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Returning 26 results for 'starting closed'.
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Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
closed. Abjuration Savant Beginning when you select this school at 2nd level, the gold and time you must spend to copy an abjuration spell into your spellbook is halved. Arcane Ward Starting at 2nd
Ward Starting at 6th level, when a creature that you can see within 30 feet of you takes damage, you can use your reaction to cause your Arcane Ward to absorb that damage. If this damage reduces the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ten-Towns Quests This chapter presents two starting quests (“Cold-Hearted Killer” and “Nature Spirits”) that the characters can get at the start of the adventure, regardless of which town serves as
their starting point. Every town has its own quest as well, as noted in the Starting Town table. Once you choose a starting quest, the other starting quests go unused. “Cold-Hearted Killer” has the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Volo’s Quest The Yawning Portal serves as the default starting point for this story. One of the first people the adventurers meet there is Volothamp Geddarm. He has just returned from a tour
tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ten-Towns Quests This chapter presents two starting quests (“Cold-Hearted Killer” and “Nature Spirits”) that the characters can get at the start of the adventure, regardless of which town serves as
their starting point. Every town has its own quest as well, as noted in the Starting Town table. Once you choose a starting quest, the other starting quests go unused. “Cold-Hearted Killer” has the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Volo’s Quest The Yawning Portal serves as the default starting point for this story. One of the first people the adventurers meet there is Volothamp Geddarm. He has just returned from a tour
tavern has been closed for years, and the residence is haunted by a poltergeist that the characters can lay to rest.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to billow impressively in a breeze.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
navigator’s tools, you can roll a d4 and add the number rolled to the ability check. Storm’s Boon. You have resistance to lightning damage. Headwinds. You know the gust cantrip. Starting at 3rd level, you
harmless sensory effect using air, such as causing leaves to rustle, wind to slam shutters closed, or your clothing to billow impressively in a breeze.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
large pane of gray glass is drawn closed across an opening above the counter. A sign mounted above the window reads, “Wondrous Wares & Fair Fares!”
The balloon is not made of fabric, but rather appears
:
Very good thimble (fingertip not included)
Mug of Bumble Beer (has a nice sting to it)
Duskmallow pie (with decorative bite marks)
Bundle of dry wood (great for starting fires)
Ink portraits
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
large pane of gray glass is drawn closed across an opening above the counter. A sign mounted above the window reads, “Wondrous Wares & Fair Fares!”
The balloon is not made of fabric, but rather appears
:
Very good thimble (fingertip not included)
Mug of Bumble Beer (has a nice sting to it)
Duskmallow pie (with decorative bite marks)
Bundle of dry wood (great for starting fires)
Ink portraits
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is starting to become a problem. There are far more ghosts in the ruined settlement than anyone expected, and each ghost is different. Some are harmless, appearing only as echoes of the event that
the closed-off areas of Blingdenstone and set up court, summoning all manner of oozes along the way and rendering portions of the ruined city uninhabitable and dangerous to outsiders. Utterly insane and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
after it closed its doors, the site was reopened as Ultrumm’s Music Conservatory. The conservatory later moved to Southbank, and the House of the Harp occupied the college’s original location under
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is starting to become a problem. There are far more ghosts in the ruined settlement than anyone expected, and each ghost is different. Some are harmless, appearing only as echoes of the event that
the closed-off areas of Blingdenstone and set up court, summoning all manner of oozes along the way and rendering portions of the ruined city uninhabitable and dangerous to outsiders. Utterly insane and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
master bard attended each of the elder colleges, seeking to learn its musical and magical secrets. Traditionally, the colleges were attended in the order given above, starting with Fochlucan. That
after it closed its doors, the site was reopened as Ultrumm’s Music Conservatory. The conservatory later moved to Southbank, and the House of the Harp occupied the college’s original location under
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Thay only if you decide she does so. Entry Points. Choose a starting location for the party from among the seven entry points in the Doomvault. Black gates in the following areas have entry points
notices the lid with a successful DC 15 Wisdom (Perception) check. A lid can be jammed so that it remains closed by a character who makes a successful DC 15 Dexterity check. Otherwise, the lid falls open
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Thay only if you decide she does so. Entry Points. Choose a starting location for the party from among the seven entry points in the Doomvault. Black gates in the following areas have entry points
notices the lid with a successful DC 15 Wisdom (Perception) check. A lid can be jammed so that it remains closed by a character who makes a successful DC 15 Dexterity check. Otherwise, the lid falls open
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
, each with a toilet, and a 3-foot-high pillar at the center of the room with a cleansing stone embedded in its top. T14. Station Platform The sound of lightning rail trains stopping and starting
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
Four kenku cutpurses working for Daask hide in two groups of two: one group
, each with a toilet, and a 3-foot-high pillar at the center of the room with a cleansing stone embedded in its top. T14. Station Platform The sound of lightning rail trains stopping and starting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, starting with its earliest memories. The wearer can sense that its memories are being stolen but can’t remove the crown from its head except within an antimagic field. After wearing the crown for 1 hour
eyes closed. Characters who adopt this position can meditate by succeeding on a DC 12 Wisdom check. While meditating, a character can cast the project image spell (save DC 15). The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, starting with its earliest memories. The wearer can sense that its memories are being stolen but can’t remove the crown from its head except within an antimagic field. After wearing the crown for 1 hour
eyes closed. Characters who adopt this position can meditate by succeeding on a DC 12 Wisdom check. While meditating, a character can cast the project image spell (save DC 15). The spell lasts for 1
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
thieves’ tools, a character can disable the trap by using shims to jam the top closed. If the check fails, the character thinks the trap was deactivated even though it wasn’t. If the trap is triggered
is starting to fear (rightfully) that Caerhan is dead, however, and if the characters treat him kindly, he might be convinced to join them. Gorkoh carries standard goblin weapons, plus three potions
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
thieves’ tools, a character can disable the trap by using shims to jam the top closed. If the check fails, the character thinks the trap was deactivated even though it wasn’t. If the trap is triggered
is starting to fear (rightfully) that Caerhan is dead, however, and if the characters treat him kindly, he might be convinced to join them. Gorkoh carries standard goblin weapons, plus three potions