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Returning 35 results for 'clothing waste rules'.
Other Suggestions:
clothing write rules
clothing water rolls
clothing water rules
clothing water rune
clothing waist rules
Species
Spelljammer: Adventures in Space
consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough to
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
Backgrounds
Sword Coast Adventurer's Guide
trinket
4
An article of clothing
5
A piece of jewelry
6
An arcane book or formulary
7
A written story, song, poem, or secret
8
A tattoo or other body marking
with me to pursue my destiny.
d6
Flaw
1
The tyrant who rules my land will stop at nothing to see me killed.
2
I’m convinced of the significance of my destiny, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
clothing are stationed on the roof of each tower. R10. Armory This room contains wooden racks and chests filled with nonmagical weaponry. The inventory includes twenty halberds, fifteen longswords, fifteen
prison has stockpiled enough necessities to continue operations for six months. R14. Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, guards order prisoners
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
. They consume food by osmosis, the way an amoeba does, and excrete waste through tiny pores. They breathe by absorbing oxygen through another set of pores, and their limbs are strong and flexible enough
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that constrict
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
clothing are stationed on the roof of each tower. R10. Armory This room contains wooden racks and chests filled with nonmagical weaponry. The inventory includes twenty halberds, fifteen longswords, fifteen
prison has stockpiled enough necessities to continue operations for six months. R14. Privy This room contains a dozen wooden waste buckets. Once per day, usually in the morning, guards order prisoners
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
2 Why waste time and energy murdering weaker creatures when I can make them entertain me instead?
3 My children, whether born to me or chosen by me, are treasures.
4 Nothing is
peoples can accomplish with the proper guidance.
Blue Dragon Ideals d6 Ideal
1 Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)
2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a successful DC 25 Strength (Athletics) check or a knock spell. The cells contain no furnishings other than waste buckets. The middle cell on the east side of the hall holds three goblins abducted
wish spell over a century ago. The statue stands atop a 2-foot-high, 5-foot-wide stone cylinder engraved with the following words in Common: “Follow the rules. Obey your instructors. Don’t be this guy.”
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
.
2 Why waste time and energy murdering weaker creatures when I can make them entertain me instead?
3 My children, whether born to me or chosen by me, are treasures.
4 Nothing is
peoples can accomplish with the proper guidance.
Blue Dragon Ideals d6 Ideal
1 Order. Life is best when everyone is part of a hierarchy and rules are clear and consistent. (Lawful)
2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a successful DC 25 Strength (Athletics) check or a knock spell. The cells contain no furnishings other than waste buckets. The middle cell on the east side of the hall holds three goblins abducted
wish spell over a century ago. The statue stands atop a 2-foot-high, 5-foot-wide stone cylinder engraved with the following words in Common: “Follow the rules. Obey your instructors. Don’t be this guy.”
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
, the drow Sarith Kzekarit knows the following: A gray ooze lives in the pool. It’s harmless, feeding off waste unless disturbed. A supply patrol from Menzoberranzan is a few days overdue, which is unusual.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
, the drow Sarith Kzekarit knows the following: A gray ooze lives in the pool. It’s harmless, feeding off waste unless disturbed. A supply patrol from Menzoberranzan is a few days overdue, which is unusual.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a character’s clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
by the same rules and obey the same social conventions as mortals. Devils have no problem appearing and acting in whatever manner they need to achieve their end goal — usually a contract for services
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, speaking in measured sentences or noticing pleasant details about the environment or a character’s clothing. Patience. Devils are rarely in a rush to make a deal or sign a contract. As masters of the
by the same rules and obey the same social conventions as mortals. Devils have no problem appearing and acting in whatever manner they need to achieve their end goal — usually a contract for services
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway
turn after a number of rounds equal to the character’s Constitution modifier unless the character breaks free from the otyugh’s grasp before then. See the suffocating rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway
her turn after a number of rounds equal to the character’s Constitution modifier unless the character breaks free from the otyugh’s grasp before then. See the suffocation rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway
turn after a number of rounds equal to the character’s Constitution modifier unless the character breaks free from the otyugh’s grasp before then. See the suffocating rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway
