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Returning 35 results for 'past about and his contested'.
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path about and his contests
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The floors of the alcoves are littered with the gnawed bones of past meals (mostly goblins and gricks). The deep alcoves and black pillars provide cover for the grells. As the characters move into the
room, they can spot one or both grells by succeeding on a Wisdom (Perception) check contested by the monsters’ Dexterity (Stealth) checks. The grells are hungry and eagerly pursue fleeing prey. They have no treasure.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. The floors of the alcoves are littered with the gnawed bones of past meals (mostly goblins and gricks). The deep alcoves and black pillars provide cover for the grells. As the characters move into the
room, they can spot one or both grells by succeeding on a Wisdom (Perception) check contested by the monsters’ Dexterity (Stealth) checks. The grells are hungry and eagerly pursue fleeing prey. They have no treasure.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
get into position and onto the larger creature, the smaller creature uses its action to make a Strength (Athletics) or Dexterity (Acrobatics) check contested by the target’s Dexterity (Acrobatics
wall, or grabbing and throwing it—by making a Strength (Athletics) check contested by the smaller creature’s Strength (Athletics) or Dexterity (Acrobatics) check. The smaller creature chooses which
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. Two-Weapon Fighting When you take the Attack action
size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. Two-Weapon Fighting When you take the Attack action
making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. For example, you don’t provoke an opportunity attack if an explosion hurls you out of a foe’s reach or if gravity causes you to fall past an enemy. Two-Weapon Fighting When you take the Attack action
making a grapple check instead of an attack roll: a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (Acrobatics) check (the target chooses the ability to use). You
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. For example, you don't provoke an opportunity attack if an explosion hurls you out of a foe's reach or if gravity causes you to fall past an enemy. Two-Weapon Fighting When you take the Attack action
size larger than you and must be within your reach. Using at least one free hand, you try to seize the target by making a grapple check instead of an attack roll: a Strength (Athletics) check contested
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appearances to the contrary. Characters hoping to sneak past them must succeed on Dexterity (Stealth) checks contested by the bears’ passive Wisdom (Perception) score of 13. On their first turn, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
appearances to the contrary. Characters hoping to sneak past them must succeed on Dexterity (Stealth) checks contested by the bears’ passive Wisdom (Perception) score of 13. On their first turn, the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
characters a chance to succeed.
It’s okay if the characters circumvent combat and talk their way past castle defenders. Both the Cragmaw tribe and the Redbrands work for the Black Spider, so the goblinoids
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
characters a chance to succeed.
It’s okay if the characters circumvent combat and talk their way past castle defenders. Both the Cragmaw tribe and the Redbrands work for the Black Spider, so the goblinoids
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
-high cave.
Blood. Bloodstains on the floor hint at violent skirmishes that took place here in the past.
Descending Tunnel. A tunnel to the west slopes steeply downward to level 4, area 1.
House
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
characters can make a DC 13 group Dexterity (Stealth) check to slip past the stirges without disturbing them. If the group check succeeds, the stirges ignore the party. Otherwise, the stirges descend and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
purse off another person or slip something out of another person's pocket. Stealth Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without
hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can't hide from a creature that can see you clearly, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Dangerous Paths These caverns stand between the drow and goblinoid settlements on this level. 17a. Contested Cavern Guards. Eleven hobgoblins and a hobgoblin captain are stationed in this 20-foot
-high cave.
Blood. Bloodstains on the floor hint at violent skirmishes that took place here in the past.
Descending Tunnel. A tunnel to the west slopes steeply downward to level 4, area 1.
House
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
purse off another person or slip something out of another person’s pocket. Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away
a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
contested by the merrow’s Strength check. If the merrow wins the contest, the vessel capsizes. Stirges These stirges cling to the ceiling like bats. If the party is aware of the stirges, the
characters can make a DC 13 group Dexterity (Stealth) check to slip past the stirges without disturbing them. If the group check succeeds, the stirges ignore the party. Otherwise, the stirges descend and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
purse off another person or slip something out of another person's pocket. Stealth Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without
hiding, that check's total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence.
