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Returning 30 results for 'branching been diffusing checking rules'.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase
cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item using the rules in “Equipment”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Crafting Magic Items The Player’s Handbook contains rules on brewing Potions of Healing and scribing Spell Scrolls. To create other magic items, follow the rules below. In these rules, “you” refers
, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again. If a magic item incorporates an item that has a purchase cost (such as
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
(see the Dungeon Master’s Guide for rules on strong wind). The dragon’s flying is not affected by this wind, which lasts until the next time the dragon uses a lair action or until the dragon dies
the land within 6 miles of the dragon’s lair (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing, giving creatures
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, communicate your expectations about these rules to the players ahead of time. If you don’t plan on tracking Rations, tell your players that before they spend an hour purchasing supplies for their
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, communicate your expectations about these rules to the players ahead of time. If you don’t plan on tracking Rations, tell your players that before they spend an hour purchasing supplies for their
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, communicate your expectations about these rules to the players ahead of time. If you don’t plan on tracking Rations, tell your players that before they spend an hour purchasing supplies for their
way: Branching passages underground Horizon-obscuring terrain, such as dense forest Obscuring weather, such as heavy rain or fog Traveling at night Traveling at sea while unable to see the sky or any
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rules for cover, terrain, and so on to the attacks and spells. Chase participants can’t normally make opportunity attacks against each other, since they are all assumed to be moving in the same direction
return the stolen samovar. If the characters return the samovar without opening it, the halfling opens it while checking for damage and releases Baadi (see the previous section). To Navid’s Hideout The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, heal, and get information they need for the next part of their adventures. In addition, they can buy any of the equipment described in the Basic Rules from Myla (see “Kobolds”). During their time at
” in the Basic Rules). She becomes friendly as soon as the characters demonstrate that they care about the cloister’s safety, such as by fighting the zombies at the beach or undertaking any of the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, heal, and get information they need for the next part of their adventures. In addition, they can buy any of the equipment described in the Basic Rules from Myla (see “Kobolds”). During their time at
” in the Basic Rules). She becomes friendly as soon as the characters demonstrate that they care about the cloister’s safety, such as by fighting the zombies at the beach or undertaking any of the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, heal, and get information they need for the next part of their adventures. In addition, they can buy any of the equipment described in the Basic Rules from Myla (see “Kobolds”). During their time at
” in the Basic Rules). She becomes friendly as soon as the characters demonstrate that they care about the cloister’s safety, such as by fighting the zombies at the beach or undertaking any of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
stand guard outside this building, one in front of each door. They allow registered visitors to enter after checking their identification papers. This structure once housed a dwarven smithy, and the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
stand guard outside this building, one in front of each door. They allow registered visitors to enter after checking their identification papers. This structure once housed a dwarven smithy, and the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
checking visitors’ identification papers Combat behind closed doors probably doesn’t raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
stand guard outside this building, one in front of each door. They allow registered visitors to enter after checking their identification papers. This structure once housed a dwarven smithy, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
invisible partners, intermittently chuckling and muttering in conversation. Branching up from the center of the room is a limbed, fungal pillar studded with yellow eyes.
Nine Cynidiceans (commoners) revel
Dice Game. The gamblers are playing an ancient dice game called Madarua’s harvest. They welcome the characters to join in. The buy-in is 5 gp per game. The game’s rules are as follows:
Each
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
invisible partners, intermittently chuckling and muttering in conversation. Branching up from the center of the room is a limbed, fungal pillar studded with yellow eyes.
Nine Cynidiceans (commoners) revel
Dice Game. The gamblers are playing an ancient dice game called Madarua’s harvest. They welcome the characters to join in. The buy-in is 5 gp per game. The game’s rules are as follows:
Each
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
crystals that grow elsewhere in these caverns, and a chill, fetid breeze wafts up from its depths.
This tunnel runs for miles, eventually branching off into the caves of the Underdark. G6. Mudflow
protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
invisible partners, intermittently chuckling and muttering in conversation. Branching up from the center of the room is a limbed, fungal pillar studded with yellow eyes.
Nine Cynidiceans (commoners) revel
Dice Game. The gamblers are playing an ancient dice game called Madarua’s harvest. They welcome the characters to join in. The buy-in is 5 gp per game. The game’s rules are as follows:
Each






