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Returning 35 results for 'burden barriers devising constructed resolve'.
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burned barriers devising construct resolve
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their suffering with the living. Ghost stories touch on fundamental issues of human existence: the nature of the soul, the weighty fact of mortality, and the burden of ancestry and history. Spirits
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their suffering with the living. Ghost stories touch on fundamental issues of human existence: the nature of the soul, the weighty fact of mortality, and the burden of ancestry and history. Spirits
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
their suffering with the living. Ghost stories touch on fundamental issues of human existence: the nature of the soul, the weighty fact of mortality, and the burden of ancestry and history. Spirits
heroes to spirits in ways they won’t predict, such as revealing that a phantasmal villain was a hero’s ancestor. Heroes are pure-hearted or unsuspecting individuals whose resolve is shaken by the story’s
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Components of a Curse Most curses have three distinct components: pronouncement, burden, and resolution. Whatever form these take, at least one of them, especially the burden or resolution, should
a powerful villain or a wrongly slain innocent Swearing a vow to refrain from or undertake some action on pain of great suffering Burden A curse’s burden is the effect that causes hardship and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Components of a Curse Most curses have three distinct components: pronouncement, burden, and resolution. Whatever form these take, at least one of them, especially the burden or resolution, should
a powerful villain or a wrongly slain innocent Swearing a vow to refrain from or undertake some action on pain of great suffering Burden A curse’s burden is the effect that causes hardship and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Components of a Curse Most curses have three distinct components: pronouncement, burden, and resolution. Whatever form these take, at least one of them, especially the burden or resolution, should
a powerful villain or a wrongly slain innocent Swearing a vow to refrain from or undertake some action on pain of great suffering Burden A curse’s burden is the effect that causes hardship and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
. If an enemy force does approach, though, these barriers do a good job of delaying any incursion until the goblinoids can rally their defenses. Inside the surrounding bulwark, the goblinoids all have
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
exploration of the mountains, building an ambulatory craft capable of crawling up and down mountainous slopes to travel farther into the Barrier Peaks, and other tasks of your devising. Completing any such
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
other features, but recent activity in the Blood War has reduced it to a blasted wasteland. The few structures still standing are citadels constructed by the devils to repel attackers, to be rebuilt
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
other features, but recent activity in the Blood War has reduced it to a blasted wasteland. The few structures still standing are citadels constructed by the devils to repel attackers, to be rebuilt
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
a defeat that leads to her removal. For now, though, the devils are fighting with a berserker fury under her charge. Zariel leads their offensives herself, and her unyielding resolve coupled with the
other features, but recent activity in the Blood War has reduced it to a blasted wasteland. The few structures still standing are citadels constructed by the devils to repel attackers, to be rebuilt
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
pursuers to either divide their forces or allow some of the quarry to escape. If a pursuit splits into several smaller chases, resolve each chase separately. Run a round of one chase, then a round of
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
Power Psi Warriors awaken the power of their minds to augment their physical might. They harness this psionic power to infuse their weapon strikes, lash out with telekinetic energy, and create barriers of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
singular, elaborately constructed modron—a hulking creature with a single prominent eye—looks damaged. Nevertheless, flickering green light shines from its eye, scanning the foggy cavern around it
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Palace of Spires Locations The following locations are keyed to map 4.3. Marc Moureau Map 4.3: Palace of Spires View Player Version P1: Gatehouse A short, square tunnel constructed from purple-red
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Palace of Spires Locations The following locations are keyed to map 4.3. Marc Moureau Map 4.3: Palace of Spires View Player Version P1: Gatehouse A short, square tunnel constructed from purple-red
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Palace of Spires Locations The following locations are keyed to map 4.3. Marc Moureau Map 4.3: Palace of Spires View Player Version P1: Gatehouse A short, square tunnel constructed from purple-red
couple. They’re fiercely protective of the pair. Breaking the Enchantment. If the characters break the fountain’s enchantment on Argus and Hamish, the two are grateful but ultimately resolve to remain
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
valuable magic potions, and eagerly encourages his shoppers to investigate — and then return to tell him the story. Garynmor Stables and Menagerie As horses and other beasts of burden aren’t allowed inside
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
As horses and other beasts of burden aren’t allowed inside the city walls, the Outer City overflows with stables and hostlers, ranging from muddy pens to barns nicer than most inns. Of these, the
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
As horses and other beasts of burden aren’t allowed inside the city walls, the Outer City overflows with stables and hostlers, ranging from muddy pens to barns nicer than most inns. Of these, the
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
valuable magic potions, and eagerly encourages his shoppers to investigate — and then return to tell him the story. Garynmor Stables and Menagerie As horses and other beasts of burden aren’t allowed inside
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
As horses and other beasts of burden aren’t allowed inside the city walls, the Outer City overflows with stables and hostlers, ranging from muddy pens to barns nicer than most inns. Of these, the
people from across the city can buy and sell secrets with Guild agents and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
valuable magic potions, and eagerly encourages his shoppers to investigate — and then return to tell him the story. Garynmor Stables and Menagerie As horses and other beasts of burden aren’t allowed inside
and each other, speaking through the barriers so as to maintain anonymity. Also popular are schools like the Lamp of Learning and the Verdashir Academy (also known as the Dervish Academy), which train
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron






