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Returning 10 results for 'continue wardens revivify'.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
land and bringing fugitives to justice. Fighters and paladins make natural Marshals, many being former soldiers who continue fighting the Last War in different venues. They often have reasonable
disasters jeopardizing the nation as a whole. Wardens are often rangers or druids, with proficiency in Nature and Perception. They might come from backgrounds as outlanders or hermits, making them more comfortable in the wilds than in cities or royal courts.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
denizens use these mounds to conceal their treasure. Two Lizardfolk Wardens hide among the reeds, watching over the mounds. The lizardfolk have the Invisible condition and are Hostile toward the characters
razor-sharp ferns. To continue, you must navigate this treacherous gully.
A character who examines the ferns can make a DC 12 Intelligence (Nature) check, identifying the plants as sword ferns
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
denizens use these mounds to conceal their treasure. Two Lizardfolk Wardens hide among the reeds, watching over the mounds. The lizardfolk have the Invisible condition and are Hostile toward the characters
razor-sharp ferns. To continue, you must navigate this treacherous gully.
A character who examines the ferns can make a DC 12 Intelligence (Nature) check, identifying the plants as sword ferns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only the destruction of the Soulmonger can free the trapped soul. Any spell that breathes life into the dead (including revivify, raise dead, resurrection, and true resurrection) automatically fails if
for the player to continue playing that character, you can have the player create a new character. A replacement character should be the same level as the rest of the party. Chult attracts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
continue north. The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on
to Undermountain in their midst. “And only when they’ve incurred the wrath of said persons themselves.”
Traffic Wardens During particularly heavy traffic and at congested areas such as the great
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
continue north. The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on
to Undermountain in their midst. “And only when they’ve incurred the wrath of said persons themselves.”
Traffic Wardens During particularly heavy traffic and at congested areas such as the great
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only the destruction of the Soulmonger can free the trapped soul. Any spell that breathes life into the dead (including revivify, raise dead, resurrection, and true resurrection) automatically fails if
for the player to continue playing that character, you can have the player create a new character. A replacement character should be the same level as the rest of the party. Chult attracts
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
working or training in other parts of the monastery. When they aren’t working, they’re resting in their quarters. At dawn and dusk, the Sacred Stone cultists (except the two door wardens in area M2) gather
stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
working or training in other parts of the monastery. When they aren’t working, they’re resting in their quarters. At dawn and dusk, the Sacred Stone cultists (except the two door wardens in area M2) gather
stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door