whoever’s holding that blade… that’s what we do.”
— Baron Trelib d’Medani
The Mark of Detection is an inquisitive’s dream. It sharpens powers of observation and intuition, allowing the bearer to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
how long the party has spent in the fortress, Baron Kepmak and his honor guard join the fray. Begin the following encounter. The Baron’s Counterattack Incensed by his forces’ slaughter, Baron Kepmak
, leader of the sahuagin forces, takes the field. This is your chance to add a dramatic finale to the assault, as the baron leads eight sahuagin champions into battle. The baron roars as he launches
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
how long the party has spent in the fortress, Baron Kepmak and his honor guard join the fray. Begin the following encounter. The Baron’s Counterattack Incensed by his forces’ slaughter, Baron Kepmak
, leader of the sahuagin forces, takes the field. This is your chance to add a dramatic finale to the assault, as the baron leads eight sahuagin champions into battle. The baron roars as he launches
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
how long the party has spent in the fortress, Baron Kepmak and his honor guard join the fray. Begin the following encounter. The Baron’s Counterattack Incensed by his forces’ slaughter, Baron Kepmak
, leader of the sahuagin forces, takes the field. This is your chance to add a dramatic finale to the assault, as the baron leads eight sahuagin champions into battle. The baron roars as he launches
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
. C11. Guest Room This room is similar to area C10, except that its door is closed. C12. Study Against the west wall stands a handsome rolltop desk, north of which two leather-padded armchairs face a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
. C11. Guest Room This room is similar to area C10, except that its door is closed. C12. Study Against the west wall stands a handsome rolltop desk, north of which two leather-padded armchairs face a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
. C11. Guest Room This room is similar to area C10, except that its door is closed. C12. Study Against the west wall stands a handsome rolltop desk, north of which two leather-padded armchairs face a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
’ Quarters The door to this room is closed and stuck, having swollen in its frame. A creature can use an action to try to force it open, doing so with a successful DC 13 Strength check. This cold, windowless
room contains a pair of wood-framed beds, two narrow wardrobes, and an old rug. Mounted on the east wall between the beds is a wooden shelf supporting a pair of candlesticks. The candles in them are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ends of hooks.
Baron Brantifax had two daughters, both of whom died young (see area C12 for more information). This room was set aside for them. If characters disturb any of the dolls on the shelf
Third Floor (C15-C17) C15. Attic Nursery This attic has a peaked roof that slopes down toward the east and west. Dust blankets everything in the room, including a stone hearth in the middle of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
’ Quarters The door to this room is closed and stuck, having swollen in its frame. A creature can use an action to try to force it open, doing so with a successful DC 13 Strength check. This cold, windowless
room contains a pair of wood-framed beds, two narrow wardrobes, and an old rug. Mounted on the east wall between the beds is a wooden shelf supporting a pair of candlesticks. The candles in them are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
’ Quarters The door to this room is closed and stuck, having swollen in its frame. A creature can use an action to try to force it open, doing so with a successful DC 13 Strength check. This cold, windowless
room contains a pair of wood-framed beds, two narrow wardrobes, and an old rug. Mounted on the east wall between the beds is a wooden shelf supporting a pair of candlesticks. The candles in them are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ends of hooks.
Baron Brantifax had two daughters, both of whom died young (see area C12 for more information). This room was set aside for them. If characters disturb any of the dolls on the shelf
Third Floor (C15-C17) C15. Attic Nursery This attic has a peaked roof that slopes down toward the east and west. Dust blankets everything in the room, including a stone hearth in the middle of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
ends of hooks.
Baron Brantifax had two daughters, both of whom died young (see area C12 for more information). This room was set aside for them. If characters disturb any of the dolls on the shelf
Third Floor (C15-C17) C15. Attic Nursery This attic has a peaked roof that slopes down toward the east and west. Dust blankets everything in the room, including a stone hearth in the middle of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Noncombat Challenges You decide whether to award experience to characters for overcoming challenges outside combat. If the adventurers complete a tense negotiation with a baron, forge a trade
failure.
Milestones You can also award XP when characters complete significant milestones. When preparing your adventure, designate certain events or challenges as milestones, as with the following