her turn after a number of rounds equal to the character’s Constitution modifier unless the character breaks free from the otyugh’s grasp before then. See the suffocation rules in the Player’s Handbook.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
armoire holds fine clothing and a wooden jewelry box containing a pair of matching gold bracelets (250 gp each), a gold-and-pearl necklace (1,250 gp), and the key to the strongbox in area 10b. 10b
whenever she leaves their suite, fearing that she will come to harm without his protection. He lives in constant fear that adventurers might invade Shadowdusk Hold and lay waste to it. Prolonged exposure
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noticeably substandard quality. Anyone who walks around in fancy clothing, brightly colored accessories, flashy jewelry, or with expensive weapons or armor on display is bound to attract unwanted attention
from some form of debilitating condition brought on by the poisonous waste flowing and billowing out of the Alchemists’ Quarter, or from the polluted water of the river and harbor. The adventurers are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
armoire holds fine clothing and a wooden jewelry box containing a pair of matching gold bracelets (250 gp each), a gold-and-pearl necklace (1,250 gp), and the key to the strongbox in area 10b. 10b
whenever she leaves their suite, fearing that she will come to harm without his protection. He lives in constant fear that adventurers might invade Shadowdusk Hold and lay waste to it. Prolonged exposure
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don’t hear them (see “Surprise” in the Basic Rules). If the ruffians fight in
potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don’t hear them (see “Surprise” in the Basic Rules). If the ruffians fight in
potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tangles of colorful yarn. Several fuzzy, kitten-sized blue caterpillars drowse on her, nestled in her clothing and hair. The gnome peers up and says, “Welcome! I am Madam Kulp. Are you here to play
harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready. Running the Challenge Once the characters have
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tangles of colorful yarn. Several fuzzy, kitten-sized blue caterpillars drowse on her, nestled in her clothing and hair. The gnome peers up and says, “Welcome! I am Madam Kulp. Are you here to play
harmed—Madam Kulp is adamant about the caterpillars’ safety. If the characters agree to these rules, they may descend into the maze when they are ready. Running the Challenge Once the characters have
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and while they have their quirks and charms, they are mostly what you might expect: fishing villages at the edge of frigid waters in a frozen waste. Certainly, there is trade to be done, coin to be
Reghed move to keep up with the herds of reindeer they depend on for food and clothing. The Dwarves Dwarves still live in the mines of Kelvin’s Cairn, but in fewer numbers than they once did, and with
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
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
in the Sky Dock atop Spelljammer Academy. Scudding clouds fill the sky above you.
Simulator Rules Each simulation chamber channels powerful illusion magic that adheres to the following rules: Just
, curiosities, and devices of unknown purpose.
Mister Blip wears a smart-looking leather apron with a score of tools of various purpose tucked into tiny leather loops. The only other article of clothing
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
) dropped in the middle of some exotic land. There aren’t rules for determining when a shipwreck happens; it happens when you want or need it to happen.
Even the strongest seafaring ship can founder in a
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Bludgeoning damage.
Rules for detecting and escaping the trap are as follows:
Detecting the Trap. The pit is poorly camouflaged. A character who examines the trapped area easily discovers the pit
in the text, err on the side of leniency and fun. Whenever you think a rule might be necessary, see the D&D Beyond Basic Rules.
Repeat this process for the other areas in this cave, modifying it
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
in the Sky Dock atop Spelljammer Academy. Scudding clouds fill the sky above you.
Simulator Rules Each simulation chamber channels powerful illusion magic that adheres to the following rules: Just
, curiosities, and devices of unknown purpose.
Mister Blip wears a smart-looking leather apron with a score of tools of various purpose tucked into tiny leather loops. The only other article of clothing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, and while they have their quirks and charms, they are mostly what you might expect: fishing villages at the edge of frigid waters in a frozen waste. Certainly, there is trade to be done, coin to be
Reghed move to keep up with the herds of reindeer they depend on for food and clothing. The Dwarves Dwarves still live in the mines of Kelvin’s Cairn, but in fewer numbers than they once did, and with
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Wilderness Survival The following rules come into play as the characters explore Ten-Towns and embark on adventures to the icy, windy, hellishly cold reaches of Icewind Dale. Avalanches The following
rules can be used for rockslides as well as avalanches. An avalanche is a mass of snow and debris falling rapidly down a mountainside. A typical avalanche is 300 feet wide, 150 feet long, and 30 feet