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Returning 35 results for 'buildings bit defusing consult react'.
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Monsters
Fizban's Treasury of Dragons
. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that
is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any
Species
Mordenkainen Presents: Monsters of the Multiverse
existence, most often to the Material Plane. There they seek to bring a bit of their home plane’s splendor to other worlds.
Creating Your Character
At 1st level, you choose whether your character is a
, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Monsters
Fizban's Treasury of Dragons
individuals. They usually know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and
. There is a magic in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The characters have a moment to react to the sudden disaster. The plaza surrounding the riverine temple is thousands of feet long and packed with people. There’s little the characters can do to stop
the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The characters have a moment to react to the sudden disaster. The plaza surrounding the riverine temple is thousands of feet long and packed with people. There’s little the characters can do to stop
the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
.
The characters have a moment to react to the sudden disaster. The plaza surrounding the riverine temple is thousands of feet long and packed with people. There’s little the characters can do to stop
the sudden wave, but quick thinking or magic—such as teleporting atop surrounding buildings or a precisely timed control water spell—might spare the characters and those around them. When the wave
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
characters’ Short Rest if they take one). Corlie strides from the door of one of the fortress’s interior buildings. Three grim-looking soldiers fall in behind her. She gives you a wide grin.
“My friends
realizes that this Corlie is an imposter; she is a bit too tall, and her voice a bit too low. If the characters allow, the false Corlie and squires move to the siege weapon and begin attacking it
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
characters’ Short Rest if they take one). Corlie strides from the door of one of the fortress’s interior buildings. Three grim-looking soldiers fall in behind her. She gives you a wide grin.
“My friends
realizes that this Corlie is an imposter; she is a bit too tall, and her voice a bit too low. If the characters allow, the false Corlie and squires move to the siege weapon and begin attacking it
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
characters’ Short Rest if they take one). Corlie strides from the door of one of the fortress’s interior buildings. Three grim-looking soldiers fall in behind her. She gives you a wide grin.
“My friends
realizes that this Corlie is an imposter; she is a bit too tall, and her voice a bit too low. If the characters allow, the false Corlie and squires move to the siege weapon and begin attacking it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gong in area 9. The Temple Roster table summarizes the positions of yuan-ti across the lair and indicates how they react when intruders are detected or the gong is struck.
Once an alarm is raised
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gong in area 9. The Temple Roster table summarizes the positions of yuan-ti across the lair and indicates how they react when intruders are detected or the gong is struck.
Once an alarm is raised
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gong in area 9. The Temple Roster table summarizes the positions of yuan-ti across the lair and indicates how they react when intruders are detected or the gong is struck.
Once an alarm is raised
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
alley, surrounded by taller buildings. Its doors are made of sturdy wood, and the outer door can be barred shut from within. Breaking down the barred door requires a successful DC 18 Strength
specify the goods sold here, roll a d20 and consult the Store Goods table to determine what the store sells. A small room serves as a cloakroom, where visitors can hang their heavier overgarments
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
experienced other aberrant changes. The town’s buildings seem oddly askew, as though their once-solid construction were deteriorating. This effect is due to a warping in space, so the buildings aren’t
this chapter, specific townspeople the characters might consult and locations they might visit experience the following changes: Gwyn. The changes Gwyn Oresong experiences terrify her. A double-irised
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
experienced other aberrant changes. The town’s buildings seem oddly askew, as though their once-solid construction were deteriorating. This effect is due to a warping in space, so the buildings aren’t
this chapter, specific townspeople the characters might consult and locations they might visit experience the following changes: Gwyn. The changes Gwyn Oresong experiences terrify her. A double-irised
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
experienced other aberrant changes. The town’s buildings seem oddly askew, as though their once-solid construction were deteriorating. This effect is due to a warping in space, so the buildings aren’t
this chapter, specific townspeople the characters might consult and locations they might visit experience the following changes: Gwyn. The changes Gwyn Oresong experiences terrify her. A double-irised
Monsters
Fizban's Treasury of Dragons
know of places of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create
in the retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
Monsters
Fizban's Treasury of Dragons
of power near their lairs and keep detailed records of how phenomena connected to those sites react to outside influences. They also avidly collect magic items and spells that create illusions
