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                        Returning 10 results for 'stepping call'.
                    
                
                        
                            
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                                        stealing call
                                    
                                
                                    
                                        stepping cast
                                    
                                
                                    
                                        sleeping call
                                    
                                
                                    
                                        sweeping call
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap's creator wanted to protect. Common triggers include stepping on a pressure plate or
                                                
                                            
                                                
                                                    . You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves' tools to perform the necessary sabotage. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     avoid it. Triggering a Trap Most traps are triggered when a creature goes somewhere or touches something that the trap’s creator wanted to protect. Common triggers include stepping on a pressure plate or
                                                
                                            
                                                
                                                     it. You might call for an Intelligence (Investigation) check for a character to deduce what needs to be done, followed by a Dexterity check using thieves’ tools to perform the necessary sabotage. Any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     powerful creatures and enemies of the cult. Lower-level characters could earn the cult’s ire by stepping on the wrong toes during their early adventures, such as by attacking a sect of the cult. Bud Cook
                                                
                                            
                                                
                                                     confrontation with Aurnozci’s cult by diplomacy or by force. The safest way to escape the cult is to confront the Eye of Aurnozci and persuade this shadowy villain to call off the attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     Gauntlet first brought its war against undead to Chult, its members established this base camp (map 2.3) around an ancient Chultan shrine, which local guides call the House of the Crocodile. The
                                                
                                            
                                                
                                                     to stand at the top of the ledge without stepping on the tiles, but beyond that, the pattern covers the floor from wall to wall, clear back to another 7-foot-high ledge that separates this section of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     credit. Alix Branwyn  The Athar aren’t fools. They let the powers that be call themselves gods, while the faction works subtly to discover the secret behind the curtain of the multiverse and look on the
                                                
                                            
                                                
                                                     Mercykillers—if there’s no meaning, there can’t be order. Conversely, the Doomguard, Hands of Havoc, and Heralds of Dust all find enough common points with Bleakers to call them allies. Doomguard Who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     stepping stones between the floating disk and the middle passage. The pillars are hot when they first rise. A creature that comes into contact with a hot pillar for the first time on a turn or starts its
                                                
                                            
                                                
                                                     the same antagonists as described in the “Encounter with Vanifer,” above. When the characters arrive, Vanifer holds Tinderstrike aloft and cries, “With this key, I call forth my master, the Eternal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     fortress wall. The pier is in good shape, with wooden pilings raising it well above the high tide line of the rocky beach. The area is deserted, with no other boats or people in sight. The call of gulls, the
                                                
                                            
                                                
                                                    . Any character who succeeds on a DC 16 Wisdom (Perception) check notices the slime before stepping under it. Otherwise, the slime falls on any creature passing below it. See “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for information on green slime.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the strangers pause at the bridge to either give the hand sign of the cult (a triangle formed with thumbs and forefingers of both hands) or call out, “I serve the Black Earth!” In combat, the gargoyles
                                                
                                            
                                                
                                                     hall. A deep chasm splits the chamber in two, leaving a wide gap between the room’s northern and southern halves. Freestanding pillars of rock to the east create natural “stepping stones” across the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     Black Earth priest Qarbo uses this space as his personal quarters. Qarbo keeps two Black Earth guards at his beck and call to serve as bodyguards. See chapter 7 for the cultists’ statistics. Qarbo
                                                
                                            
                                                
                                                     well. If the characters somehow get Hellenrae into a talkative mood (a difficult prospect), she explains that she sees the Sacred Stone Monastery as a stepping-stone to service in the Black Earth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     stepping into his duties.
  Supreme Judge Isperia Isperia is the current guildmaster of the Azorius Senate. As a sphinx, she is aloof and values solitude above all. However, she has been forced to give
                                                
                                            
                                                
                                                    , they can call on the environment to aid them. The group must include Jarad Vod Savo or at least one Golgari shaman, kraul death priest, undercity medusa, or Devkarin lich. When determining the
                                                
                                            
                                        





