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Returning 35 results for 'burden building diffusing conduct rolling'.
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Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
conduct myself determines my reward in the afterlife. (Lawful)
6
Redemption. All creatures are capable of change for the better. (Good)
Bonds
D6
BOND
1
I have a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
fortress also provides refuge during incursions. Seat of Government. During the day, the castellan and his two assistants conduct business in the main building, where they hold audience with citizens and visitors of the keep.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
fortress also provides refuge during incursions. Seat of Government. During the day, the castellan and his two assistants conduct business in the main building, where they hold audience with citizens and visitors of the keep.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
fortress also provides refuge during incursions. Seat of Government. During the day, the castellan and his two assistants conduct business in the main building, where they hold audience with citizens and visitors of the keep.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Encounters Encounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for the players. Second, it shouldn’t be burden for you
to run. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Encounters Encounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for the players. Second, it shouldn’t be burden for you
to run. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Creating Encounters Encounters are the individual scenes in the larger story of your adventure. First and foremost, an encounter should be fun for the players. Second, it shouldn’t be burden for you
to run. Beyond that, a well-crafted encounter usually has a straightforward objective as well as some connection to the overarching story of your campaign, building on the encounters that precede it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Wandering Monsters Each time one or more visible characters exit a building or enter a new district, roll a d6. On a roll of 1 or 2 (or just 1 if the characters are trying to be stealthy), they
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
willpower; you are required to abstain from alcohol and other intoxicants. 3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building. 4 You must
occasionally conduct bizarre rituals to maintain your pact. 5 You can never wear the same outfit twice, since your patron finds such predictability to be boring. 6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
willpower; you are required to abstain from alcohol and other intoxicants. 3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building. 4 You must
occasionally conduct bizarre rituals to maintain your pact. 5 You can never wear the same outfit twice, since your patron finds such predictability to be boring. 6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. 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->Xanathar's Guide to Everything
willpower; you are required to abstain from alcohol and other intoxicants. 3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building. 4 You must
occasionally conduct bizarre rituals to maintain your pact. 5 You can never wear the same outfit twice, since your patron finds such predictability to be boring. 6 When you use an eldritch invocation, you must speak your patron’s name aloud or risk incurring its displeasure.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. 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
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. 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
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. The familiar sounds of a harbor — creaking ropes, slapping waves, heavy barrels rolling across cobblestones — mingle with voices shouting and cursing in an unfamiliar language filled with clicks
. Every building sports baskets and clay urns of colorful flowers or is draped in leafy, flowering vines. Minstrels in bright clothing adorned with feathers and shells perform on street corners
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
original architecture. Meanwhile, smugglers and Guild agents bribed building crews, altered blueprints, and otherwise put their fingers in the plans at every turn to steer reinforcement efforts away
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
original architecture. Meanwhile, smugglers and Guild agents bribed building crews, altered blueprints, and otherwise put their fingers in the plans at every turn to steer reinforcement efforts away
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
original architecture. Meanwhile, smugglers and Guild agents bribed building crews, altered blueprints, and otherwise put their fingers in the plans at every turn to steer reinforcement efforts away
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
original architecture. Meanwhile, smugglers and Guild agents bribed building crews, altered blueprints, and otherwise put their fingers in the plans at every turn to steer reinforcement efforts away
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
original architecture. Meanwhile, smugglers and Guild agents bribed building crews, altered blueprints, and otherwise put their fingers in the plans at every turn to steer reinforcement efforts away
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
troubled Baldur’s Gate afterward. Each push for renewal saw a conflict between Gondan engineers advocating for new building techniques and materials, and patriars and preservationists striving to protect the
original architecture. Meanwhile, smugglers and Guild agents bribed building crews, altered blueprints, and otherwise put their fingers in the plans at every turn to steer reinforcement efforts away
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, with lauded scholars traveling to the site to conduct archaeological research. Or maybe its origins are a mystery, your only clues being the strange, oversized objects occasionally found in the
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
, the lizardfolk and their allies remain suspicious of the characters. Building an alliance becomes much more difficult. Kill Queen Othokent. No amount of recompense can atone for their actions if the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
, the lizardfolk and their allies remain suspicious of the characters. Building an alliance becomes much more difficult. Kill Queen Othokent. No amount of recompense can atone for their actions if the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Deal Breakers Regardless of how they otherwise conduct themselves, the characters will see their mission end in failure, or at least be seriously compromised, if they perform any of these deeds. Free
, the lizardfolk and their allies remain suspicious of the characters. Building an alliance becomes much more difficult. Kill Queen Othokent. No amount of recompense can atone for their actions if the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, with lauded scholars traveling to the site to conduct archaeological research. Or maybe its origins are a mystery, your only clues being the strange, oversized objects occasionally found in the
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, with lauded scholars traveling to the site to conduct archaeological research. Or maybe its origins are a mystery, your only clues being the strange, oversized objects occasionally found in the
nearby land. Giant Trinket. While exploring your home, you discovered some trivial remnant of the ancient inhabitants, as determined by rolling on the Giant Trinkets table. The items in parentheses are the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
House of Thalivar, a wizard tower, rises like a beacon, four times the height of every other building. The town lies in ruin, but the settlers from Neverwinter work quickly, clearing and reconstructing.






