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Returning 35 results for 'blessing banners diffusing consult resting'.
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blessing bannerets diffusing conduct reciting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Where Is Xardorok? To determine Xardorok’s whereabouts when the characters arrive at the fortress, roll a d20 and consult the Xardorok’s Location table or simply choose one of the suggested locations
. Xardorok’s Location d20 Location
1–5 Resting on his throne in area X19
6–10 Barking orders in area X24
11–15 Praying before the statue in area X29
16–20 Torturing a duergar accused of treason in area X34
Map 3.1: Sunblight (Xardorok’s Fortress)View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Where Is Xardorok? To determine Xardorok’s whereabouts when the characters arrive at the fortress, roll a d20 and consult the Xardorok’s Location table or simply choose one of the suggested locations
. Xardorok’s Location d20 Location
1–5 Resting on his throne in area X19
6–10 Barking orders in area X24
11–15 Praying before the statue in area X29
16–20 Torturing a duergar accused of treason in area X34
Map 3.1: Sunblight (Xardorok’s Fortress)View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Where Is Xardorok? To determine Xardorok’s whereabouts when the characters arrive at the fortress, roll a d20 and consult the Xardorok’s Location table or simply choose one of the suggested locations
. Xardorok’s Location d20 Location
1–5 Resting on his throne in area X19
6–10 Barking orders in area X24
11–15 Praying before the statue in area X29
16–20 Torturing a duergar accused of treason in area X34
Map 3.1: Sunblight (Xardorok’s Fortress)View Player Version
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Each day of travel through the Underdark, check twice to see if the characters encounter anything unusual: once while they are traveling, and again while they are camped or resting
. Roll a d20 and consult the Random Encounters table to determine what, if anything, they encounter. Characters might encounter special terrain, one or more creatures, or a combination of the two. Any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Each day of travel through the Underdark, check twice to see if the characters encounter anything unusual: once while they are traveling, and again while they are camped or resting
. Roll a d20 and consult the Random Encounters table to determine what, if anything, they encounter. Characters might encounter special terrain, one or more creatures, or a combination of the two. Any
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Each day of travel through the Underdark, check twice to see if the characters encounter anything unusual: once while they are traveling, and again while they are camped or resting
. Roll a d20 and consult the Random Encounters table to determine what, if anything, they encounter. Characters might encounter special terrain, one or more creatures, or a combination of the two. Any
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
completed one or more of the other quests in this adventure, they can undertake those after resting from the assault on the caves. Some plot threads from this adventure could also be expanded upon if the
culture, the blessing of the eggs. This occasion could be meaningful to a character attuned to nature, who could even become the “godparent” to a brood of lizardfolk hatchlings. Of course, a threat
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
completed one or more of the other quests in this adventure, they can undertake those after resting from the assault on the caves. Some plot threads from this adventure could also be expanded upon if the
culture, the blessing of the eggs. This occasion could be meaningful to a character attuned to nature, who could even become the “godparent” to a brood of lizardfolk hatchlings. Of course, a threat
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
completed one or more of the other quests in this adventure, they can undertake those after resting from the assault on the caves. Some plot threads from this adventure could also be expanded upon if the
culture, the blessing of the eggs. This occasion could be meaningful to a character attuned to nature, who could even become the “godparent” to a brood of lizardfolk hatchlings. Of course, a threat
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spend resting in the castle. In most circumstances, a random encounter occurs on a roll of 18 or higher on a d20. To determine what the characters encounter, consult the table below. Random Encounters in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spend resting in the castle. In most circumstances, a random encounter occurs on a roll of 18 or higher on a d20. To determine what the characters encounter, consult the table below. Random Encounters in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
spend resting in the castle. In most circumstances, a random encounter occurs on a roll of 18 or higher on a d20. To determine what the characters encounter, consult the table below. Random Encounters in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
d6 and consult the Crypt Hauntings table to determine the nature of the ghostly image or effect encountered there (or choose one that seems evocative). A haunting can’t leave the location where it’s
), valiant approach (area P11), and haunted hall (area P16). Dumathoin’s Blessing. When the characters purify the crypt, any character that helped put a haunt to rest or defeated one of the crypt’s ghosts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
d6 and consult the Crypt Hauntings table to determine the nature of the ghostly image or effect encountered there (or choose one that seems evocative). A haunting can’t leave the location where it’s
), valiant approach (area P11), and haunted hall (area P16). Dumathoin’s Blessing. When the characters purify the crypt, any character that helped put a haunt to rest or defeated one of the crypt’s ghosts
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
d6 and consult the Crypt Hauntings table to determine the nature of the ghostly image or effect encountered there (or choose one that seems evocative). A haunting can’t leave the location where it’s
), valiant approach (area P11), and haunted hall (area P16). Dumathoin’s Blessing. When the characters purify the crypt, any character that helped put a haunt to rest or defeated one of the crypt’s ghosts
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
guardian.
