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Returning 35 results for 'bow been diffusing contains retract'.
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Warforged
Legacy
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Species
Eberron: Rising from the Last War
how new they are to the world. The Warforged Quirks table contains example quirks.
Warforged Quirks
d8
Quirk
1
You analyze — out loud — the potential threat posed by
chosen new names as a way to express their path in life. A few take on human names, often the name of a fallen friend or mentor.
Warforged Names: Anchor, Banner, Bastion, Blade, Blue, Bow, Cart
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to an unlocked trapdoor in the roof. 2a. West Towers Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to
extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to an unlocked trapdoor in the roof. 2a. West Towers Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to
extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to an unlocked trapdoor in the roof. 2a. West Towers Two watchtowers flank the entrance to the village, forming a gatehouse of sorts. Each tower contains a winch, and both mechanisms must be turned to
extend or retract the chains that raise and lower the drawbridge. If both winches are operated simultaneously, it takes 1 round to raise or lower the drawbridge by 30 degrees. In other words, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Flying Saucer This room contains one of Halaster’s magical creations: a 20-foot-diameter flying saucer made of gleaming metal with its three landing struts extended. Surmounting the saucer is a
magic opens the dome, as does a successful DC 15 Dexterity check made by a character using thieves’ tools. The dome covers a cockpit that contains a padded leather seat and a slanted metal console
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Flying Saucer This room contains one of Halaster’s magical creations: a 20-foot-diameter flying saucer made of gleaming metal with its three landing struts extended. Surmounting the saucer is a
magic opens the dome, as does a successful DC 15 Dexterity check made by a character using thieves’ tools. The dome covers a cockpit that contains a padded leather seat and a slanted metal console
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Flying Saucer This room contains one of Halaster’s magical creations: a 20-foot-diameter flying saucer made of gleaming metal with its three landing struts extended. Surmounting the saucer is a
magic opens the dome, as does a successful DC 15 Dexterity check made by a character using thieves’ tools. The dome covers a cockpit that contains a padded leather seat and a slanted metal console
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Performing the Play Appendix E contains lines of dialogue for you to photocopy and cut out. Place the slips of paper in a paper bag or other opaque container, then give it to your players. At the
the story in this fashion can leave the stage but is expected to return and take a final bow once the play has concluded. Antics performed by offstage characters (including but not limited to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Performing the Play Appendix E contains lines of dialogue for you to photocopy and cut out. Place the slips of paper in a paper bag or other opaque container, then give it to your players. At the
the story in this fashion can leave the stage but is expected to return and take a final bow once the play has concluded. Antics performed by offstage characters (including but not limited to the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Performing the Play Appendix E contains lines of dialogue for you to photocopy and cut out. Place the slips of paper in a paper bag or other opaque container, then give it to your players. At the
the story in this fashion can leave the stage but is expected to return and take a final bow once the play has concluded. Antics performed by offstage characters (including but not limited to the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and turn invisible to avoid capture or death. L2. Forecastle This deck is littered with the corpses of 1d4 dead seagulls (see area L1 for more information). Hanging off the end of the ship’s bow is
the green-paned lantern that indicates the tavern is open for business. A staff member crawls to the end of the bow to douse the lantern, refill it with oil, and relight it at highsun every day. On
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
they contribute a convincingly pitiable plea to the argument. The check is made with disadvantage if the sack contains less than 100 gp in value, or with advantage if the sack contains 150 gp or more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shoots at them with his bow; if Garra falls, the sprite flees. Rot’s mind has been warped by Niho Koi’s magic, and he can’t provide any useful information to the characters if captured. If Garra feels
Dexterity check with thieves’ tools picks the lock, and a character who makes a successful DC 15 Strength (Athletics) check forces the chest open. The chest contains Garra’s treasure (see below), thirteen
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
they contribute a convincingly pitiable plea to the argument. The check is made with disadvantage if the sack contains less than 100 gp in value, or with advantage if the sack contains 150 gp or more
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shoots at them with his bow; if Garra falls, the sprite flees. Rot’s mind has been warped by Niho Koi’s magic, and he can’t provide any useful information to the characters if captured. If Garra feels
Dexterity check with thieves’ tools picks the lock, and a character who makes a successful DC 15 Strength (Athletics) check forces the chest open. The chest contains Garra’s treasure (see below), thirteen
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shoots at them with his bow; if Garra falls, the sprite flees. Rot’s mind has been warped by Niho Koi’s magic, and he can’t provide any useful information to the characters if captured. If Garra feels
Dexterity check with thieves’ tools picks the lock, and a character who makes a successful DC 15 Strength (Athletics) check forces the chest open. The chest contains Garra’s treasure (see below), thirteen
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and turn invisible to avoid capture or death. L2. Forecastle This deck is littered with the corpses of 1d4 dead seagulls (see area L1 for more information). Hanging off the end of the ship’s bow is
the green-paned lantern that indicates the tavern is open for business. A staff member crawls to the end of the bow to douse the lantern, refill it with oil, and relight it at highsun every day. On
