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Returning 18 results for 'playing about and his combined'.
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Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Playing the Game As noted above, each mascot-stacking team has two members, each of whom uses a wand. To determine which team stacks the most mascots, have each member of the team make one ability
for each team. The team with the highest combined total wins the game. For example, if one member of a team gets a total of 16 on their Dexterity (Sleight of Hand) check to expertly point their wand
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Playing the Game As noted above, each mascot-stacking team has two members, each of whom uses a wand. To determine which team stacks the most mascots, have each member of the team make one ability
for each team. The team with the highest combined total wins the game. For example, if one member of a team gets a total of 16 on their Dexterity (Sleight of Hand) check to expertly point their wand
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
playing field.
At the place where the corridor bends is a capstone that seemingly covers a hole in the floor. Etched into the top of the slab are several glyphs obscured by a layer of dust. This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
29. The Tomb of Pelota As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the
playing field.
At the place where the corridor bends is a capstone that seemingly covers a hole in the floor. Etched into the top of the slab are several glyphs obscured by a layer of dust. This
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct the distance of each part of your move
space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct the distance of each part of your move
space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square represents 5 feet.
Speed. Rather than
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explained in the Rules Glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct
foot, even if multiple things in a space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
explained in the Rules Glossary). These different modes of movement can be combined with your regular movement, or they can constitute your entire move. However you’re moving with your Speed, you deduct
foot, even if multiple things in a space count as Difficult Terrain. Playing on a Grid
If you play using a square grid and miniatures or other tokens, follow these rules.
Squares. Each square
Compendium
- Sources->Dungeons & Dragons->Divine Contention
with a combined Strength score of 15 or higher must spend an action to heft the boat aside (if they attempt this while the boneclaw is perched on the boat, they need to muster a combined Strength score
Event 13: “Ghost Tower.” The party flees from the dragon. Go to Event 11: “Exodus.” Event 8. Thunder Drums The party heads outside town to attack the priests playing the war drums. Read the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
organization (see “Renown” in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of
scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question. Sowing a rumor
Compendium
- Sources->Dungeons & Dragons->Divine Contention
with a combined Strength score of 15 or higher must spend an action to heft the boat aside (if they attempt this while the boneclaw is perched on the boat, they need to muster a combined Strength score
Event 13: “Ghost Tower.” The party flees from the dragon. Go to Event 11: “Exodus.” Event 8. Thunder Drums The party heads outside town to attack the priests playing the war drums. Read the following
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
organization (see “Renown” in chapter 1). Between adventures, a character undertakes minor tasks for the organization and socializes with its members. After pursuing these activities for a combined number of
scandal. A rumor needs to be simple, concrete, and hard to disprove. An effective rumor also has to be believable, playing off what people want to believe about the person in question. Sowing a rumor
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Connected Creatures The encounter tables in this section include a variety of monsters grouped according to themes that might flavor a giant enclave or encounter. Combined with the encounters from
)
8 2 ettins (attitude: 1d8) playing cards, with each head as an individual player in a four-player game
9 2 ogre chain brutes† (attitude: 1d4 + 1) demolishing a small structure
10 1
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Connected Creatures The encounter tables in this section include a variety of monsters grouped according to themes that might flavor a giant enclave or encounter. Combined with the encounters from
)
8 2 ettins (attitude: 1d8) playing cards, with each head as an individual player in a four-player game
9 2 ogre chain brutes† (attitude: 1d4 + 1) demolishing a small structure
10 1
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Torturer and the Royal Headsman, are crouched in the center of the room, playing knucklebones on the floor with stakes of jewelry gems scattered in front of them. The headsman has his gigantic +2 greataxe
brown-purple stone. This magic wall is like two ropers combined into one creature, giving it two bite attacks and eight tendrils that it can employ every round (though the tendrils have a range of only 20
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. History. A forgery kit combined with your knowledge of history
well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
well-crafted forgery, such as papers proclaiming you to be a noble or a writ that grants you safe passage, can lend credence to a lie. History. A forgery kit combined with your knowledge of history
well as of important events it was connected to or prominent historical figures involved with it. Insight. Playing games with someone is a good way to gain understanding of their personality, granting
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Torturer and the Royal Headsman, are crouched in the center of the room, playing knucklebones on the floor with stakes of jewelry gems scattered in front of them. The headsman has his gigantic +2 greataxe
brown-purple stone. This magic wall is like two ropers combined into one creature, giving it two bite attacks and eight tendrils that it can employ every round (though the tendrils have a range of only 20