Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'broad boggart diffusing could returns'.
Other Suggestions:
broad boggart diffusing could return
bond boggart diffusing could returner
blood boggart diffusing could returner
bond boggart diffusing court returns
bond boggart diffusing cold returns
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
that the left side of her face sags much lower than the right. As the giant draws near, she skids to a stop, rests her greatclub on one broad shoulder, and says, “Need any help?”
Tinjong avoids the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
that the left side of her face sags much lower than the right. As the giant draws near, she skids to a stop, rests her greatclub on one broad shoulder, and says, “Need any help?”
Tinjong avoids the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
each hour the characters spend in the Dark Duchess, there is a 20 percent chance that Arveiaturace returns to the ship. Because she can see only out to a range of 60 feet, the dragon must get close to
that the left side of her face sags much lower than the right. As the giant draws near, she skids to a stop, rests her greatclub on one broad shoulder, and says, “Need any help?”
Tinjong avoids the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
. Those who investigate see the following: This broad cave is humid and covered in thick mold. At the center sprawls a greasy, gray, wart-covered giant. He stares hopelessly into the darkness above
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
. Those who investigate see the following: This broad cave is humid and covered in thick mold. At the center sprawls a greasy, gray, wart-covered giant. He stares hopelessly into the darkness above
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
creature. After doing so, Kirgaz is satisfied and returns to the Spire. Tomb of the Frog On entering this area, the character with the highest passive Wisdom (Perception) score hears heavy breathing
. Those who investigate see the following: This broad cave is humid and covered in thick mold. At the center sprawls a greasy, gray, wart-covered giant. He stares hopelessly into the darkness above
Compendium
- Sources->Dungeons & Dragons->Divine Contention
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
a character disturbs the bones or returns to the same room, the bones arise from their niches and form skeletal swarms. Each burial chamber contains two skeletal swarms per character in the party
Compendium
- Sources->Dungeons & Dragons->Divine Contention
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
a character disturbs the bones or returns to the same room, the bones arise from their niches and form skeletal swarms. Each burial chamber contains two skeletal swarms per character in the party
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gala at the Cerulean Lyceum Xoese-Addae leads the characters to the Cerulean Lyceum, a series of vaulted, crystalline halls set around a broad quadrangle. When the characters arrive, the quad is
return any lore they find to him so he can destroy it. When the party returns, a character can fool Brother Broumane by claiming they found nothing and succeeding on a DC 18 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gala at the Cerulean Lyceum Xoese-Addae leads the characters to the Cerulean Lyceum, a series of vaulted, crystalline halls set around a broad quadrangle. When the characters arrive, the quad is
return any lore they find to him so he can destroy it. When the party returns, a character can fool Brother Broumane by claiming they found nothing and succeeding on a DC 18 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Divine Contention
here are broad, but in combat it’s simplest to allow them the opportunity to “rewind” one action and take it again, or to reroll a failed saving throw (if it can still take actions). . Each use of
a character disturbs the bones or returns to the same room, the bones arise from their niches and form skeletal swarms. Each burial chamber contains two skeletal swarms per character in the party
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gala at the Cerulean Lyceum Xoese-Addae leads the characters to the Cerulean Lyceum, a series of vaulted, crystalline halls set around a broad quadrangle. When the characters arrive, the quad is
return any lore they find to him so he can destroy it. When the party returns, a character can fool Brother Broumane by claiming they found nothing and succeeding on a DC 18 Charisma (Deception
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from the Biblioplex. L3. Porch A three-foot-high stone railing surrounds this broad, paved porch, separating the space from the Lorehold campus beyond.
These porches are used as sitting and meal
grip wrapped in thick red rope. If a character takes this item and any Lorehold faculty member sees them using it, the faculty member confiscates it and returns it to this office. Ancient guardians
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from the Biblioplex. L3. Porch A three-foot-high stone railing surrounds this broad, paved porch, separating the space from the Lorehold campus beyond.
These porches are used as sitting and meal
grip wrapped in thick red rope. If a character takes this item and any Lorehold faculty member sees them using it, the faculty member confiscates it and returns it to this office. Ancient guardians
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from the Biblioplex. L3. Porch A three-foot-high stone railing surrounds this broad, paved porch, separating the space from the Lorehold campus beyond.
