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Returning 30 results for 'branches barriers diffusing clad returner'.
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branches barrier diffusing call returns
branches barriers diffusing class returner
branch barriers diffusing clad returner
branches barrier diffusing class returns
branches barrier diffusing claw returns
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
enrage the wasps within, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
enrage the wasps within, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest and slow down long enough to attack the nest or throw rocks at it to
enrage the wasps within, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the chase. For example, a mine cart chase might have
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
foul-smelling tumors instead of leaves as their branches wither and die. Bodies of water in the area become tainted and sometimes poisonous, and the weather might feature extremes of heat, cold, wind
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
foul-smelling tumors instead of leaves as their branches wither and die. Bodies of water in the area become tainted and sometimes poisonous, and the weather might feature extremes of heat, cold, wind
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
presence begins to erode the barriers between their location and the Abyss. It can take a few years for weaker demons to warp their environment, while changes begin to occur around the location of a
foul-smelling tumors instead of leaves as their branches wither and die. Bodies of water in the area become tainted and sometimes poisonous, and the weather might feature extremes of heat, cold, wind
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
and slow down long enough to attack the nest or throw rocks at it, thus creating an obstacle for their pursuers. A map of a chase can be linear or have many branches, depending on the nature of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble archways supported by thick white marble columns. Some sections of the walkways have collapsed due to age or seismic activity.
The characters are free to pick berries, gather fallen branches
the grave find a human skeleton clad in tattered clothes and a fully charged wand of fireballs. 2e. Western Forest The forest continues off the map and follows the underground river for several hundred
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
unbridled horses drink from the river.
The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble archways supported by thick white marble columns. Some sections of the walkways have collapsed due to age or seismic activity.
The characters are free to pick berries, gather fallen branches
the grave find a human skeleton clad in tattered clothes and a fully charged wand of fireballs. 2e. Western Forest The forest continues off the map and follows the underground river for several hundred
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
unbridled horses drink from the river.
The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
marble archways supported by thick white marble columns. Some sections of the walkways have collapsed due to age or seismic activity.
The characters are free to pick berries, gather fallen branches
the grave find a human skeleton clad in tattered clothes and a fully charged wand of fireballs. 2e. Western Forest The forest continues off the map and follows the underground river for several hundred
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of mist and branches suddenly gives way to black clouds boiling far above. There is a clearing here, next to a river that widens to form a small lake several hundred feet across. Five colorful round
unbridled horses drink from the river.
The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
increases their level of exhaustion by 1. Watching over the prisoners are two ogres clad head to toe in spiked iron armor (AC 18). When the prisoners reach level 5 exhaustion, they collapse, and the ogres
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
increases their level of exhaustion by 1. Watching over the prisoners are two ogres clad head to toe in spiked iron armor (AC 18). When the prisoners reach level 5 exhaustion, they collapse, and the ogres
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
increases their level of exhaustion by 1. Watching over the prisoners are two ogres clad head to toe in spiked iron armor (AC 18). When the prisoners reach level 5 exhaustion, they collapse, and the ogres
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nimblewright from opening the gates. G2. Yard The estate is well tended. In spring and summer, large trees provide shade. The trees begin shedding leaves in the fall. By winter, their branches are stripped bare
are humans. Thugs. The two figures with maces are Zhents clad in black leather armor. Their orders are to hold the room. They attack strangers, including members of the City Watch, on sight. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nimblewright from opening the gates. G2. Yard The estate is well tended. In spring and summer, large trees provide shade. The trees begin shedding leaves in the fall. By winter, their branches are stripped bare
are humans. Thugs. The two figures with maces are Zhents clad in black leather armor. Their orders are to hold the room. They attack strangers, including members of the City Watch, on sight. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
nimblewright from opening the gates. G2. Yard The estate is well tended. In spring and summer, large trees provide shade. The trees begin shedding leaves in the fall. By winter, their branches are stripped bare
are humans. Thugs. The two figures with maces are Zhents clad in black leather armor. Their orders are to hold the room. They attack strangers, including members of the City Watch, on sight. They
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
emblazoned with Vrakir’s symbol—a crown encircling the branches of a tree wreathed in flame—as well his motto, atka ignari (Ignan for “all shall burn”). Two erinyes are stationed on the rooftops of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
these hill giants by surprise. An inn and saloon called the Black Bull’s Tail stands at the intersection where the road branches. Two more hill giants have ripped through the inn’s facade and destroyed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
these hill giants by surprise. An inn and saloon called the Black Bull’s Tail stands at the intersection where the road branches. Two more hill giants have ripped through the inn’s facade and destroyed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
these hill giants by surprise. An inn and saloon called the Black Bull’s Tail stands at the intersection where the road branches. Two more hill giants have ripped through the inn’s facade and destroyed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
small and solely of fallen branches, are usually not disturbed. Mithral Hall The ancestral home of the Battlehammer clan of shield dwarves is a nigh-impregnable vault beneath the Frost Hills, with
a large book clad in black leather with the Zhentarim symbol imprinted on the front. Oboth suspects that someone in town knows where the tomb is hidden, or knows some bit of lore hinting at its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
small and solely of fallen branches, are usually not disturbed. Mithral Hall The ancestral home of the Battlehammer clan of shield dwarves is a nigh-impregnable vault beneath the Frost Hills, with
a large book clad in black leather with the Zhentarim symbol imprinted on the front. Oboth suspects that someone in town knows where the tomb is hidden, or knows some bit of lore hinting at its
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
small and solely of fallen branches, are usually not disturbed. Mithral Hall The ancestral home of the Battlehammer clan of shield dwarves is a nigh-impregnable vault beneath the Frost Hills, with
a large book clad in black leather with the Zhentarim symbol imprinted on the front. Oboth suspects that someone in town knows where the tomb is hidden, or knows some bit of lore hinting at its






