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Returning 35 results for 'clings working ranger'.
Other Suggestions:
clings workings ranger
clans working ranges
clings warping ranger
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
agent of the house even if you don’t carry the Mark of Finding, working as a bounty hunter or a clever investigator. But there are other paths you could follow. The Gatekeeper druids of the Shadow
Marches have defended Eberron from aberrations and the daelkyr for thousands of years. As a druid, ranger, or barbarian, you could be a Gatekeeper initiate pursuing a quest in the wider world. The Cults of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Tharashk operations. As an orc, you could be a Ghaash’kala paladin seeking to protect the innocent from evil. You might be a Gatekeeper druid or ranger hunting aberrations working to prevent the return of
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
agent of the house even if you don’t carry the Mark of Finding, working as a bounty hunter or a clever investigator. But there are other paths you could follow. The Gatekeeper druids of the Shadow
Marches have defended Eberron from aberrations and the daelkyr for thousands of years. As a druid, ranger, or barbarian, you could be a Gatekeeper initiate pursuing a quest in the wider world. The Cults of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R1-R8) The following locations are keyed to map 2.12. R1. Pier Ships dock here to offload prisoners and supplies. R2. Elevator A sturdy wooden scaffold clings to the 160-foot
commutations. R8. Kitchen and Side Rooms Six cooks (noncombatants) take shifts here, working in pairs to produce meals for the prisoners and staff. The kitchen contains everything one would expect to see
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R1-R8) The following locations are keyed to map 2.12. R1. Pier Ships dock here to offload prisoners and supplies. R2. Elevator A sturdy wooden scaffold clings to the 160-foot
commutations. R8. Kitchen and Side Rooms Six cooks (noncombatants) take shifts here, working in pairs to produce meals for the prisoners and staff. The kitchen contains everything one would expect to see
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
a former mercenary now seeking adventure. You could be working as an emissary for one of the Ghaal’dar tribes, or even Lhesh Haruuc himself. Or you could have been driven from your tribe by the
even to the artificers of House Cannith, and they are experts in the working of adamantine and other exotic metals. Anyone who takes goblinoids for granted should be surprised by the skills of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
a former mercenary now seeking adventure. You could be working as an emissary for one of the Ghaal’dar tribes, or even Lhesh Haruuc himself. Or you could have been driven from your tribe by the
even to the artificers of House Cannith, and they are experts in the working of adamantine and other exotic metals. Anyone who takes goblinoids for granted should be surprised by the skills of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
items, it’s using factories; while your artificer is the equivalent of the tinkerer working in the garage. You can create magic items, and you can potentially create items that House Cannith can’t
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
items, it’s using factories; while your artificer is the equivalent of the tinkerer working in the garage. You can create magic items, and you can potentially create items that House Cannith can’t
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
long before being sent here, and he believes something of magical value might be hidden in the region. He wants to find it swiftly, return to his people, and continue working toward joining the Mages
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
confines of the Black Cabin, where Macreadus can observe the results. Once he sees the device working as intended, his spirit departs to the afterlife. Dying in the Black Cabin If a creature with an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
confines of the Black Cabin, where Macreadus can observe the results. Once he sees the device working as intended, his spirit departs to the afterlife. Dying in the Black Cabin If a creature with an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
young ranger who has recently returned from a three-year journey to explore the North. He came back with a wife, the sorceress Ylienna of Silverymoon, and has begun to take on more of his father’s
seem to live like bears, near Hartsvale they act more like orcs. Thankfully the brutes are still too stupid for such complex tasks as working metal, but from what I heard in my time in the vale their
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cove. This time is halved if a character is proficient with water vehicles or is a ranger whose favored terrain is the coast. A few rotten wooden buildings abandoned by smugglers line this cove
long before being sent here, and he believes something of magical value might be hidden in the region. He wants to find it swiftly, return to his people, and continue working toward joining the Mages
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
young ranger who has recently returned from a three-year journey to explore the North. He came back with a wife, the sorceress Ylienna of Silverymoon, and has begun to take on more of his father’s
seem to live like bears, near Hartsvale they act more like orcs. Thankfully the brutes are still too stupid for such complex tasks as working metal, but from what I heard in my time in the vale their
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, Gibbeth, and Hadar—resemble stars and embody the essence of evil. Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property
can’t take reactions until the end of the neogi’s next turn, as a spectral tentacle clings to the target.
Spellcasting. The neogi casts one of the following spells, using Charisma as the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
floor is covered with decaying vegetation. Three small mushroom-folk are working amid the filth. In the southwest corner of the cave, a bulbous object the size of a cart clings to the wall and
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
floor is covered with decaying vegetation. Three small mushroom-folk are working amid the filth. In the southwest corner of the cave, a bulbous object the size of a cart clings to the wall and
leads up ten feet to a higher cave area in the north. Water burbles down from that upper cave and collects in a large pool. Two small mushroom-like people are working amid the mushrooms near the pond
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
, Gibbeth, and Hadar—resemble stars and embody the essence of evil. Only the malevolent or the desperate do business with neogi. I generally advise against working with beings who view you as property
can’t take reactions until the end of the neogi’s next turn, as a spectral tentacle clings to the target.
