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Returning 24 results for 'blinked bad diffusing caring removes'.
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blocked bad diffusing casting removed
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Burly’s Plan Following the characters’ meeting with Witch and Light, Burly pulls the characters aside for a hushed conversation: Burly removes his jack-o’-lantern helmet, revealing a worried
expression. “Bad things have been happening at the carnival for a while. People and things have been going missing. My bosses know more than they’re telling, but their hands are tied somehow. You’re the first
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Burly’s Plan Following the characters’ meeting with Witch and Light, Burly pulls the characters aside for a hushed conversation: Burly removes his jack-o’-lantern helmet, revealing a worried
expression. “Bad things have been happening at the carnival for a while. People and things have been going missing. My bosses know more than they’re telling, but their hands are tied somehow. You’re the first
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Burly’s Plan Following the characters’ meeting with Witch and Light, Burly pulls the characters aside for a hushed conversation: Burly removes his jack-o’-lantern helmet, revealing a worried
expression. “Bad things have been happening at the carnival for a while. People and things have been going missing. My bosses know more than they’re telling, but their hands are tied somehow. You’re the first
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
). “Well.” The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
). “Well.” The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
). “Well.” The duergar removes his helmet, revealing the gray skin of his kind. He musses his white beard as he walks closer, switching to Common as he lowers his voice. There is a discomfiting glint in
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this enchantment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this enchantment.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
sympathy aspect of the antipathy/sympathy spell. A successful dispel magic (DC 18) removes this enchantment.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
blood, and a blood-caked obsidian dagger rests at the statue’s feet. Any creature that removes the statue from the shrine immediately contracts a disease called slimy doom. The disease lasts for 7 days
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here. K5. Ruined Stable This old stable is in bad shape. Most of the roof has caved in, and rotting debris fills the interior. Six horse stalls line the back wall.
The cultists haven’t bothered to
fight. They attack anyone they don’t recognize, not caring if they injure or kill new recruits. K15. Chapel The keep’s chapel contains plain wooden pews facing a large altar at the west end of the room
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here. K5. Ruined Stable This old stable is in bad shape. Most of the roof has caved in, and rotting debris fills the interior. Six horse stalls line the back wall.
The cultists haven’t bothered to
fight. They attack anyone they don’t recognize, not caring if they injure or kill new recruits. K15. Chapel The keep’s chapel contains plain wooden pews facing a large altar at the west end of the room
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here. K5. Ruined Stable This old stable is in bad shape. Most of the roof has caved in, and rotting debris fills the interior. Six horse stalls line the back wall.
The cultists haven’t bothered to
fight. They attack anyone they don’t recognize, not caring if they injure or kill new recruits. K15. Chapel The keep’s chapel contains plain wooden pews facing a large altar at the west end of the room
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a successful melee attack against a creature that happens to be wearing a helm, a hat, or some other kind of headwear, the darkmantle grabs and removes the headwear and flees with it rather than
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a successful melee attack against a creature that happens to be wearing a helm, a hat, or some other kind of headwear, the darkmantle grabs and removes the headwear and flees with it rather than
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a successful melee attack against a creature that happens to be wearing a helm, a hat, or some other kind of headwear, the darkmantle grabs and removes the headwear and flees with it rather than
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
manage. Townsfolk are likely to be terrified at the prospect of a dragon coming into their shops and taverns. Moreover, caring for Dabshabah to her own high standards, including meeting her needs for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
manage. Townsfolk are likely to be terrified at the prospect of a dragon coming into their shops and taverns. Moreover, caring for Dabshabah to her own high standards, including meeting her needs for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters must enter all four pools, whether the outcome is good or bad. When a character is submerged in the last pool, a silver key studded with polished red garnets appears in midair in the center of
manage. Townsfolk are likely to be terrified at the prospect of a dragon coming into their shops and taverns. Moreover, caring for Dabshabah to her own high standards, including meeting her needs for
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
? “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught me; I’ve been here ever since. My deity’s blessings have kept me healthy; otherwise I’m
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
? “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught me; I’ve been here ever since. My deity’s blessings have kept me healthy; otherwise I’m
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
quite a while, and rats have gnawed at them. The bodies have been looted. If someone removes the spear pinning the goblin to the wall, the body slumps to reveal Draconic runes on the wall behind it
? “Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the goblin bandits caught me; I’ve been here ever since. My deity’s blessings have kept me healthy; otherwise I’m






