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Returning 27 results for 'chapter with repairs'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
). Self-Repair After 24 hours, any damage to the house repairs itself. The house also repairs itself as soon as Strahd enters the building. Walls The walls of the house are made of 1-foot-thick brick
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
ceilings, the third floor has 8-foot-high ceilings, and the attic has 13-foot-high ceilings. Haunted Doors When Strahd enters the house later in this chapter, certain doors marked on the map become
). Self-Repair After 24 hours, any damage to the house repairs itself. The house also repairs itself as soon as Strahd enters the building. Walls The walls of the house are made of 1-foot-thick brick
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 3: Avernus - Other Locations Some locations marked on the players’ map of Avernus lie outside the two quest paths. Others, like the Wandering Emporium and Zariel’s Flying Fortress, move
around. These locations are summarized below and described in the sections that follow. Stygian Dock. A river dock where flying fortresses can undergo repairs while siphoning souls from the Styx. Styx
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 3: Avernus - Other Locations Some locations marked on the players’ map of Avernus lie outside the two quest paths. Others, like the Wandering Emporium and Zariel’s Flying Fortress, move
around. These locations are summarized below and described in the sections that follow. Stygian Dock. A river dock where flying fortresses can undergo repairs while siphoning souls from the Styx. Styx
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
carried and weighs 100 pounds. Crew A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Services” later in this chapter) to function. The minimum number of skilled hirelings
per day. Damage Threshold If a vehicle has a damage threshold (see the Rules Glossary), it’s noted in the table. Ship Repair Repairs to a damaged ship can be made while the vessel is berthed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
carried and weighs 100 pounds. Crew A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Services” later in this chapter) to function. The minimum number of skilled hirelings
per day. Damage Threshold If a vehicle has a damage threshold (see the Rules Glossary), it’s noted in the table. Ship Repair Repairs to a damaged ship can be made while the vessel is berthed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
carried and weighs 100 pounds. Crew A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Services” later in this chapter) to function. The minimum number of skilled hirelings
per day. Damage Threshold If a vehicle has a damage threshold (see the rules glossary), it’s noted in the table. Ship Repair Repairs to a damaged ship can be made while the vessel is berthed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
carried and weighs 100 pounds. Crew A ship larger than a Keelboat or Rowboat needs a crew of skilled hirelings (see “Services” later in this chapter) to function. The minimum number of skilled hirelings
per day. Damage Threshold If a vehicle has a damage threshold (see the rules glossary), it’s noted in the table. Ship Repair Repairs to a damaged ship can be made while the vessel is berthed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
feast for the residents of Trollskull Alley. Broxley Fairkettle (see “Sample Guild Representatives,” chapter 2) asks the characters if they would be willing to host the feast in their tavern. He
believes the gesture would be appreciated by their neighbors, in light of the recent deaths in the area (see chapter 3). If the characters offer up their tavern for the feast, guild representatives arrive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
feast for the residents of Trollskull Alley. Broxley Fairkettle (see “Sample Guild Representatives,” chapter 2) asks the characters if they would be willing to host the feast in their tavern. He
believes the gesture would be appreciated by their neighbors, in light of the recent deaths in the area (see chapter 3). If the characters offer up their tavern for the feast, guild representatives arrive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
The keep seems old and worn, but new timbers and shingles suggest that repairs are underway. A white banner with a blue gauntlet flies over the keep.
The front gate is closed.
What happens next
characters entered through the water gate (area K11), three Crushing Wave reavers (chapter 7) provide escort instead. The escort takes the party to the great hall (area K16), where Grimjaw interviews
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
The keep seems old and worn, but new timbers and shingles suggest that repairs are underway. A white banner with a blue gauntlet flies over the keep.
The front gate is closed.
