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Returning 8 results for 'push are and his cutting'.
Other Suggestions:
path are and his cunning
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
, collapsed passages can be commonplace, cutting off formerly connected sections of the dungeon from each other. Past earthquakes might have opened chasms within a dungeon, splitting rooms and corridors to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passages extending hundreds of feet in all directions. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther
, collapsed passages can be commonplace, cutting off formerly connected sections of the dungeon from each other. Past earthquakes might have opened chasms within a dungeon, splitting rooms and corridors to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is usually
the players. Wear and Tear. If you’d like to show wear and tear caused by time or the elements, collapsed passages can be commonplace, cutting off formerly connected sections of the dungeon from each
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is usually
the players. Wear and Tear. If you’d like to show wear and tear caused by time or the elements, collapsed passages can be commonplace, cutting off formerly connected sections of the dungeon from each
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succeed on a DC 16 Dexterity saving throw or be hoisted 20 feet into the air. The creature has the restrained condition until it gets free by cutting the rope or slipping out as an action with a
immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
succeed on a DC 16 Dexterity saving throw or be hoisted 20 feet into the air. The creature has the restrained condition until it gets free by cutting the rope or slipping out as an action with a
immune to all damage. A creature can force its way through the wall, spending 4 feet of movement for each foot traveled. Creatures that push through a hedge wall must make a DC 15 Dexterity saving
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
sack of flour, a tin filled with cooking utensils, a block of salt, and a knife with a cutting board.
The kitchen contains nothing of great value. G12: Parlor This room contains a fireplace, a tattered
trapdoor in the ceiling that leads to area G12. A character at the top of the ladder can try to push open the trapdoor, doing so with a DC 15 Strength (Athletics) check; the check is made with disadvantage if the blue chair in area G12 is weighing down the trapdoor.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
sack of flour, a tin filled with cooking utensils, a block of salt, and a knife with a cutting board.
The kitchen contains nothing of great value. G12: Parlor This room contains a fireplace, a tattered
trapdoor in the ceiling that leads to area G12. A character at the top of the ladder can try to push open the trapdoor, doing so with a DC 15 Strength (Athletics) check; the check is made with disadvantage if the blue chair in area G12 is weighing down the trapdoor.