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Returning 13 results for 'clanging whether relatives'.
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Basic Rules (2014)
A human in clanging plate armor holds her shield before her as she runs toward the massed goblins. An elf behind her, clad in studded leather armor, peppers the goblins with arrows loosed from his
these suggestions. First, make Strength or Dexterity your highest ability score, depending on whether you want to focus on melee weapons or on archery (or finesse weapons). Your next-highest score should
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving in Gracklstugh The Darklake District is a likely entry point to the city for the characters, whether they arrive via the water or travel one of the many tunnels leading to the district’s
.
Noise. The clanging and clacking of hammers and machinery echoes constantly throughout the city. Wisdom (Perception) checks made to listen in Gracklstugh have disadvantage.
Smoke and Haze
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Arriving in Gracklstugh The Darklake District is a likely entry point to the city for the characters, whether they arrive via the water or travel one of the many tunnels leading to the district’s
.
Noise. The clanging and clacking of hammers and machinery echoes constantly throughout the city. Wisdom (Perception) checks made to listen in Gracklstugh have disadvantage.
Smoke and Haze
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a
. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters’ passive Wisdom (Perception) scores to determine whether any of them
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
whether anyone in the party notices a secret door without actively searching for it. Characters can also find a secret door by actively searching the location where the door is hidden and succeeding on a
. A character need only look in the right place or take the right steps to reveal the door. However, you can use the characters’ passive Wisdom (Perception) scores to determine whether any of them
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Wiggan or Bertram somehow survive, they later flee to the Temple of Black Earth to report. The characters might encounter them again there. It’s up to you whether the cult leaders spare
. Jayne and Watson see the signs of corruption in retrospect. Jayne takes over as matriarch of the clan. The Nettlebees expand by inviting relatives, as well as hiring a few tough ranch hands. Treasure The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Wiggan or Bertram somehow survive, they later flee to the Temple of Black Earth to report. The characters might encounter them again there. It’s up to you whether the cult leaders spare
. Jayne and Watson see the signs of corruption in retrospect. Jayne takes over as matriarch of the clan. The Nettlebees expand by inviting relatives, as well as hiring a few tough ranch hands. Treasure The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
sahuagin is summarized by whether or not they are on alert. When the party reaches the fortress, the sahuagin are not alert. This can change quickly, though. If any of the following circumstances occur, the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
sahuagin is summarized by whether or not they are on alert. When the party reaches the fortress, the sahuagin are not alert. This can change quickly, though. If any of the following circumstances occur, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to explore other locations throughout the North. Whether the characters travel over land or by sea, use the “Random Wilderness Encounters” section in chapter 3 to stage encounters along the way. Augrek
currently hosting one of its many infamous parties, this one a welcome celebration for visiting relatives from Cormyr. Upon their arrival, the adventurers are greeted by Lord Zelraun Roaringhorn (LN male
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to explore other locations throughout the North. Whether the characters travel over land or by sea, use the “Random Wilderness Encounters” section in chapter 3 to stage encounters along the way. Augrek
currently hosting one of its many infamous parties, this one a welcome celebration for visiting relatives from Cormyr. Upon their arrival, the adventurers are greeted by Lord Zelraun Roaringhorn (LN male
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the creature that triggered the trap (+10 to hit; 1d12 + 5 slashing damage on a hit). The clanging of the axe alerts the guards in area E2, who investigate. Secret Door. A secret door is hidden
, hence the disheveled nature of some piles. A thorough search of each room requires 6 hours. Whether the characters find anything of value is up to you. E22. Display Hall Two Eternal Flame guardians
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the creature that triggered the trap (+10 to hit; 1d12 + 5 slashing damage on a hit). The clanging of the axe alerts the guards in area E2, who investigate. Secret Door. A secret door is hidden
, hence the disheveled nature of some piles. A thorough search of each room requires 6 hours. Whether the characters find anything of value is up to you. E22. Display Hall Two Eternal Flame guardians