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Returning 9 results for 'both broadcast diffusing curving rules'.
Other Suggestions:
both broadcast diffusing coursing runes
both broadcast diffusing cunning runes
both broadcast diffusing cutting runes
both broadcast diffusing coursing rites
both broadcast diffusing cunning rites
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A creature seated on the throne and touching the orb can use a bonus action to broadcast its voice to
hundreds of tiny, interlocking stone gears. The rules of this gate are as follows: Any creature that inspects the frame and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A creature seated on the throne and touching the orb can use a bonus action to broadcast its voice to
hundreds of tiny, interlocking stone gears. The rules of this gate are as follows: Any creature that inspects the frame and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. A creature seated on the throne and touching the orb can use a bonus action to broadcast its voice to
hundreds of tiny, interlocking stone gears. The rules of this gate are as follows: Any creature that inspects the frame and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
, oversees the coliseum’s operations and approves all combatants bound for the arena. The pitmaster is constantly seeking new and creative contest rules for the coliseum battles, and she often awards
sides of this grand avenue, each storefront a glimmering treasure box of sensory delight.
Curving along the Outer Platform, the Way of Astonishments is closed to traffic, allowing patrons to freely
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slippery. (See chapter 5, “Adventure Environments,” in the Dungeon Master’s Guide for rules on extreme cold and slippery ice.) For every minute the characters spend here, there is a cumulative ten
bead of curing, one bead of summons, and one bead of wind walking. N8. Wind Chorus Wind rushes through this curving natural passage and off into the darkness beyond, howling in a changing pitch as it






