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                        Returning 32 results for 'nobles channel refuse pdf'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    The Sewers The upper wards of Sharn use a network of chutes to funnel garbage down into the sewers. Refuse and filth is channeled into cavernous midden chambers, where it is left to rot or be
                                                
                                            
                                                
                                                     devoured by the vermin and oozes that inhabit the sewers. Smaller tunnels channel wastewater into purification centers, where magewrights use magic to cleanse the water. A special unit of the Sharn Watch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    . Perfect your skills and you may earn your place among the Deathless. Destroy those foul creatures that channel the power of Mabar, for they consume the essence of our world. The elves of Aerenal refuse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Niko  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
                                                
                                            
                                                
                                                     also included above.) Level 2: Channel Divinity You can channel divine energy directly from the Outer Planes to fuel magical effects. You start with two such effects: Divine Spark and Turn Undead, each
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     may earn your place among the Deathless. Destroy those foul creatures that channel the power of Mabar, for they consume the essence of our world. The elves of Aerenal refuse to let their greatest souls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     nobles with an extra skill: Performance +7. The students are friendly but scream loudly and try to hide if confronted by unidentified intruders. They refuse to cooperate with anyone opposed to Sythian
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     tentacles, while othersâ stalks bear crustacean-like joints. Even slight differences of coloration in hide can turn two beholders into lifelong enemies. Eye Tyrant. Some beholders manage to channel their
                                                
                                            
                                                
                                                     sometimes carves out a domain within or under a major city, commanding networks of agents that operate on their masterâs behalf. Alien Lairs. Because they refuse to share territory with others, most
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     of refuse and watch out for intruders, while providing the imperious dragon with subjects to bully and command. Some minions worship the dragon and serve willingly, but others would escape if they
                                                
                                            
                                                
                                                     creatures descend. Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot. Hoard
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     and solid waste are dumped into the water around the quarter. A large part of this area has become so clogged and befouled with refuse that the water now moves only along shallow, sluggish channels
                                                
                                            
                                                
                                                     nobles, bureaucrats, and powerful merchants, and extorting protection money from everyone else. Merchantsâ Quarter The southwest section of the Styes hosts most of the districtâs industry and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
                                                    
                                                
                                            
                                                     (â ) appear in Monsters of the Multiverse. Roll a d6 if you donât have that book. *See the appendix.  Mortuary Encounters, Tier 2 (Levels 5â10)   d10 Encounter   1 Three ghosts of long-dead nobles invite the
                                                
                                            
                                                
                                                     afterlife, wander aimlessly. The sorrowsworn ask the characters to guide them to the great beyond. If the characters refuse the sorrowsworn attack in panicked fury.  â Monsters marked with a dagger
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Hank  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill of
                                                
                                            
                                                
                                                     expended uses of this ability when you finish a Long Rest. Level 1: Spellcasting You have learned to channel the magical essence of nature to cast spells. Spell Slots. You have three level 1 spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     single step. Followers of the Eternal Flame cult surround themselves with the largest fires they can create. Their favorite tactic involves using magic to open volcanic fissures or vents and channel
                                                
                                            
                                                
                                                     with only her cunning intelligence. In her youth, she learned to dance for coin and slowly worked her way up from the wine sinks of the laborersâ districts to the elegant chambers of the cityâs nobles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    Creating Magic Items House Cannith has an enclave devoted solely to wand production. This facility is equipped with tools that amplify the Mark of Making and channel planar energies; the artisans
                                                
                                            
                                                
                                                     impressed by your techniques? Do they want to buy the item, and what will happen if you refuse? 
   2  A mishap creates a temporary manifest zone. 
   3  You need to acquire an additional rare
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     that mingle with the murmured croaking of the gathered nobles. On a dais, a flabby bullywug wearing a crown of woven lily flowers sits on an ornate throne with his legs folded under him. He has a large
                                                
                                            
                                                
                                                     Soggy Court, to return it to the hag with great haste. If the characters show hostility or refuse to join the Soggy Court, Gullop commands his guards to seize them. Captured characters are taken to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
                                                    
                                                
                                            
                                                    Bobby  Downloadable PDF Human Traits As a Human, you have these special traits. Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest. Skillful. You gain proficiency in one skill
                                                
                                            
                                                
                                                     Rage is active, you can channel primal power when you attempt certain tasks; whenever you make an ability check using one of the following skills, you can make it as a Strength check even if it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     ruined galley has buckled, and is cluttered with trash, driftwood, and other refuse washed up on the tide. To the east, the galleyâs prow juts into the channel like a jagged fang, while the west side of
                                                
                                            
                                                
                                                     apartments and storefronts rises up on either side of a channel of sluggish, tainted water. The structures down near the waterline are empty and desolate, while the ramshackle additions built over
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     any of the food or drink, refuse to join the nobles outright, or see through the illusions, Kashem reveals herself and attacks. Dust to Dust. If Kashem is slain, her body disintegrates into a pile of
                                                
                                            
                                                
                                                     brightly lit. The nobles kindly invite the characters to join the repast, insisting they rest and regale the nobles with tales of adventure. The nobles are part of an elaborate, genie-wrought illusion
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     is trapped by the terrain. A dark tarn pools under the hillâs slopes, surrounded by numerous smaller lakes. A hidden drainage channel deep underwater connects to the subterranean Black Lake, providing
                                                
                                            
                                                
                                                     complex, or that itâs possible to enter through the chimney. The orcs defending the Mountain Door refuse to negotiate for their return. The characters might disguise themselves as orcs using captured gear
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    , Kashem floats silently above the chamber, waiting for a prime opportunity to strike. If the characters consume any of the food or drink, refuse to join the nobles outright, or see through the illusions
                                                
