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Returning 18 results for 'brothers both diffusing curling rolling'.
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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Five-Tavern Center Five unaffiliated taverns Five taverns stand in a semicircle around a central yard in the heart of Bremen. As the story goes, five brothers originally intended to build a tavern
together, but each had assumed he would be the one to run the business. Since none of the brothers would work for the others, each built his own tavern, and they all compete for customers. The five
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Five-Tavern Center Five unaffiliated taverns Five taverns stand in a semicircle around a central yard in the heart of Bremen. As the story goes, five brothers originally intended to build a tavern
together, but each had assumed he would be the one to run the business. Since none of the brothers would work for the others, each built his own tavern, and they all compete for customers. The five
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Five-Tavern Center Five unaffiliated taverns Five taverns stand in a semicircle around a central yard in the heart of Bremen. As the story goes, five brothers originally intended to build a tavern
together, but each had assumed he would be the one to run the business. Since none of the brothers would work for the others, each built his own tavern, and they all compete for customers. The five
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to leave. They dress in drab, monotonous garments devoid of color or fashion, trudging listlessly down the gate-town’s single, curling avenue like sewage to a drain. Too despondent to muster emotion
. Some nights, the manor comes to life, and music can be heard within. Free from their glum tethers, spirits gather for a supernatural soiree hosted by the phantom brothers. Will-o’-wisps appear on the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to leave. They dress in drab, monotonous garments devoid of color or fashion, trudging listlessly down the gate-town’s single, curling avenue like sewage to a drain. Too despondent to muster emotion
. Some nights, the manor comes to life, and music can be heard within. Free from their glum tethers, spirits gather for a supernatural soiree hosted by the phantom brothers. Will-o’-wisps appear on the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to leave. They dress in drab, monotonous garments devoid of color or fashion, trudging listlessly down the gate-town’s single, curling avenue like sewage to a drain. Too despondent to muster emotion
. Some nights, the manor comes to life, and music can be heard within. Free from their glum tethers, spirits gather for a supernatural soiree hosted by the phantom brothers. Will-o’-wisps appear on the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heroic callings. (JASON RAINVILLE) Built to Survive Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling
average over 6 feet in height, and they have stocky builds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heroic callings. (JASON RAINVILLE) Built to Survive Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling
average over 6 feet in height, and they have stocky builds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
heroic callings. (JASON RAINVILLE) Built to Survive Minotaurs are barrel-chested humanoids with heads resembling those of bulls. Their horns range in size from about 1 foot long to great, curling
average over 6 feet in height, and they have stocky builds. Your size is Medium. Here’s how to determine your height and weight randomly, starting with rolling a size modifier: Size modifier = 2d8
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
item, determined by rolling on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide. 7. Crop Fields Cut into the sloping mountainside are several tiers of tilled earth where the yakfolk grow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
item, determined by rolling on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide. 7. Crop Fields Cut into the sloping mountainside are several tiers of tilled earth where the yakfolk grow
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
item, determined by rolling on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide. 7. Crop Fields Cut into the sloping mountainside are several tiers of tilled earth where the yakfolk grow
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a “vast treasure” in the rolling
stomach is a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. G4: Rolling Gallery This vast, tubelike gallery’s concave walls curve from long ledges about halfway
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a “vast treasure” in the rolling
stomach is a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. G4: Rolling Gallery This vast, tubelike gallery’s concave walls curve from long ledges about halfway
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a “vast treasure” in the rolling
stomach is a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. G4: Rolling Gallery This vast, tubelike gallery’s concave walls curve from long ledges about halfway
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
magical portal in area Q11 of the Xanathar Guild hideout (see chapter 1) appears here, between the columns of rock. A curling staircase in the southwest corner descends 20 feet to area X32. REPLACING
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
magical portal in area Q11 of the Xanathar Guild hideout (see chapter 1) appears here, between the columns of rock. A curling staircase in the southwest corner descends 20 feet to area X32. REPLACING
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
magical portal in area Q11 of the Xanathar Guild hideout (see chapter 1) appears here, between the columns of rock. A curling staircase in the southwest corner descends 20 feet to area X32. REPLACING






