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Returning 35 results for 'both busy diffusing consult related'.
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Goliath
Legacy
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Species
Mordenkainen Presents: Monsters of the Multiverse
The first goliaths lived on the highest mountain peaks—far above the tree line, where the air is thin and frigid winds howl. Distantly related to giants and infused with the supernatural
’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hints If players request a hint while attempting to solve a puzzle, consult that puzzle’s “Hint Checks” section. Each hint is associated with a skill and a DC. If a character in the party has
proficiency in a skill related to a hint, share that hint with them. If the same skill is listed multiple times with the same or higher DCs, reveal hints with the lowest DCs first then hints with higher DCs
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hints If players request a hint while attempting to solve a puzzle, consult that puzzle’s “Hint Checks” section. Each hint is associated with a skill and a DC. If a character in the party has
proficiency in a skill related to a hint, share that hint with them. If the same skill is listed multiple times with the same or higher DCs, reveal hints with the lowest DCs first then hints with higher DCs
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hints If players request a hint while attempting to solve a puzzle, consult that puzzle’s “Hint Checks” section. Each hint is associated with a skill and a DC. If a character in the party has
proficiency in a skill related to a hint, share that hint with them. If the same skill is listed multiple times with the same or higher DCs, reveal hints with the lowest DCs first then hints with higher DCs
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
horde soon begins overwhelming defenses nearby. Once the characters defeat a few zombies, roll 1d6 and consult the Zombie Siege Encounters table. The event rolled unfolds within sight of one of the
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Docks The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. The docks have recently undergone a series of
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Docks The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. The docks have recently undergone a series of
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Docks The docks of Saltmarsh are the beating heart of the town. The fishing trade and related commerce that keep the town alive are based here. The docks have recently undergone a series of
is almost constantly busy; it’s rare to see the large piers unoccupied. Guarded warehouses are a common sight in this district, and it is considered suspicious behavior to walk near those places at
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, see “Tortle Guides;" for statistics, see “Tortles”). Four of the adult tortles stand watch on the ramparts (two in area 3 and two in area 9). The remainder sleep on woven mats or busy themselves with
shares one piece of useful information. Roll a d8 and consult the Ahoyhoy Lore table to determine what information is shared. Ahoyhoy Lore d8 Lore 1 There are several shipwrecks off the northern
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, see “Tortle Guides;" for statistics, see “Tortles”). Four of the adult tortles stand watch on the ramparts (two in area 3 and two in area 9). The remainder sleep on woven mats or busy themselves with
shares one piece of useful information. Roll a d8 and consult the Ahoyhoy Lore table to determine what information is shared. Ahoyhoy Lore d8 Lore 1 There are several shipwrecks off the northern
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, see “Tortle Guides;" for statistics, see “Tortles”). Four of the adult tortles stand watch on the ramparts (two in area 3 and two in area 9). The remainder sleep on woven mats or busy themselves with
shares one piece of useful information. Roll a d8 and consult the Ahoyhoy Lore table to determine what information is shared. Ahoyhoy Lore d8 Lore 1 There are several shipwrecks off the northern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. To learn the peculiarities of any guild’s rules, consult someone on duty at the guild headquarters or ask a senior guild member. All that said, working at a guild-related profession without being a
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Planes. This chapter describes dozens of giants and related creatures for use in your game. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. Herein
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Planes. This chapter describes dozens of giants and related creatures for use in your game. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. Herein
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Planes. This chapter describes dozens of giants and related creatures for use in your game. For guidance on how to use a creature’s stat block, consult the introduction of the Monster Manual. Herein
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aquatic factions of the alliance will attack through the entrances on level 3. The humans will then keep the sahuagin busy on level 1 while their allies sweep through the lower levels and eventually
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aquatic factions of the alliance will attack through the entrances on level 3. The humans will then keep the sahuagin busy on level 1 while their allies sweep through the lower levels and eventually
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
aquatic factions of the alliance will attack through the entrances on level 3. The humans will then keep the sahuagin busy on level 1 while their allies sweep through the lower levels and eventually