                                            
                                                
                                                     feast in the parlor. An unseen string quartet accompanies their revelry with soothing music.
 This area is brightly lit. The nobles invite the characters to join the repast, insisting the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     versions. The multifaceted extradimensional nature of the Dran & Courtier makes it an ideal location for the Orrery of the Wanderer to channel the extraplanar magic of the Sixâs ritual. A convenient number
                                                
                                            
                                                
                                                     blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     easily moved to violence. Only those who harm his plants or his sisterâs children stir the deep-seated rage inside him. Unlike other cloud giant nobles, Thullen doesnât wear a mask to illustrate his
                                                
                                            
                                                
                                                     the constructs in area 27 to assist. If one or more characters surrender after causing harm to him or his family, he spares their lives but commands them to leave Lyn Armaal at once. If they refuse, or if they leave only to return at a later time, Thullen turns hostile and attacks them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    -dressed aristocrats and guild members come aboard (treat these guests as unarmed and unarmored nobles). Guests are expected to while away the hours dining, socializing, and gambling, all under the
                                                
                                            
                                                
                                                     money. He expects his guests to be splendidly dressed â and unarmed. Those who are caught carrying concealed weapons are advised to cast their weapons overboard. Those who refuse to do so are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . Blood hawks make excellent hunting animals. Nobles are willing to pay 25 gp per intact egg. C2. Crystal Cave This cave has a single spherical room with a radius of 15 feet. Ogrorloâs merfolk slaves
                                                
                                            
                                                
                                                     working in the cove find the bones and refuse to continue fishing in these waters. Eda Oweland offers the characters a special favor (see âSpecial Favorsâ in chapter 7 of the Dungeon Masterâs Guide) to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     ultimately betrayed by sycophantic nobles and guildmasters in Waterdeep, doesnât want a repeat of those events in Neverwinter. Thus, he levies heavy taxes against the wealthy, preventing noble
                                                
                                            
                                                
                                                     built over two hundred years ago. In its heyday, Noanarâs Hold hosted wild hunts that attracted the wealthiest nobles and merchants of the North. Some who ventured to Noanarâs Hold never returned
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     channel the water from the pool. Above the pool, a seven-foot-diameter globe of water hovers in midair.
 A character who has a passive Wisdom (Perception) score of 10 or higher notices the water symbol
                                                
                                            
                                                
                                                    , promising to fulfill their desires in exchange for servitude. Characters who refuse are pulled down into the briny depths and devoured. The aboleth is heavily obscured by the dark, slimy water while
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     nobles, Amphail is a member of the Lordsâ Alliance and enjoys the protection of Waterdeepâs city guard. The lord warder also hires adventurers from time to time to take care of pesky bandits and monsters
                                                
                                            
                                                
                                                    . They refuse to leave their woods, guarding relics and ruins of ages past, and they want nothing to do with the world beyond their borders. Arn Forest This stretch of pine trees and muskeg bogs lies on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     the stockade to drain well even in heavy rain. The fort (map 2.7) is garrisoned by Flaming Fist mercenaries. Immense wealth passes through Fort Beluarian â enough to make the nobles and merchants of
                                                
                                            
                                                
                                                     them to the great hall (area 10C). Adventurers who refuse the summons are banished from the fort. Those who agree to meet with Liara are asked to serve the Flaming Fist. For each service they perform
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
                                                
                                            
                                                
                                                     golem (see âReduced-Threat Monstersâ above). The wizard or the cleric can activate the golem by using an action and succeeding on a DC 15 Intelligence check. Clay Pits. These 3-foot-deep pits channel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the ceiling over each channel.
 A portcullis in the north wall blocks a door bearing the image of the Donjon card. On the stone arch above the portcullis, a large glyph depicts a waxing crescent
                                                
                                            
                                                
                                                     can rest here whenever and for as long as they wish. If the characters refuse to participate in Bindleâs riddle game, he flees and brings some of the dungeonâs other inhabitants (such as the talon
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     fellow bridge-dwellers. For those who consistently refuse to play well with their neighbors, the answer is often Sweetjenâs Spices, a precarious bridge-side shop whose halfling proprietor quietly sells
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     crimes 5 1d4 patriars (human nobles) and 2d8 guards 6 1d4 barkers (spies) pass out handbills for the Oasis Theater 7 1d4 commoners herding 2d8 goats and one peacock (use the vulture stat block) 8 2d6
                                                
                                            
                                                
                                                     bridge-dwellers. For those who consistently refuse to play well with their neighbors, the answer is often Sweetjenâs Spices, a precarious bridge-side shop whose halfling proprietor quietly sells some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     believe the vote was orchestrated by the Zoar family, a group of influential nobles that moved to Everlund from Waterdeep over a century ago amid some scandal. The Zoars have gained considerable
                                                
                                            
                                                
                                                     charms or refuse to leave, calling on the centaurs to aid them (which the centaurs are more than happy to do). Whenever a dryad is killed, one or more conjured animals rise up out of the ground within
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     creatures attack and attempt to eat all trespassers. Treasure. Poking through the refuse over a period of 10 minutes uncovers 312 sp, 68 gp, and 3 gems (worth 25 gp each). On and around the rangerâs
                                                
                                            
                                                
                                                     Channel Divinity: Turn Undead feature, which he can use once after each short or long rest. If he is released, he helpfully answers questions. He knows the following information: Why are you here
                                                
                                            
                                        