You can't hide from a creature that can see you clearly, and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
purse off another person or slip something out of another person’s pocket. Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away
a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. Treasure. Each orc carries a sack of
spotted, they attempt to take out anyone on watch or creep into the camp to attack sleeping characters. If an orc party moves past the characters unchallenged or fights its way through, the survivors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sense to hide the Stone of Golorr elsewhere and hopes to use it as leverage to gain his freedom as well as forgiveness for past crimes. Shortly after Fenerus’s arrest, drow agents of Bregan D’aerthe
with a successful Wisdom (Insight) check contested by Jarlaxle’s Charisma (Deception) check. If the characters somehow penetrate Jarlaxle’s disguise, he smiles and offers them 10,000 gp if they
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Doing so can let them try to bluff their way past sentries in the dungeon, using Charisma (Deception) checks contested by the orcs’ Wisdom (Insight) checks. Treasure. Each orc carries a sack of
spotted, they attempt to take out anyone on watch or creep into the camp to attack sleeping characters. If an orc party moves past the characters unchallenged or fights its way through, the survivors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
sense to hide the Stone of Golorr elsewhere and hopes to use it as leverage to gain his freedom as well as forgiveness for past crimes. Shortly after Fenerus’s arrest, drow agents of Bregan D’aerthe
with a successful Wisdom (Insight) check contested by Jarlaxle’s Charisma (Deception) check. If the characters somehow penetrate Jarlaxle’s disguise, he smiles and offers them 10,000 gp if they
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
removing the garbage and burying the excrement. Darz has also buried his shady past; he was a member of a thieves’ guild in Waterdeep who was caught and imprisoned for his many crimes. After his release from
(Deception) check contested by Urlam’s Wisdom (Insight) check. T10. Northshield House Northshield House is a fine local inn — stately, clean, and quiet. The proprietor, Urgala Meltimer (see appendix D
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
removing the garbage and burying the excrement. Darz has also buried his shady past; he was a member of a thieves’ guild in Waterdeep who was caught and imprisoned for his many crimes. After his release from
(Deception) check contested by Urlam’s Wisdom (Insight) check. T10. Northshield House Northshield House is a fine local inn — stately, clean, and quiet. The proprietor, Urgala Meltimer (see appendix D
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, let us proceed together to the vaults.”
Rizwin leads the wedding party through the double doors to the north, through the corridor leading past the barracks where dwarf guards can be seen lounging
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, let us proceed together to the vaults.”
Rizwin leads the wedding party through the double doors to the north, through the corridor leading past the barracks where dwarf guards can be seen lounging
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
exclusively and never walk along the cart track past area 5. 5. Haunted Forge This was the dwarves’ forge and workshop. Many of the miners retreated here when Tinder attacked, but the dragon
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’ Charisma (Deception) checks to see through the ruse. If additional characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Deception) check contested by the guards’ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
they bite instead of gore). These bulettes are sleeping if Rorgrin isn’t present. A character can sneak past the sleeping bulettes by succeeding on a DC 11 Dexterity (Stealth) check. The bulettes awaken
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(Deception) check contested by the guards’ Wisdom (Insight) checks; if all the characters succeed, the guards are fooled and allow them to pass. If combat erupts here, two earth elementals burst up
they bite instead of gore). These bulettes are sleeping if Rorgrin isn’t present. A character can sneak past the sleeping bulettes by succeeding on a DC 11 Dexterity (Stealth) check. The bulettes awaken
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
continues south a short distance past the ruin before ending in an overgrown field.
The thicket east of this ruin is crawling with eight twig blights. Any disturbance in the ruined farmhouse (for
) check contested by the blights’ Dexterity (Stealth) check to avoid being surprised by them. Developments Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
exclusively and never walk along the cart track past area 5. 5. Haunted Forge This was the dwarves’ forge and workshop. Many of the miners retreated here when Tinder attacked, but the dragon
judgments. Whenever one of these precepts is broken, Tinder can make a Wisdom (Perception) check contested by the characters’ Charisma (Deception) checks to see through the ruse. If additional characters
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
continues south a short distance past the ruin before ending in an overgrown field.
The thicket east of this ruin is crawling with eight twig blights. Any disturbance in the ruined farmhouse (for
) check contested by the blights’ Dexterity (Stealth) check to avoid being surprised by them. Developments Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with other Uthgardt over contested territory. Fireshear Long ago, a meteor strike blasted a crater in the frozen tundra near the coast of the Trackless Sea, shearing away tons of rock and exposing rich
past few weeks helping farmers and other locals flee the vale. She doesn’t know why the normally reclusive giants are suddenly out to destroy everything. If the characters ask Silixia where the stone