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and turn invisible to avoid capture or death. L2. Forecastle This deck is littered with the corpses of 1d4 dead seagulls (see area L1 for more information). Hanging off the end of the ship’s bow is
the green-paned lantern that indicates the tavern is open for business. A staff member crawls to the end of the bow to douse the lantern, refill it with oil, and relight it at highsun every day. On
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
has yet found. If the characters enter or leave the Bay of Chult by ship, Aremag appears: The sea ahead roils and churns, and waves crash over the bow of your ship, driven by saw-toothed hills rising
they contribute a convincingly pitiable plea to the argument. The check is made with disadvantage if the sack contains less than 100 gp in value, or with advantage if the sack contains 150 gp or more
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Dreadnaught Locations The following locations are keyed to the map of the death knight-dreadnaught. D1. Skeletal Figurehead The animated skeleton of a stone giant is lashed to the ship’s bow. This
death knight can see and speak through the skeletal figurehead (see “Death Knight’s Soul”). D2. Upper Deck The upper deck contains a set of stairs that descend into the bowels of the ship, two ballista
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Dreadnaught Locations The following locations are keyed to the map of the death knight-dreadnaught. D1. Skeletal Figurehead The animated skeleton of a stone giant is lashed to the ship’s bow. This
death knight can see and speak through the skeletal figurehead (see “Death Knight’s Soul”). D2. Upper Deck The upper deck contains a set of stairs that descend into the bowels of the ship, two ballista
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
save, the creature takes 44 (8d10) bludgeoning damage. A creature reduced to 0 hit points by this damage is crushed to a pulp. After they slam shut, the blocks take 1 minute to retract into the walls
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Dreadnaught Locations The following locations are keyed to the map of the death knight-dreadnaught. D1. Skeletal Figurehead The animated skeleton of a stone giant is lashed to the ship’s bow. This
death knight can see and speak through the skeletal figurehead (see “Death Knight’s Soul”). D2. Upper Deck The upper deck contains a set of stairs that descend into the bowels of the ship, two ballista
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
save, the creature takes 44 (8d10) bludgeoning damage. A creature reduced to 0 hit points by this damage is crushed to a pulp. After they slam shut, the blocks take 1 minute to retract into the walls
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
skeletons, as does bowing before the faceless statue (“Bow before no one”). Each cauldron is a Large object with AC 15, 22 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
skeletons, as does bowing before the faceless statue (“Bow before no one”). Each cauldron is a Large object with AC 15, 22 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
that reads, “Bow before no one.” Four bronze statues stand on pedestals to either side of the shield. They depict Chultan warriors: one holding a sword, two with spears, and one missing its face
skeletons, as does bowing before the faceless statue (“Bow before no one”). Each cauldron is a Large object with AC 15, 22 hit points, vulnerability to bludgeoning and thunder damage, and immunity to poison
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
save, the creature takes 44 (8d10) bludgeoning damage. A creature reduced to 0 hit points by this damage is crushed to a pulp. After they slam shut, the blocks take 1 minute to retract into the walls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her chest. The caryatids face inward.
Modron. Circling the caryatids counterclockwise is a quadrone with its bow at the ready. It makes clicking and clacking noises as it walks.
Bas-Reliefs. The
creature to flesh, he uses a telekinesis spell to transport it to area 25a, then relies on the magic of the pillars there. Area 25h. This room is hidden behind a secret door and contains a lifelike statue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the building’s front, slimy steps ascend to an entry arch.
The shrine to the trickster god Papazotl (represented by an eblis) contains one of nine puzzle cubes needed to enter the Tomb of the Nine
Gods. The water around the shrine is 2 feet deep. 16A. Shrine Entrance A plaque above the shrine entrance displays an inscription in Old Omuan: “Papazotl teaches us to bow before no one.” Characters who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her chest. The caryatids face inward.
Modron. Circling the caryatids counterclockwise is a quadrone with its bow at the ready. It makes clicking and clacking noises as it walks.
Bas-Reliefs. The
creature to flesh, he uses a telekinesis spell to transport it to area 25a, then relies on the magic of the pillars there. Area 25h. This room is hidden behind a secret door and contains a lifelike statue
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
her chest. The caryatids face inward.
Modron. Circling the caryatids counterclockwise is a quadrone with its bow at the ready. It makes clicking and clacking noises as it walks.
Bas-Reliefs. The
creature to flesh, he uses a telekinesis spell to transport it to area 25a, then relies on the magic of the pillars there. Area 25h. This room is hidden behind a secret door and contains a lifelike statue
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the building’s front, slimy steps ascend to an entry arch.
The shrine to the trickster god Papazotl (represented by an eblis) contains one of nine puzzle cubes needed to enter the Tomb of the Nine
Gods. The water around the shrine is 2 feet deep. 16A. Shrine Entrance A plaque above the shrine entrance displays an inscription in Old Omuan: “Papazotl teaches us to bow before no one.” Characters who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the building’s front, slimy steps ascend to an entry arch.
The shrine to the trickster god Papazotl (represented by an eblis) contains one of nine puzzle cubes needed to enter the Tomb of the Nine
Gods. The water around the shrine is 2 feet deep. 16A. Shrine Entrance A plaque above the shrine entrance displays an inscription in Old Omuan: “Papazotl teaches us to bow before no one.” Characters who
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
warrior with red-orange skin and a bow stands behind a rickety barricade of interlocking spears. “Halt!” she commands. “State your business or face the wrath of our battalion—thirty hobgoblins strong
room contains nothing of value to the characters. F4: Barrack This chamber contains a dozen stiff-looking cots, but only four have seen recent use. A large iron strongbox sits against the east wall. A