Spellcasting. The neogi casts one of the following spells, using Charisma as the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
6. Annam’s Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
with a torch. Multiple characters working together to remove the ice shorten the time proportionately. Characters who search the temple for secret doors and succeed on a DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
6. Annam’s Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
with a torch. Multiple characters working together to remove the ice shorten the time proportionately. Characters who search the temple for secret doors and succeed on a DC 20 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
ranger. The vampire has long been imprisoned within a magical iron coffin mounted atop animated golem legs (an early Kwalish design), forced to atone for his evil deeds by working for the Cartophile
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
northeast corner of the room and in alcoves to the south. These containers once held food and water for miners, but they are ancient and fall apart if disturbed. Development When they aren’t working here, the
prisoner pens (area 23), in hopes of freeing the human, dwarf, and gnome workers in those areas. Their path takes them through area 18. A few minutes after the workers in this room stop working, other
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
northeast corner of the room and in alcoves to the south. These containers once held food and water for miners, but they are ancient and fall apart if disturbed. Development When they aren’t working here, the
prisoner pens (area 23), in hopes of freeing the human, dwarf, and gnome workers in those areas. Their path takes them through area 18. A few minutes after the workers in this room stop working, other
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, modify the descriptions of these locations as needed to account for this change. Palace of Heart’s Desire, lower View Player Version P1. Front Gate Ivy clings to a set of silvery gates embedded in the
flowers found in the palace garden (area P2). A single character needs 1 hour to pick the flowers and fashion the lei, but multiple characters working together can reduce the time proportionately. The
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, modify the descriptions of these locations as needed to account for this change. Palace of Heart’s Desire, lower View Player Version P1. Front Gate Ivy clings to a set of silvery gates embedded in the
flowers found in the palace garden (area P2). A single character needs 1 hour to pick the flowers and fashion the lei, but multiple characters working together can reduce the time proportionately. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leading down to the cellars. The Helm at Highsun is where locals relax, gossip, flirt, tell jests and “war stories” of their working days, and get drunk. It’s not a place for refined dining. A dozen
clock. Key NPCs. The burly Thorsk Thelorn and the taller but thinner Asdan Thelorn (both male Illuskan human commoners) are the bosses here. They are fair, hard-working men who pay well to keep good
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leading down to the cellars. The Helm at Highsun is where locals relax, gossip, flirt, tell jests and “war stories” of their working days, and get drunk. It’s not a place for refined dining. A dozen
clock. Key NPCs. The burly Thorsk Thelorn and the taller but thinner Asdan Thelorn (both male Illuskan human commoners) are the bosses here. They are fair, hard-working men who pay well to keep good
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a natural cavern under Oztocan. Torches light the tunnel at 10-foot intervals. When the characters reach the cavern, read the following: Dampness hangs in the air, and fungus clings to the walls of
character can remove a barricade in 30 minutes. Multiple characters working together can reduce this time proportionately. X6: Forgotten Garden A haze of spores fills this large room, three corners of which
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a natural cavern under Oztocan. Torches light the tunnel at 10-foot intervals. When the characters reach the cavern, read the following: Dampness hangs in the air, and fungus clings to the walls of
character can remove a barricade in 30 minutes. Multiple characters working together can reduce this time proportionately. X6: Forgotten Garden A haze of spores fills this large room, three corners of which
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
: Elevator A sturdy wooden scaffold clings to the 160-foot-high cliff separating the prison from the dock. Looming above the scaffolding is a wooden crane that is controlled from area R3. The crane raises
job. He has no tolerance for unrepentant criminals and often votes no on commutations. R8: Kitchen and Side Rooms Six cooks (neutral, human commoners) take shifts here, working in pairs to produce
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
: Elevator A sturdy wooden scaffold clings to the 160-foot-high cliff separating the prison from the dock. Looming above the scaffolding is a wooden crane that is controlled from area R3. The crane raises
job. He has no tolerance for unrepentant criminals and often votes no on commutations. R8: Kitchen and Side Rooms Six cooks (neutral, human commoners) take shifts here, working in pairs to produce
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
: Elevator A sturdy wooden scaffold clings to the 160-foot-high cliff separating the prison from the dock. Looming above the scaffolding is a wooden crane that is controlled from area R3. The crane raises
job. He has no tolerance for unrepentant criminals and often votes no on commutations. R8: Kitchen and Side Rooms Six cooks (neutral, human commoners) take shifts here, working in pairs to produce