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Returning 10 results for 'distance invent are been'.
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Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dangerous, she doesn’t build them with violence in mind. She’s particularly interested in devices for long-distance communication and inventions that mechanize the work of farm animals. Personality Trait
. “The faster I talk, think, and invent, the faster I can improve my designs.” Ideal. “Not only can I make that, I can make it better!” Bond. “Through invention, we make a more interesting world.” Flaw
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dangerous, she doesn’t build them with violence in mind. She’s particularly interested in devices for long-distance communication and inventions that mechanize the work of farm animals. Personality Trait
. “The faster I talk, think, and invent, the faster I can improve my designs.” Ideal. “Not only can I make that, I can make it better!” Bond. “Through invention, we make a more interesting world.” Flaw
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to spawn more gnolls. In this manner, gnolls replenish their ranks before wandering off in ragged bands to continue their rampage. Kill from a Distance Almost every gnoll carries a bow scavenged from
, preferably by messenger bird. Do not tell the spies of your suspicions. Invent a story, such as the search for an outlaw or some other deception.
If a spy fails to report, you must strike quickly
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to spawn more gnolls. In this manner, gnolls replenish their ranks before wandering off in ragged bands to continue their rampage. Kill from a Distance Almost every gnoll carries a bow scavenged from
, preferably by messenger bird. Do not tell the spies of your suspicions. Invent a story, such as the search for an outlaw or some other deception.
If a spy fails to report, you must strike quickly
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
happily sunning itself on the rock’s surface. Time and distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and those that exist are as likely to change as the land around
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
happily sunning itself on the rock’s surface. Time and distance in the Feywild are mutable, as is the plane’s geography. Roads are uncommon, and those that exist are as likely to change as the land around
them. Because the distance between locations is not fixed and dilations in time are commonplace, a journey that took one hour yesterday might take three days tomorrow. Feywild natives are accustomed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Roleplaying Bel Bel oversees the manufacture of weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent
bids them farewell, turns invisible, and follows them at a respectful distance. River Travel Balakros offers to lead the characters to an iron barge moored on the shore of the River Styx. An iron road
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Roleplaying Bel Bel oversees the manufacture of weapons and armor for the Blood War. Though Asmodeus has instructed Zariel to accept Bel as her advisor, Bel and Zariel loathe each other and invent
bids them farewell, turns invisible, and follows them at a respectful distance. River Travel Balakros offers to lead the characters to an iron barge moored on the shore of the River Styx. An iron road
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
beyond it. If the characters are determined to explore the other Waterclock Guild chambers, you can invent water-themed or clockwork-based denizens and traps for them to encounter. Treasure. The clock
commands the nothic to enter melee while he fights from a distance, summoning Undead defenders if the nothic falls. Jerot fears exposure more than anything else and thus fights to the death. Jerot’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
beyond it. If the characters are determined to explore the other Waterclock Guild chambers, you can invent water-themed or clockwork-based denizens and traps for them to encounter. Treasure. The clock
commands the nothic to enter melee while he fights from a distance, summoning Undead defenders if the nothic falls. Jerot fears exposure more than anything else and thus fights to the death. Jerot’s