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Returning 9 results for 'more severely with only about from for level'.
Other Suggestions:
more several with only about from for level
more severed with only about from for level
more securely with only about from for level
Backgrounds
Sword Coast Adventurer's Guide
nature.
The Lords’ Alliance: On one level, the agents of the Lords’ Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction
and seek to destroy.
d6
Flaw
1
I judge others harshly, and myself even more severely.
2
I put too much trust in those who wield power within my temple’s hierarchy
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
most severely damaged part of the fort. The middle tower consists of two crumbling floors with arrow slits, accessed by spiral staircases from the ground level. The upper level of the tower has been
severely damaged, with only old wooden planks and a rickety ladder allowing movement between the two floors. The top level of the fort overhangs the tower. Large portions of the floor are missing
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Aphelion’s Errands, Level 3 When the characters arrive on this level, Aphelion contacts them for one final errand. As the characters exit the drop tube, the supercomputer’s visage appears on a screen
outside the tube and speaks to them in Common: “Greetings, explorers! Welcome to the garden deck. As you might have noticed, the drop tubes can go no farther. Luckily for us, a path to the level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature or a moon-size monster The Damage Severity and Level table is a guide to how deadly these damage amounts are for characters of different levels. Cross-reference a character’s level with the damage
being dealt to gauge the severity of the damage. Damage Severity and Level Character Levels Nuisance Deadly 1–4 5 (1d10) 11 (2d10) 5–10 11 (2d10) 22 (4d10) 11–16 22 (4d10) 55 (10d10) 17–20 55
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to cause a setback rarely poses a risk of death to characters of the level shown, but a severely weakened character might be laid low by this damage. In contrast, dangerous damage values pose a
Severity and Level table is a guide to how deadly these damage numbers are for characters of various levels. Cross-reference a character’s level with the damage being dealt to gauge the severity of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
For each hour the party spends on this level, roll a d6. On a roll of 1, the characters encounter 1d4 + 1 cultists led by a cult fanatic looking for sacrifices. Each cult member wears a gold mask of
stone pathway cuts through the bile.
Six dwarves with white hair and gray skin use severely corroded pickaxes to excavate an inflamed section of the wall. The chamber gurgles in agitation.
Six
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mariners. The clerics and the surviving guards would be severely punished (perhaps by death) if they left. Therefore, they have resolved to capture or kill anyone coming to the island. If any of the
with anyone. These low-level clerks and helpers survived the battle and the burning of the abbey by hiding in the cellars. Although the heat, smoke, and lack of fresh air might have killed the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in the middle of a dark ceremony to raise the risk and the stakes. None of the cult members are dangerous to a party of the characters’ level (see area T5 for statistics). But the presence of a
oppressive hallway reeks of mildew and rotting fish. The walls are severely stained, and the ceiling sags where pockets of water and fungus weigh it down. The sounds of creaking wood and dripping water
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Entrance Level The following locations are identified on map 6.5. 1. Entry Passage The floor here is polished obsidian, and great wall hangings can be seen by the characters as soon
bronze horn to warn the hall (see area 2). The giant has four rocks for throwing. If the characters are returning after severely defeating the giants, a ballista (from the arsenal at 10A) will be set up