6 Consult with a hermit who lives in the temple.
7 Stop cultists from performing a destructive ritual in the temple.
8 Restore the temple to receive the patron deity’s blessing
.
9 Find a gate to the Underworld or Nyx.
10 Consult a demon living in the temple.
11 Discover why the temple was abandoned.
12 Restore the temple to reveal the truth hidden in
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
: once while they are traveling, and again while they are camped or resting. Creature Encounters d20 Encounter 1 Death tyrant 2–6 Demons 7–8 Gnoll pack 9–10 Gricks 11–14 Myconid parade 15–18 Oozes 19–20
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
: once while they are traveling, and again while they are camped or resting. Creature Encounters d20 Encounter 1 Death tyrant 2–6 Demons 7–8 Gnoll pack 9–10 Gricks 11–14 Myconid parade 15–18 Oozes 19–20
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
: once while they are traveling, and again while they are camped or resting. Creature Encounters d20 Encounter 1 Death tyrant 2–6 Demons 7–8 Gnoll pack 9–10 Gricks 11–14 Myconid parade 15–18 Oozes 19–20
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
commandeer the gondola — but without its proper pilot, the ship is attacked whenever it enters a section of the river marked with a wavy arrow. Roll a d6 and consult the following table to determine the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
commandeer the gondola — but without its proper pilot, the ship is attacked whenever it enters a section of the river marked with a wavy arrow. Roll a d6 and consult the following table to determine the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
commandeer the gondola — but without its proper pilot, the ship is attacked whenever it enters a section of the river marked with a wavy arrow. Roll a d6 and consult the following table to determine the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an hour or even a night resting in safety. On the flip side, cautious characters might try to
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an hour or even a night resting in safety. On the flip side, cautious characters might try to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an hour or even a night resting in safety. On the flip side, cautious characters might try to
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to experience their first other-life memory earlier than they otherwise might. Regardless of how soon or how often elves experience such memories, most consider them a blessing from the gods. The
those past lives or primal souls as well. An elf who dreams must always wonder whose mind these thoughts first arose from, and why. Priests of Sehanine Moonbow are an exception: they sleep and dream to receive signs from their god, and elves consult such priests to interpret their own dreams.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to experience their first other-life memory earlier than they otherwise might. Regardless of how soon or how often elves experience such memories, most consider them a blessing from the gods. The
those past lives or primal souls as well. An elf who dreams must always wonder whose mind these thoughts first arose from, and why. Priests of Sehanine Moonbow are an exception: they sleep and dream to receive signs from their god, and elves consult such priests to interpret their own dreams.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
to experience their first other-life memory earlier than they otherwise might. Regardless of how soon or how often elves experience such memories, most consider them a blessing from the gods. The
those past lives or primal souls as well. An elf who dreams must always wonder whose mind these thoughts first arose from, and why. Priests of Sehanine Moonbow are an exception: they sleep and dream to receive signs from their god, and elves consult such priests to interpret their own dreams.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of
worthy mortals, blessing them with the long lives of mighty trees. The grown seedlings of Nikaia and Nylea’s other favored continue to share their wisdom and protect Setessa to this day.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lilacs growing along the riverbank and silver fish darting in startlingly clear water, it is abandoned by Setessa and favored by travelers as a resting point on the road before coming under the eaves of
worthy mortals, blessing them with the long lives of mighty trees. The grown seedlings of Nikaia and Nylea’s other favored continue to share their wisdom and protect Setessa to this day.






