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                        Returning 13 results for 'during intend are break'.
                    
                
                        
                            
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                                        during instead are breath
                                    
                                
                                    
                                        during intended are bear
                                    
                                
                                    
                                        during invent are bear
                                    
                                
                                    
                                        during instead are broad
                                    
                                
                                    
                                        during instead are bleak
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     involving assault. Individuals caught brawling by the Watch will all be arrested and judged regardless of who started the fracas, or why. (The tavern brawls that typically break out under the influence
                                                
                                            
                                                
                                                     Waterdavians. Folk assume that you wouldnât bother lugging around such equipment unless you either intend violence or expect that it might soon be visited upon you.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     are already on the scene. The overgrown cemetery sprawls beneath the eastern wall of the city. Gnarled trees and crumbling mausoleums break line of sight all around. Three humans are gathered around
                                                
                                            
                                                
                                                    , and they intend to keep it. Ghald waits and watches to see if the adventurers can be scared away. When he decides conflict is likely, he attacks without warning. This act forces the others to join the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , trouble arrives on their doorstep. If the characters make camp outside of town, this encounter occurs when the characters spot the cultist group traveling to a settlement they intend to attack. The
                                                
                                            
                                                
                                                     passage connecting the keep to the dungeon levels. Shortly after sunrise the day after you arrive in town, you hear a commotion outside. Someone shouts, âHey, stop that!â A moment later voices break into a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     water farther out bubbles and begins to foam. A thick, oily tentacle bursts forth, followed by another. Then two monstrous heads break the surface, both resembling hideous, angry baboons with wickedly
                                                
                                            
                                                
                                                     decide how they intend to escape. Escape by Land. Fleeing by land requires dodging terrified kuo-toa, and even fighting fish-folk driven to a killing frenzy against the characters for having drawn this
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                    . You could break that down still further: bards of the College of Lore could be high elves, and bards of the College of War could be wood elves. Gnomes discovered the school of illusion, so all wizards
                                                
                                            
                                                
                                                     associated with different races or cultures. You decide how flexible you want to be in allowing a player character to break these restrictions. Can a half-elf live among the elves and study their bardic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     what they intend to do or should deal with â or things that everyone âshould keep a hawkâs clear eye onâ â in the year ahead. Such talk inevitably leads to discussions of politics, wars, and the
                                                
                                            
                                                
                                                    . Marpenoth 10: Reign of Misrule Swift on the heels of Stoneshar comes the Reign of Misrule. This day honors Beshaba, goddess of misfortune. People of the city are expected to break trust, belie oaths, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     within 15 feet of the pillars, but they can move freely otherwise. The bulettes spend most of their time dozing, but they are light sleepers. A bulette can break it chain with a successful DC 20
                                                
                                            
                                                
                                                     Strength check, but the chain to the northeast (holding the trained bulette) is weaker, requiring only a successful DC 15 Strength check to break. Chasm. The chasm that bisects the room is 100 feet deep and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     how a human came into ownership of such fine dwarven tools. A few suspect treachery and might hire the characters to break into this place and make off with anything that ârightfullyâ belongs to the
                                                
                                            
                                                
                                                     does business with sailors, adventurers, and those who need âsolid goods at honest prices,â as he often says. Winston has a few maps of the marshes, and those who intend to explore that area often
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     healing. 4. Main Entry If the characters enter the hermitage through this area, they must break through the barricaded doors with a successful DC 16 Strength (Athletics) check. Adjust the read-aloud
                                                
                                            
                                                
                                                     to search for other survivors, the undead intend to drag their load of corpses back to the Pit of Hatred as a sacrifice to its foul essence. The thirteen corpses are mostly humans and half-elves
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     imp is perched on the southeast fountain. If the characters look as though they intend to cause trouble, the imp observes them quietly until they enter the bathhouse, then flies to Vanthampur Villa in
                                                
                                            
                                                
                                                     will break up. The cultists keep their treasure nearby.â (Mortlock points toward area D30.) If the characters let him go, Mortlock hides in the city until he can book passage on a ship and leave
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . The characters can break the time-freezing spell on every creature and object in the palace by destroying the cauldron with a flame tongue or frost brand weapon, or by touching the cauldron with a
                                                
                                            
                                                
                                                     research time-freezing magic, with the goal of helping the league break the spell on Ringlerun the wizard so that Kelek can obtain the wizardâs staff of power (in area P23). So far, Shon and Gray have found
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     statues, beyond which is a 5-foot-wide, 7-foot-high, mile-long tunnel that the drow intend to use as their escape route. The secret door is between the two groups â 20 feet from the drow party and 40 feet
                                                
                                            
                                                
                                                     gone. The ropes holding up the gong can be cut with two swings of a sword. If the gong is struck inside the cavern, its deep tone echoes throughout the cavern and causes a few large icicles to break away
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     items on the altar. Yusdrayl is also willing to sell the key for 50 gp. Development. If hostilities break out, reinforcements arrive in the manner described in area 19. If the characters return Calcryx
                                                
                                            
                                                
                                                     or if they are told that the characters intend to free Calcryx. The gnome is named Erky Timbers, an acolyte with 17 (5d6) hit points who knows Common, Draconic, Gnomish, and Goblin. He has the clericâs
                                                
                                            
                                        






