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Returning 30 results for 'blowing bards diffusing crossing resolve'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
roads are flanked by paved sidewalks that give pedestrians plenty of space, and most of the widest roads have raised dividers that allow an individual crossing a street a safe space to step out of the
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
directions. It’s helpful to have an agreed-on signal that players can use to communicate that a limit has been violated, allowing you to adjust quickly. That signal might be a gesture (such as crossing the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
directions. It’s helpful to have an agreed-on signal that players can use to communicate that a limit has been violated, allowing you to adjust quickly. That signal might be a gesture (such as crossing the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
along one side of the town. Its water is a strange phosphorescent green color.
The characters can wander around the town as desired, but the only thing that greets them is the wind blowing through
appears to trigger the duergar’s sudden growth and battle prowess, but they drink only to firm up their resolve. See “Development” below.) The duergar are too inebriated to turn invisible. Because night
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
directions. It’s helpful to have an agreed-on signal that players can use to communicate that a limit has been violated, allowing you to adjust quickly. That signal might be a gesture (such as crossing the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
gesture (such as crossing the arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
blowing sand, dirt, ash, snow, or pollen until the end of your turn. While blinded in this way, your speed is halved. 6 A sudden drop catches you by surprise. Make a DC 10 Dexterity saving throw to
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
gesture (such as crossing the arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
gesture (such as crossing the arms in an X or raising a palm in a “stop” gesture), a code word or phrase, touching or lifting a designated object, or anything else your group agrees on. Players should
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Open Lord visits taverns and inns throughout
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Open Lord visits taverns and inns throughout
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
, on his statue in the City of the Dead, and atop the altars of the House of Wonder. Bards perform songs in honor of the wizard all over the city. The Open Lord visits taverns and inns throughout
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
). Treasure. A character who searches the room finds curios worth 15,000 gp, a dagger of venom, a suit of demon armor, and an instrument of the bards (Anstruth harp), all designed with vulpine shapes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
). Treasure. A character who searches the room finds curios worth 15,000 gp, a dagger of venom, a suit of demon armor, and an instrument of the bards (Anstruth harp), all designed with vulpine shapes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Liars Faint music and sharp perfume drift on the breeze blowing amid the columns and alcoves of this lavish chamber. Gemstone mosaics and platinum gilding glimmer amid hanging silks and furnishings heaped
). Treasure. A character who searches the room finds curios worth 15,000 gp, a dagger of venom, a suit of demon armor, and an instrument of the bards (Anstruth harp), all designed with vulpine shapes
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Yeti. If the characters encounter only one yeti, it’s an abominable yeti. Yetis use the howling wind and the blowing snow to conceal their approach, giving them advantage on their Dexterity (Stealth
Horns, crossing over the Dessarin River at a place known as Dead Horse Ford. Kheldell Kheldell is a fortified logging village on the north edge of Westwood, in the shadow of the Sword Mountains. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Pressure. If the characters maximize the water pressure both here and in area C12, the basins in areas C14 and area C15 start to overflow (see area C8 for more information). C13: Wall Crossing This small
indicate that these magical gateways connect to a plane populated by Undead, but it’s clear Jerot doesn’t know much more than that. His notes indicate his resolve to learn more after he finishes his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Pressure. If the characters maximize the water pressure both here and in area C12, the basins in areas C14 and area C15 start to overflow (see area C8 for more information). C13: Wall Crossing This small
indicate that these magical gateways connect to a plane populated by Undead, but it’s clear Jerot doesn’t know much more than that. His notes indicate his resolve to learn more after he finishes his
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Pressure. If the characters maximize the water pressure both here and in area C12, the basins in areas C14 and area C15 start to overflow (see area C8 for more information). C13: Wall Crossing This small
indicate that these magical gateways connect to a plane populated by Undead, but it’s clear Jerot doesn’t know much more than that. His notes indicate his resolve to learn more after he finishes his
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
an avalanche as it attacks. Overlords and Minions. Blue dragons covet valuable and talented creatures whose service reinforces their sense of superiority. Bards, sages, artists, wizards, and assassins






