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Returning 11 results for 'some of reasons dagger veil'.
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Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Lights in the Fog
Baldur’s Gate has a couple interesting features not mentioned elsewhere in this gazetteer.
Fog. One of the reasons why pirates find Gray Harbor attractive is the thick fog that
spyglass. The fog sometimes creeps into the Upper City as well, but here it’s much too thin to veil crimes.
Green Lights. In Baldur’s Gate, lit lanterns fitted with panes of green glass are hung
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
LIGHTS IN THE FOG
Baldur’s Gate has a couple interesting features not mentioned elsewhere in this gazetteer.
Fog. One of the reasons why pirates find Gray Harbor attractive is the thick fog that
spyglass. The fog sometimes creeps into the Upper City as well, but here it’s much too thin to veil crimes.
Green Lights. In Baldur’s Gate, lit lanterns fitted with panes of green glass are hung
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to her. She’s willing to cautiously parley with characters who claim they are investigating the carnival for their own reasons. Appendix D contains additional roleplaying notes for Kettlesteam
, including voices. A creature that hears the sounds can tell they are imitations only with a successful DC 13 Wisdom (Insight) check.
Actions
Multiattack. Kettlesteam makes two Dagger attacks
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
when bribed or compelled by magic. All genies command the power of their native element, but a rare few also possess the power to grant wishes. For both these reasons, mortal mages often seek to bind
of magical capabilities, including spells. A few have even greater powers that allow them to alter their appearance or the nature of reality.
Disguises. Some genies can veil themselves in illusion
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
) migrating
10 1d4 stegosaurus† (attitude: 1d8 + 2) trying to help an additional one that is stuck in thick mud
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a
† (attitude: 1d6 + 2) reveling in a storm
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Elemental Earth
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
sunlight, the kobold has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range
tribe for several reasons. Because the kobolds’ deity remains imprisoned, most tribes lack individuals that can use divine magic, and so the scale sorcerers fill the roles of advisor and historian. In
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sometimes called the Ghostwood for two reasons. First, its proximity to the Ice Mountains leaves it constantly shrouded in cold mists. Second, undead are known to haunt the Vordrorn Forest, particularly
ranger who knows the forest pretty well and has friends among the wood elves who live there. Weathercote Forest For reasons unknown, no divination spell or scrying sensor can penetrate the dry patch of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
to the cult in pursuit of rumors that they can learn to fly, tame the wind, or shed their obesity. Whatever their reasons, they eventually succumb to the cult’s subtle indoctrination, surrendering
the end of its next turn.
Hold Breath. The initiate can hold its breath for 30 minutes.
Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to create a gap wide enough for a Small or Medium creature to slip through. Escape is risky for three reasons. First, pirates on watch atop the tower (area 6) keep an eye on the cage. Second, 1d4 + 1
without his other hand resting threateningly on the dagger in his sash. He keeps a semi-tame deinonychus (see appendix D) as a guard animal, which he controls with his magic ring. The pirates refer to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Room of Myriad Archways Each wall of this octagonal room contains a stone archway. A veil of white fog fills the room.
The fog is magical and can’t be cleared or dispelled. Archways. The archways
worth 50 gp on its own and contains a ceremonial dagger plated with electrum with an amethyst set in its pommel (worth 750 gp). Lead Chest. This worthless chest contains a Spell Scroll of Knock, which