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Returning 5 results for 'spinning command'.
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shining command
stinking command
spinning common
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singing command
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spin Cycle Trap The first time a creature enters any of the chambers on the Command Deck, a trap activates, causing the ship to rapidly spin end over end for 1 minute. When the ship starts to spin
, have each character roll initiative. Effect. On initiative count 20, each character aboard the spinning ship must make a DC 15 Dexterity saving throw. On a failed save, the character takes 7 (2d6
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Domains of Delight Much of the Feywild is governed by powerful Fey called archfey. The area under a particular archfey’s command—called a Domain of Delight—reflects the character and desires of its
emotional state of their rulers. The following sections describe a handful of the best-known Domains of Delight. Fablerise The domain of a story-spinning spider archfey named Yarnspinner, Fablerise is a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
won by spinning the fortune’s wheel in area F7. If the characters take the apparatus for a joyride, two mezzoloth bouncers arrive in 3 rounds and demand the characters vacate the apparatus or be
experience: an exciting game of chance where fortunes are won or lost. The fortune’s wheel consists of three concentric spinning wheels and measures 10 feet in diameter. It occupies its own roped-off
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
won by spinning the fortune’s wheel in area F7. If the characters take the apparatus for a joyride, two mezzoloth bouncers arrive in 3 rounds and demand the characters vacate the apparatus or be
experience: an exciting game of chance where fortunes are won or lost. The fortune’s wheel consists of three concentric spinning wheels and measures 10 feet in diameter. It occupies its own roped-off
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Dexterity (Acrobatics) check. Swing from ropes through a spinning wheel of maces, requiring a successful DC 12 Dexterity saving throw. Climb a slippery pole and ring a gong at the top, requiring a
circular main hall leading to three magical simulation chambers. Each simulation chamber is a large circular space with a domed ceiling and arcane runes carved into its stonework. Using preset command