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Returning 8 results for 'clanging warned rolling'.
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Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The ogres are too stupid to surrender or flee; they fight to the death, wielding giant rolling pins that are treated as greatclubs. Archways in the north wall lead to storerooms with wooden shelves
clanging of metal and see ripples of heat throughout this brightly lit area. Those who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. The ogres are too stupid to surrender or flee; they fight to the death, wielding giant rolling pins that are treated as greatclubs. Archways in the north wall lead to storerooms with wooden shelves
clanging of metal and see ripples of heat throughout this brightly lit area. Those who linger here are susceptible to the effects of extreme heat (see the “Wilderness Survival” section in chapter 5 of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
poses suggesting shock, fear, or agony.
If this is the first of the elemental temples the characters explore, Marlos Urnrayle (see chapter 7) is here. Visions have warned the medusa of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
poses suggesting shock, fear, or agony.
If this is the first of the elemental temples the characters explore, Marlos Urnrayle (see chapter 7) is here. Visions have warned the medusa of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
area X19, clapping weakly at the speech. Floating next to Nar’l is his grell bodyguard. If Xanathar has been warned that the characters are near, it wraps up its speech and grants them an audience; see
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
area X19, clapping weakly at the speech. Floating next to Nar’l is his grell bodyguard. If Xanathar has been warned that the characters are near, it wraps up its speech and grants them an audience; see
radiation found in the Underdark. A creature that ends its turn in the room must succeed on a DC 13 Constitution saving throw or suffer a random form of short-term madness, determined by rolling on the