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Returning 12 results for 'both before dedicated corrected rolling'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
your decisions. While such players can be helpful when you’re stuck or make a rules mistake that’s easily corrected, players who argue the rules too often can disrupt the flow of the game. If a player
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
(with their input), arbitrate the rules, and settle arguments. And when you’re narrating the action of the game, the players should be paying attention. Player Die Rolling Players should roll their dice
or make a rules mistake that’s easily corrected, players who argue the rules too often can disrupt the flow of the game. If a player wants to pause play to find a specific rule or reference, you can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
beside their mistress. Random Encounters. The Dreadwood Random Encounters table provides ideas for the sort of encounters that can take place here. Check for an encounter once per day by rolling a d20. On
ongoing Abyssal assault. Years ago, a group of cultists dedicated to Zuggtmoy shambled into the forest. They had long ago succumbed to the fungal spores that made them into thralls, and Zuggtmoy had a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
refined it at an academy dedicated to wielding the mind’s power as both weapon and shield. High Elf Psi Warrior Psionic Power 3rd-level Psi Warrior feature You harbor a wellspring of psionic energy
Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier. Telekinetic Movement. You can move an object or a creature with your mind
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. God-Watched Gates These rooms house shrines dedicated to gods of the drow pantheon. The 20-foot-high vaulted ceilings are obscured by thick webs. 9a. The Elder Eye A 20-foot-diameter hemisphere of
with fang-filled mouths. Any creature that beholds the statue in any of its forms must succeed on a DC 14 Wisdom saving throw or gain a random form of short-term madness (determined by rolling on the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
often inhabited by shriekers, which act as an early warning system. Traps A room not dedicated to some other purpose could be festooned with a variety of traps. In addition to traps that are meant to
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wall above the door and telepathically alerts the drow mage if it detects intruders in the room.
Shrine. A small shrine dedicated to the demon queen Lolth rests atop a nightstand by the bed.
After
aura of enchantment magic around the statuette. Any creature that touches the statuette must succeed on a DC 17 Wisdom saving throw or suffer a random form of short-term madness, determined by rolling on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
4. Temple of Thrym Of all the north-facing lodges, this is the only one that has survived more or less intact. Once a temple dedicated to Thrym, the god of frost giants, it was recently taken over by
dragon unless it harms them first. Treasure. Each frost giant carries a sealskin sack containing 3d6 × 100 sp, 1d6 × 100 gp, and 1d3 mundane items, determined by rolling on the Items in a Giant’s Bag
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
chapter). The city boasts many temples, the most prominent of which are dedicated to Helm, Mielikki, and Corellon Larethian. Everlund also has many fine places to eat and rest, the oldest and largest being
dedicated to Annam the All-Father lies hidden under the Spine of the World. A snow-covered pass that begins in the Valley of Khedrun leads to the temple. See chapter 4, “The Chosen Path,” for more
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
’ motivations for traveling the Northern Wastes. He explains the nearby shrine is a sacred place, dedicated to an old deity the sea elves now remember only as the Sea Lord. If the characters approached the camp
: Altar Room A long room stretches ahead, its walls carved with motifs of rolling waves. A ceiling supported by twin pillars glows with faint blue light.
At the rear of the chamber stands an altar
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
) slashing damage. Secure the Rum. Casks of rum are rolling around the decks, creating a short-term danger to the crew — and a longer-term danger to the crew’s morale if too much of the rum goes overboard. A
, when she found the hammer she wields. (That hammer uses the statistics for the priest’s mace attack.) Dedicated to a dark god, the weapon causes those it slays to eventually rise as undead that seek
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
a bemused expression. The message above it reads, “This garden is dedicated to Zalkoré, queen of Omu and jewel of Chult.” Face 2 (upper west) has a condescending expression. The message above it
who spends at least 10 minutes searching a garden terrace for treasure inevitably stumbles upon a hidden creature or exotic plant, determined by rolling a d20 and consulting the Garden Discoveries