reserves, or otherwise planning the fortress’s defense. Areas 1, area 5, and area 19 have particular encounters associated with them (see “Assault Encounters”). For every other area, consult the following
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-related, secrets are an important component of gaining leverage over others. Moreover, your successful franchise will eventually have many secrets of its own that you desperately need to keep quiet
of your franchise means eventually having to gingerly step across some ethical or moral line. Or having to hide the fact that your franchise companions have been busy erasing the line completely.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-related, secrets are an important component of gaining leverage over others. Moreover, your successful franchise will eventually have many secrets of its own that you desperately need to keep quiet
of your franchise means eventually having to gingerly step across some ethical or moral line. Or having to hide the fact that your franchise companions have been busy erasing the line completely.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Simbon about how straining it must be to busy himself among the common rabble or visit a library. If told about the creatures in the mine, Kedjou believes the description matches that of monsters
whether the priest’s research is related to the giant scorpions appearing in the city. Kedjou initially denies any such suggestions, but a successful DC 14 Charisma (Persuasion) check or suitable
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Simbon about how straining it must be to busy himself among the common rabble or visit a library. If told about the creatures in the mine, Kedjou believes the description matches that of monsters
whether the priest’s research is related to the giant scorpions appearing in the city. Kedjou initially denies any such suggestions, but a successful DC 14 Charisma (Persuasion) check or suitable
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
-related, secrets are an important component of gaining leverage over others. Moreover, your successful franchise will eventually have many secrets of its own that you desperately need to keep quiet
of your franchise means eventually having to gingerly step across some ethical or moral line. Or having to hide the fact that your franchise companions have been busy erasing the line completely.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
role; no one else can take the captain’s place. Second, only one character can attempt an officer’s check; they can’t receive help. Once all the checks related to the group check have been rolled, the
compare that check to the DC. Determine how many of the group’s checks succeeded — the officers’ and the crew’s — then consult the Crew Conflict Check Results table. Crew Conflict DCs DC Description
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Simbon about how straining it must be to busy himself among the common rabble or visit a library. If told about the creatures in the mine, Kedjou believes the description matches that of monsters
whether the priest’s research is related to the giant scorpions appearing in the city. Kedjou initially denies any such suggestions, but a successful DC 14 Charisma (Persuasion) check or suitable
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
role; no one else can take the captain’s place. Second, only one character can attempt an officer’s check; they can’t receive help. Once all the checks related to the group check have been rolled, the
compare that check to the DC. Determine how many of the group’s checks succeeded — the officers’ and the crew’s — then consult the Crew Conflict Check Results table. Crew Conflict DCs DC Description
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic items, spellbooks, gear, and the like. Additionally, you can consult with the faculty of your academy as the experts in various fields. Training. Because you’re associated with the academy, you
manages the relationship between you and the academy. Academy Contact d6 Contact 1 Harried Functionary. A disinterested secretary conveys written correspondence to you from an exceptionally busy or
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic items, spellbooks, gear, and the like. Additionally, you can consult with the faculty of your academy as the experts in various fields. Training. Because you’re associated with the academy, you
manages the relationship between you and the academy. Academy Contact d6 Contact 1 Harried Functionary. A disinterested secretary conveys written correspondence to you from an exceptionally busy or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
role; no one else can take the captain’s place. Second, only one character can attempt an officer’s check; they can’t receive help. Once all the checks related to the group check have been rolled, the
compare that check to the DC. Determine how many of the group’s checks succeeded — the officers’ and the crew’s — then consult the Crew Conflict Check Results table. Crew Conflict DCs DC Description
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic items, spellbooks, gear, and the like. Additionally, you can consult with the faculty of your academy as the experts in various fields. Training. Because you’re associated with the academy, you
manages the relationship between you and the academy. Academy Contact d6 Contact 1 Harried Functionary. A disinterested secretary conveys written correspondence to you from an exceptionally busy or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Theme Each island encountered has a theme chosen or rolled on the Island Theme table. This theme defines the island’s story in one broad stroke. Once you have a theme, consult its section
after the table to determine related details and story hooks. Island Theme d6 Theme 1 Alien 2 Cursed 3 Hostile 4 Sanctum 5 Welcoming 6 Wild Alien Alien islands are inhabited by isolated creatures