These porches are used as sitting and meal
grip wrapped in thick red rope. If a character takes this item and any Lorehold faculty member sees them using it, the faculty member confiscates it and returns it to this office. Ancient guardians
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
does not pursue any targets beyond area 11 and returns to its original position once intruders have been dealt with. 13. False Treasure Room The door leading to this room is trapped with a vial of
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
does not pursue any targets beyond area 11 and returns to its original position once intruders have been dealt with. 13. False Treasure Room The door leading to this room is trapped with a vial of
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal.
A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The
broad cavern’s nooks and niches. A particularly massive formation to the south holds an ornate shape inside.
The crystal formations here are lightning crystals (see “Haskasori Features”). Yaarnak’s
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal.
A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The
broad cavern’s nooks and niches. A particularly massive formation to the south holds an ornate shape inside.
The crystal formations here are lightning crystals (see “Haskasori Features”). Yaarnak’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
does not pursue any targets beyond area 11 and returns to its original position once intruders have been dealt with. 13. False Treasure Room The door leading to this room is trapped with a vial of
fighting machines. Their heads are smooth, featureless iron balls. Their torsos are short and broad, and their legs are thick and stumpy. The right forearm of each one is a razor-sharp sword blade
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal.
A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The
broad cavern’s nooks and niches. A particularly massive formation to the south holds an ornate shape inside.
The crystal formations here are lightning crystals (see “Haskasori Features”). Yaarnak’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but then returns to her quarters (area T2). Alessia keeps the key to her quarters and the key to the portal door on a leather thong around her neck. T2. Alessia’s Quarters The door to this room is
its necklace (see “Treasure” below). The dao do not pursue creatures that leave the room. If the characters all leave the area, any dao that wasn’t defeated vanishes after 1 minute but returns with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but then returns to her quarters (area T2). Alessia keeps the key to her quarters and the key to the portal door on a leather thong around her neck. T2. Alessia’s Quarters The door to this room is
its necklace (see “Treasure” below). The dao do not pursue creatures that leave the room. If the characters all leave the area, any dao that wasn’t defeated vanishes after 1 minute but returns with
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, but then returns to her quarters (area T2). Alessia keeps the key to her quarters and the key to the portal door on a leather thong around her neck. T2. Alessia’s Quarters The door to this room is
its necklace (see “Treasure” below). The dao do not pursue creatures that leave the room. If the characters all leave the area, any dao that wasn’t defeated vanishes after 1 minute but returns with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Brimstone Hold Locations The following locations are keyed to map 13.2. Map 13.2: DM’s Map View Player Version B1: Bridge A broad stone bridge spans the fiery river, its arches luridly lit from
blocks of rich incense (250 gp each). B22: Antechamber A fountain of lava wells up from the floor of this antechamber, pooling in the room’s center before running along a broad channel cut in the stone
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
500 pounds of material. Additionally, if characters are held captive in area 6, their equipment is stored here. Development. When the second orc raiding party returns (five days after the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
barrels of water, and a few crates of other supplies before he casts off and returns to Uskarn. If he has any concerns about not being met by folk from the hermitage, he makes no sign that he cares. Unless
the characters have made other arrangements, the ferry returns shortly after sunrise the next day. A character who makes a successful DC 16 Wisdom (Perception) check notices humanoid tracks leading
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
500 pounds of material. Additionally, if characters are held captive in area 6, their equipment is stored here. Development. When the second orc raiding party returns (five days after the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
barrels of water, and a few crates of other supplies before he casts off and returns to Uskarn. If he has any concerns about not being met by folk from the hermitage, he makes no sign that he cares. Unless
the characters have made other arrangements, the ferry returns shortly after sunrise the next day. A character who makes a successful DC 16 Wisdom (Perception) check notices humanoid tracks leading
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
barrels of water, and a few crates of other supplies before he casts off and returns to Uskarn. If he has any concerns about not being met by folk from the hermitage, he makes no sign that he cares. Unless
the characters have made other arrangements, the ferry returns shortly after sunrise the next day. A character who makes a successful DC 16 Wisdom (Perception) check notices humanoid tracks leading
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
500 pounds of material. Additionally, if characters are held captive in area 6, their equipment is stored here. Development. When the second orc raiding party returns (five days after the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red
DC 15 Intelligence (Arcana) check. The spellcaster must also expend a 3rd-level spell slot. On a successful check, the soul-bound creature returns to normal with all of its Hit Dice expended. On a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red
DC 15 Intelligence (Arcana) check. The spellcaster must also expend a 3rd-level spell slot. On a successful check, the soul-bound creature returns to normal with all of its Hit Dice expended. On a






