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Returning 6 results for 'packed are and his combine'.
Other Suggestions:
pack are and his commune
passed are and his commune
passed are and his combine
passed are and his combined
pack are and his combine
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
middle of the room has ten financial ledgers packed into a locked side drawer. The keys for the desk and the cabinets are in the warden’s possession. A character with thieves’ tools can use an action
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
middle of the room has ten financial ledgers packed into a locked side drawer. The keys for the desk and the cabinets are in the warden’s possession. A character with thieves’ tools can use an action
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
middle of the room has ten financial ledgers packed into a locked side drawer. The keys for the desk and the cabinets are in the warden’s possession. A character with thieves’ tools can use an action
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
skill can identify the tinctures and combine them into an ingested poison. A creature that ingests the poison must make a DC 13 Constitution saving throw. On a failed saving throw, it takes 10 (3d6
middle of the room has ten financial ledgers packed into a locked side drawer. The keys for the desk and the cabinets are in the warden’s possession. A character with thieves’ tools can use an action
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
have invaded ancient dwarven vaults and throne halls and turned these chambers into their lairs. Frost Hills The southernmost spur of the Spine of the World, the Frost Hills combine with the Evermoors
protection of the Order of the Gauntlet. High stone walls enclose a keep and a densely packed village that includes three small temples (dedicated to Helm, Torm, and Tyr), a blacksmith, a leatherworker
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
have invaded ancient dwarven vaults and throne halls and turned these chambers into their lairs. Frost Hills The southernmost spur of the Spine of the World, the Frost Hills combine with the Evermoors
protection of the Order of the Gauntlet. High stone walls enclose a keep and a densely packed village that includes three small temples (dedicated to Helm, Torm, and Tyr), a blacksmith, a leatherworker