retelling of stories. Each new teller adds a bit of themself to the spell. (Any)
4
Nurture. Rearing a child is our best chance to make sure our own stories are passed on. (Any)
5
Inquisitiveness
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Navigation The city basin is densely packed with ruined villas and overgrown courtyards. Buildings in Omu are shaped from limestone. Thick, broad-leaved vines engulf most structures, while ferns and
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Navigation The city basin is densely packed with ruined villas and overgrown courtyards. Buildings in Omu are shaped from limestone. Thick, broad-leaved vines engulf most structures, while ferns and
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
interesting. That being said, if the players seem restless, use the random encounters in appendix B to spice things up a bit as they’re gathering supplies for their expedition. At any time, the party might run
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
interesting. That being said, if the players seem restless, use the random encounters in appendix B to spice things up a bit as they’re gathering supplies for their expedition. At any time, the party might run
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the southwest, where many buildings are remnants of older, pyramidal construction; Malar’s Throat to the south, where buildings cling to the walls of a lush canyon spanned by rope bridges; and
interesting. That being said, if the players seem restless, use the random encounters in appendix B to spice things up a bit as they’re gathering supplies for their expedition. At any time, the party might run
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Navigation The city basin is densely packed with ruined villas and overgrown courtyards. Buildings in Omu are shaped from limestone. Thick, broad-leaved vines engulf most structures, while ferns and
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Village The grippli village is set near the sea in a brackish marsh. Rising from the muck are circular, domed mud-brick buildings that the grippli use for homes and storage facilities. The carapaces
reason other than cruelty. All six yuan-ti are languishing on the ground between the pools and don’t react until at least one of them becomes aware of the characters. If one of the malisons remains
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Village The grippli village is set near the sea in a brackish marsh. Rising from the muck are circular, domed mud-brick buildings that the grippli use for homes and storage facilities. The carapaces
reason other than cruelty. All six yuan-ti are languishing on the ground between the pools and don’t react until at least one of them becomes aware of the characters. If one of the malisons remains
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Village The grippli village is set near the sea in a brackish marsh. Rising from the muck are circular, domed mud-brick buildings that the grippli use for homes and storage facilities. The carapaces
reason other than cruelty. All six yuan-ti are languishing on the ground between the pools and don’t react until at least one of them becomes aware of the characters. If one of the malisons remains
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the group arrives in Elturel, read the following boxed text aloud to the players: A hot, stinging air assaults your senses. The city street in which you stand is lined with buildings that are
disappears in the blink of an eye.
Traxigor casts time stop, giving him time to flee using his fly spell. He’s long gone before the time stop ends and the characters can react. Any character who succeeds on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the group arrives in Elturel, read the following boxed text aloud to the players: A hot, stinging air assaults your senses. The city street in which you stand is lined with buildings that are
disappears in the blink of an eye.
Traxigor casts time stop, giving him time to flee using his fly spell. He’s long gone before the time stop ends and the characters can react. Any character who succeeds on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the group arrives in Elturel, read the following boxed text aloud to the players: A hot, stinging air assaults your senses. The city street in which you stand is lined with buildings that are
disappears in the blink of an eye.
Traxigor casts time stop, giving him time to flee using his fly spell. He’s long gone before the time stop ends and the characters can react. Any character who succeeds on
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Living Descent Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to
such a momentous quest. Once characters enter the Underworld and attain their goal, they still face their most daunting challenge: escape. Consult the following “Paths of Escape” section for ideas on how the living might ultimately make their way back out of the Underworld.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Living Descent Sometimes the answer to a riddle is lost beyond the inky waters of the Tartyx River. When spells and sages fail to recover some crucial bit of information, how far might heroes go to
such a momentous quest. Once characters enter the Underworld and attain their goal, they still face their most daunting challenge: escape. Consult the following “Paths of Escape” section for ideas on how the living might ultimately make their way back out of the Underworld.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
find allies or meet an untimely end. Roll for random encounters as the characters explore this district. You can roll a d20 and consult the Encounters in the Braeryn table, or choose an encounter that
hungry and crawl out of buildings or descend from rooftops to attack the party. Infected Drow This drow has been infected with Zuggtmoy’s spores (see chapter 5) and will succumb to the infestation in






