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Returning 13 results for 'bringing both diffusing cornered recovery'.
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classes
Basic Rules (2014)
circle, bringing a whiff of brimstone from the otherworldly plane beyond.
Crouching on the floor in a dungeon intersection, a gnome tosses a handful of small bones inscribed with mystic symbols
5th
6th
7th
8th
9th
1st
+2
Spellcasting, Arcane Recovery
3
2
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&mdash
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
later days of the war, bringing monsters from Droaam to bolster Five Nations armies. House Deneith still resents House Tharashk for this, and the animosity between the houses only increases when Finders’ Guild inquisitives stick their noses into Sentinel Marshal business.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
later days of the war, bringing monsters from Droaam to bolster Five Nations armies. House Deneith still resents House Tharashk for this, and the animosity between the houses only increases when Finders’ Guild inquisitives stick their noses into Sentinel Marshal business.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
assassins. House Deneith. For centuries, House Deneith cornered the market on mercenary forces in Khorvaire. It was an unpleasant surprise for them when House Tharashk entered the mercenary market in the
later days of the war, bringing monsters from Droaam to bolster Five Nations armies. House Deneith still resents House Tharashk for this, and the animosity between the houses only increases when Finders’ Guild inquisitives stick their noses into Sentinel Marshal business.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the
costume is blessing the fields. Niche C. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a cult fanatic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the
costume is blessing the fields. Niche C. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a cult fanatic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
garments, in a mountainside scene. Some have pulled down a stag with the aid of a dog, another group is cleaning a small mule deer, and others have cornered a panther with their spears. A scout watches the
costume is blessing the fields. Niche C. The display portrays a temple upon a tiered pyramid. Seven commoners are bringing small offerings of gold and jade. Before the temple stands a cult fanatic
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Wreck of the Marshal The Marshal was a seafaring vessel built by missionaries of St. Cuthbert. Their plan was to travel the world in the ship, bringing law, order, and the word of their god to every
the recovery. If the characters recover the statue without talking to the wizards, the mages attack the characters, demanding the statue be given to them. The mages fight until one of them falls. Iron
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk commoners (see appendix C) fight only if they are cornered. Otherwise, they escape to the nearest barracks (area 9), whose occupants return to the kitchen in the shortest possible time. If the
they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk commoners (see appendix C) fight only if they are cornered. Otherwise, they escape to the nearest barracks (area 9), whose occupants return to the kitchen in the shortest possible time. If the
they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lizardfolk commoners (see appendix C) fight only if they are cornered. Otherwise, they escape to the nearest barracks (area 9), whose occupants return to the kitchen in the shortest possible time. If the
they are cornered. Otherwise, they escape to the nearest barracks (area 29), whose occupants return to the banquet hall in the shortest possible time. The cupboards contain extra mugs, platters, bowls






