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Returning 35 results for 'bustling barriers diffusing coming raids'.
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Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Rezmir Because they are enemies, Rezmir does not warn Talis that attackers might be coming through the portal on her heels, but instead slips off to Skyreach Castle (see chapter 8) with the intent of
Captain Othelstan in Parnast to receive a full report on the status of the cult raids and to inform the captain of the possible arrival of adventurers. Tracking her successfully requires a DC 23 Wisdom
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
it out discover a bustling market where fey folk peddle fruit, haggle over bargains, and seal sinister deals. This is Seelie Market. To determine how the party first learns of Seelie Market, you can
The party hears chattering voices and the music of panpipes coming from a secluded area. 5 In the distance, the party sees a descending dragon pulling a caravan of wagons. 6 A dragon’s gentle voice
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
it out discover a bustling market where fey folk peddle fruit, haggle over bargains, and seal sinister deals. This is Seelie Market. To determine how the party first learns of Seelie Market, you can
The party hears chattering voices and the music of panpipes coming from a secluded area. 5 In the distance, the party sees a descending dragon pulling a caravan of wagons. 6 A dragon’s gentle voice
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
it out discover a bustling market where fey folk peddle fruit, haggle over bargains, and seal sinister deals. This is Seelie Market. To determine how the party first learns of Seelie Market, you can
The party hears chattering voices and the music of panpipes coming from a secluded area. 5 In the distance, the party sees a descending dragon pulling a caravan of wagons. 6 A dragon’s gentle voice
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
factions’ next moves. Neronvain The Emerald Enclave requests that the adventurers help them investigate the aftermath of cult raids led by a green dragon in the Misty Forest—a dragon possibly controlled by
The metallic dragons of the Sword Coast send word to the Council of Waterdeep that they wish to participate in the coming struggle. The adventurers are chosen to attend a council of dragons in the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
they influence and are influenced by the Material Plane. The intensity of this influence waxes and wanes; scholars often depict the planes as orbiting Eberron — sometimes coming close, other times far
not a plane is remote or coterminous at a given time depends entirely on the needs of your story. Manifest Zones At certain places in the Material Plane, the barriers between worlds are thin, and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Baldur’s Gate Baldur’s Gate is a bustling center of trade, with goods coming from north and south by wagon along the Trade Way and by ship on the Sea of Swords, and from the east along the River
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
those coming from the Demon Wastes to the west. 10–11 Crack down on the Order of the Emerald Claw’s activities in Karrnath. 12 Strengthen the ties between the Lhazaar princes while ensuring your
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
End-Raze. The druids of the Old Ways believe that civilization will never be eradicated by scattered raids and petty skirmishes. They cling to the idea of a coming apocalypse, the End-Raze, when
classes
Basic Rules (2014)
aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids&rsquo
nature, coming face to face with a giant eagle or dire wolf and surviving the experience. Maybe your character was born during an epic storm or a volcanic eruption, which was interpreted as a sign that
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and