What happens next
characters entered through the water gate (area K11), three Crushing Wave reavers (chapter 7) provide escort instead. The escort takes the party to the great hall (area K16), where Grimjaw interviews
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. Random Encounters at Sea You can check for random encounters at sea as often
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
The Sea Characters can row a boat for 8 hours per day, or can row longer at the risk of exhaustion (as per the rules for a forced march in chapter 8 of the Player’s Handbook). A fully crewed sailing
and the stars. Use the Wilderness Navigation table earlier in this chapter to determine whether a ship veers off course. Random Encounters at Sea You can check for random encounters at sea as often
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
evacuation: boats in need of simple repairs, boats collecting dust in villagers’ sheds, and even boats serving as decorations in homes. Given two hours, the villagers can find enough boats to fit one hundred
lid. If the characters open the box, they find it holds a suit of Solamnic plate armor. If the characters follow Becklin’s instructions, they won’t give the box to Darrett until after the evacuation. If they instead do so before leaving town, see the “Darrett’s Armor” section in chapter 4.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dragon’s Flight Path Map 4.1 shows the dragon’s flight path, which should not be shared with your players unless the characters studied Xardorok’s attack plan in the previous chapter. The dragon is
survivors. After 12 hours of attacks on Bryn Shander, the dragon returns to Xardorok’s fortress for repairs. (If Xardorok is dead, no repairs are forthcoming, and the dragon remains at the duergar fortress
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
evacuation: boats in need of simple repairs, boats collecting dust in villagers’ sheds, and even boats serving as decorations in homes. Given two hours, the villagers can find enough boats to fit one hundred
lid. If the characters open the box, they find it holds a suit of Solamnic plate armor. If the characters follow Becklin’s instructions, they won’t give the box to Darrett until after the evacuation. If they instead do so before leaving town, see the “Darrett’s Armor” section in chapter 4.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Dragon’s Flight Path Map 4.1 shows the dragon’s flight path, which should not be shared with your players unless the characters studied Xardorok’s attack plan in the previous chapter. The dragon is
survivors. After 12 hours of attacks on Bryn Shander, the dragon returns to Xardorok’s fortress for repairs. (If Xardorok is dead, no repairs are forthcoming, and the dragon remains at the duergar fortress
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
“Jolly Boats” sidebar). See chapter 2 of the Astral Adventurer’s Guide for the living ship’s deck plans and weaponry. Living Ship Deck PlansView Unlabeled Version The living ship’s spelljamming helm
Mister Flinch. The hadozee is also a skilled seamster; the repairs to the ship’s sails are his work. Upon meeting the characters, the friendly hadozee begins offering unsolicited guidance on how to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
points. She has a Charisma of 14 (+2). She has gained the benefits of the Olach Morrah feature (see “The Great Stillness” section earlier in this chapter). She wields an adamantine greatclub. This
asks to remain aboard, offering to oversee repairs and serve as an emergency medic. The first time he and Tick Tock are left aboard the airship by themselves, they try to steal it and fly away.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
“Jolly Boats” sidebar). See chapter 2 of the Astral Adventurer’s Guide for the living ship’s deck plans and weaponry. Living Ship Deck PlansView Unlabeled Version The living ship’s spelljamming helm
Mister Flinch. The hadozee is also a skilled seamster; the repairs to the ship’s sails are his work. Upon meeting the characters, the friendly hadozee begins offering unsolicited guidance on how to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
points. She has a Charisma of 14 (+2). She has gained the benefits of the Olach Morrah feature (see “The Great Stillness” section earlier in this chapter). She wields an adamantine greatclub. This
asks to remain aboard, offering to oversee repairs and serve as an emergency medic. The first time he and Tick Tock are left aboard the airship by themselves, they try to steal it and fly away.
Magic Items
Infernal Machine Rebuild
, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of
bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player’s Handbook) to see what happens.
71
Whenever you roll a 20 on a d20, you
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
expansive sea cave contains berths for oceangoing vessels, animal pens for livestock, a dry dock for ship repairs, and a blue-level restricted area for cargo storage. New recruits arriving at the Sea Dock are
requisition voucher to purchase additional equipment from any of the following sources: The Armor, Weapons, Adventuring Gear, or Tools tables in chapter 5 of the Player’s Handbook The Equipment Packs
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
expansive sea cave contains berths for oceangoing vessels, animal pens for livestock, a dry dock for ship repairs, and a blue-level restricted area for cargo storage. New recruits arriving at the Sea Dock are
requisition voucher to purchase additional equipment from any of the following sources: The Armor, Weapons, Adventuring Gear, or Tools tables in chapter 5 of the Player’s Handbook The Equipment Packs
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
between a mortal and the manifestation of a god. As explained in chapter 2, the gods aren’t all-knowing, so theoretical limits do exist on the information a god might be able to pass on to a human
dramatically, then repairs itself.
4 32 A four-winged bird circles overhead.
5 33 The sun or moon appears to have four glowing wings.
6 34 Water or wind sounds like cheering
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
between a mortal and the manifestation of a god. As explained in chapter 2, the gods aren’t all-knowing, so theoretical limits do exist on the information a god might be able to pass on to a human
dramatically, then repairs itself.
4 32 A four-winged bird circles overhead.
5 33 The sun or moon appears to have four glowing wings.
6 34 Water or wind sounds like cheering