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Returning 5 results for 'bolts being diffusing combatant relatively'.
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bonus being diffusing combatant relatively
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Battle Balloon Through the winter clouds that surround the castle on this desolate hill, you see a shape emerge. Something so gigantic, you can’t believe it can actually fly. Airships are relatively
— to make each airship unique. However, the most potent weapon featured on most Acquisitions Incorporated battle balloons is the green flame arbalester, a massive ballista whose bolts pulse with arcane
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
along the length of the cavern. Survivors of attacks on the level above will most likely make a stand in the grand entry cavern if they are still in relatively good shape. Secret Exits. The boulders
(nonmagical) sort, including: A bow and a quiver with sixteen arrows Three shields A light crossbow and fourteen bolts A greataxe, two spears, and a flail A huge iron mace A suit of splint armor sized
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
olive oil. The ship’s food stores are relatively fresh, though nothing is particularly appetizing. 5. Ship’s Stores Two coiled lengths of rope and three rolls of sailcloth lie on the deck alongside a
the hatch above. Against the aft bulkhead are stacked bolts of cloth, lashed by ropes to brackets bolted to the deck so they are secure. On each side are stacked a large number of small casks, also
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
been gathered into squalid sleeping pallets.
At night, twenty prisoners (commoners) sleep in these cells. During the day, the cells are empty. B14: Large Prison Cell The door to this chamber bolts
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in this area. The furniture here is of similar construction to that seen in area H3, surviving for centuries in the relatively dry environment of the haven but eventually succumbing to rot. The room is
wall, and it looks like it can be removed. The first creature that touches the wand triggers a chain lightning spell (save DC 17) that springs from it, targeting that creature. The bolts that spring






