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Returning 35 results for 'buildings burning diffusing caste rules'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
he's tight with Levistus. He rules the roost by sheer force of personality, though it chafes him that Hethyl Arkorran has more respect and influence within the cult. Kadroth doesn't involve Avarice
to do so.
For all his political machinations, Kadroth is a visionary who has so far made the cult stronger through his actions and decisions. He spends hours behind his desk, staring into the burning
Monsters
Icewind Dale: Rime of the Frostmaiden
challenge, even when the odds are clearly stacked against her. Seeing other wizards as a threat, paranoia rules her life.
Avarice has been a member of the Arcane Brotherhood for almost two years. She
. The book contains the spells Avarice has prepared plus the following additional spells: burning hands, cone of cold, find familiar, ice storm, lightning bolt, rope trick, thunderwave, tongues, wall of fire, and wall of force.Cold, Fire
Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
’s Code. I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents. (Lawful)
3
All for a Coin. I’ll do nearly anything if it
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
caste system based on how complete a person’s transformation was. The vast majority of yuan-ti fall into three categories — abominations, malisons, and purebloods — while the mutated
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
must make a DC 15 Wisdom saving throw, taking 22 (4d10) psychic damage on a failed save, or half as much damage on a successful one. Burning Buildings The unlabeled buildings on map 4.2 are homes and
businesses that the gnolls have set ablaze. The buildings’ supplies were taken by fleeing townsfolk or ransacked by Yeenoghu’s horde. Each building is one or two stories tall (DM’s choice) and 10 feet
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Menthis Many Sharn folk love the inexpensive entertainment available in Lower Menthis. The ward’s streets stay crowded night and day, its buildings huddle close together, and its lurid
offerings nurture criminal activity. The alleys of Torchfire are notoriously dangerous, especially for intoxicated revelers. The Burning Ring, an illegal operation that puts on gladiatorial combats at
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Menthis Many Sharn folk love the inexpensive entertainment available in Lower Menthis. The ward’s streets stay crowded night and day, its buildings huddle close together, and its lurid
offerings nurture criminal activity. The alleys of Torchfire are notoriously dangerous, especially for intoxicated revelers. The Burning Ring, an illegal operation that puts on gladiatorial combats at
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Lower Menthis Many Sharn folk love the inexpensive entertainment available in Lower Menthis. The ward’s streets stay crowded night and day, its buildings huddle close together, and its lurid
offerings nurture criminal activity. The alleys of Torchfire are notoriously dangerous, especially for intoxicated revelers. The Burning Ring, an illegal operation that puts on gladiatorial combats at
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
aloud: Mayhem rules in the seaside village of Respite. The Cobblehook Corsairs, a crew of troublemakers who aren’t normally violent, have raided the village. Black smoke billows from buildings
!
The older human is Vatri Whistlebaum (Medium, Neutral Good Commoner), the owner of the burning Morkoth Tavern. The characters might respond by entering the tavern to free the trapped villagers or by working to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
aloud: Mayhem rules in the seaside village of Respite. The Cobblehook Corsairs, a crew of troublemakers who aren’t normally violent, have raided the village. Black smoke billows from buildings
!
The older human is Vatri Whistlebaum (Medium, Neutral Good Commoner), the owner of the burning Morkoth Tavern. The characters might respond by entering the tavern to free the trapped villagers or by working to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
terrain (see “Difficult Terrain” in the Basic Rules). Intact buildings are rundown, ramshackle stone cottages that are otherwise still standing. Their wooden doors are swollen and require a successful
three-quarters cover against attacks from the other side (see “Cover” in the Basic Rules). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings. Trees and Brush
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
aloud: Mayhem rules in the seaside village of Respite. The Cobblehook Corsairs, a crew of troublemakers who aren’t normally violent, have raided the village. Black smoke billows from buildings
!
The older human is Vatri Whistlebaum (Medium, Neutral Good Commoner), the owner of the burning Morkoth Tavern. The characters might respond by entering the tavern to free the trapped villagers or by working to extinguish the fire.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it looks. When characters arrive, most of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it looks. When characters arrive, most of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Light. Burning buildings and a half moon provide dim light throughout the town
. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it looks. When characters arrive, most of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
General Features The sun has set by the time characters reach the edge of town (the area shown on the Greenest map). Map 1.1: GreenestView Player Version Light. Burning buildings and a half moon
provide dim light throughout the town. The inside of the keep is brightly illuminated. Fires. The cultists tried to set buildings ablaze as they moved through town, but thatch isn’t as flammable as it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Hazards Monsters are the main perils characters face, but other dangers await. The rules glossary defines the following hazards: Burning Dehydration Falling Malnutrition Suffocation
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
innocent townsfolk from being slaughtered and turn dragons away from fleeing crowds. The characters can clear burning buildings, use magic to douse flames or save the dying, and stand up for those who cannot defend themselves. Let their sacrifice during this fight mean something.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
heat slams against you as an acrid smog rises to choke the air out of your lungs. The Darklake spreads out beyond a jumble of buildings and streets, reflecting the lights of countless fires burning
Darklake District The Darklake District gives an illusion of openness. The streets are relatively wide to allow for merchant carts and wagons to pass, and the buildings aren’t as crowded around






