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                        Returning 9 results for 'divided ignore are being'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . The chest has an arcane lock spell cast on it that only Drivvin can ignore. A knock spell or similar magic opens the chest, which is otherwise impregnable. The chestâs interior is divided into
                                                
                                            
                                                
                                                     insignia scarabs of House Freth can ignore. A successful DC 25 Strength (Athletics) check is needed to force open such a door. The inner doors have no locks. When an alarm sounds outside, the occupants
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     in area P7. The latter two arm themselves and come quickly to investigate. Argus and Hamish ignore any ruckus that doesnât sound dangerous, attributing it to Juliana and Orlando and leaving the young
                                                
                                            
                                                
                                                     worried families. Disturbance. Sounds of combat or other loud, alarming noises draw the attention of Argus and Hamish in area P7, who arm themselves and come quickly to investigate. The two ignore any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
                                                
                                            
                                                
                                                     condition until initiative count 0 of the next turn or until the eye is destroyed. Tyrantâs Spiral Locations The following locations are keyed to map 15.1. This map is divided into six smaller maps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     currently being held in the dungeons beneath the ruins of Castle Never, awaiting execution. As my documancer, Walnut, is so fond of saying: Ignore Head Officeâs missives at your own peril. (She says
                                                
                                            
                                                
                                                     in a city divided â quite literally. Part of the metropolis is magnificent, with breathtaking architecture, marvelous spires, and opulent decorations. And amid that beauty is a terrible scar caused
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     into the room (see âDevelopmentâ below). Goblins in nearby caves normally ignore the sounds of growling wolves, but if the characters fight the wolves, 1d4 goblins come to investigate in 2 rounds. A
                                                
                                            
                                                
                                                    . This large cave is divided in half by a ten-foot-high escarpment. A steep, natural staircase leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     bandits joyride on riding horses stolen from a corral 
   4  2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious crimes 
   5  1d4 patriars (human nobles) and 2d8 guards 
   6  1d4
                                                
                                            
                                                
                                                     city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular family or tribe, with its own religious site, inn or tavern
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     so with a successful DC 25 Strength (Athletics) check. A knock spell or similar magic also opens the trapdoor. X22: Crypt of the Watched A large burial chamber opens before you, divided in two by a
                                                
                                            
                                                
                                                     spirits.â
 The stone caskets contain the earthly remains (dust and bones) of Xeluanâs four companions and their loved ones. Angry Wraiths. If the characters ignore the warning and enter the crypt, four
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     Whitkeep Hostel throw tomatoes at passersby who flaunt their wealth 3 1d4 bandits joyride on riding horses stolen from a corral 4 2d4 Flaming Fist guards, off-duty or headed elsewhere, ignore obvious
                                                
                                            
                                                
                                                    . Little Calimshan is built like a traditional Calishite city in miniature, with its interior divided into multiple drudachs (neighborhoods). Each drudach is walled off and inhabited by a particular
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     about the âTrouble in Red Larchâ storyline (for 1st-level characters) or the âRumors of Evilâ storyline (for characters ready to investigate the cult of Elemental Evil). Just ignore the leads and clues
                                                
                                            
                                                
                                                     are divided into pleasant suites of guest rooms, each with its own garderobe. Thereâs also a dining room on the ground floor. The Sword has one recurring problem: kitchen fires. The one-story kitchen
                                                
                                            
                                        






