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Returning 16 results for 'swinging of rest down verdan'.
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singing of rest down verdan
shining of rest down verdan
springing of rest down verdan
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
acknowledge that devils offer their worshipers a path that’s not for everyone — just as eternally basking in the light of Lathander or endlessly swinging a hammer in the mines of Moradin might not be for
soul will spend the rest of eternity. Those who lived their lives most in keeping with a deity’s outlook are taken first. Others, who have transgressed in the eyes of their favored god or have not
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the
aren’t occupied with other duties or rest are found here. At night, the tower’s servants sleep here after the knights have retired for the evening. S9. Knights’ Cells This chamber contains two beds, a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
explore the town, extinguish fires, speak to Jhessa Brightstar in the temple of Lathander (area I3), or take a short rest. During this time, the fields continue to burn, and the occasional scream is heard
the previous one. Read the following boxed text to the players: A wild, hideous laugh pierces the air and cuts through the din of battle. A giant gnoll covered in matted, bloodstained fur and swinging
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
creatures haunt the burial chambers of the king and queen. One of the creatures claims to be Queen Zanobis herself. The monarchs can’t rest until these wicked Undead are slain. Undying Enemy. Only
burial chambers of King Alendria and Queen Zanobis. The annex contains several obstacles designed to deter tomb robbers and other would-be plunderers. Blade Traps. Three swinging blades are hidden in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Constitution saving throw or contract the disease. Symptoms strike when a victim starts a long rest or next becomes excited, as during combat. A victim suffers severe cramps, and their bowels make sounds
resting or spending Hit Dice. A victim who finishes a long rest can attempt a DC 12 Constitution saving throw. On a successful save, the victim shakes off the disease. Failure deals the character
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
for healing. A deadly trap might reduce a creature to 0 hit points in one shot, and leaves most creatures hit by it in need of a short or long rest. Consult the following tables when determining a
environment are critical when it comes to properly locating a trap. A swinging log trap that’s meant to knock characters aside is a mere inconvenience on a typical forest path, where it can be easily
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
advantage on initiative rolls. Either effect lasts until the end of the character’s next long rest. Green Pool. A character fully submerged in this pool must make a DC 10 Constitution saving throw as poison
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rests here from midnight to shortly after dawn. He spends the rest of his time in area M9, the Shrine of Stone. When Qarbo and his guards are here, they lock the door and sleep. Treasure A locked iron
(area M7), while the duergar rest in here. At any given time while the duergar are present, three are awake and three are dozing. At night, the duergar patrol the area around the monastery and venture
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
walls. This is a safe room to rest in. Faerie Ring L7. Kitchen An unlocked wooden door seals off this cave. The door is covered with what is obviously a patch of yellow mold (see "Yellow Mold" in the
lie piled on the floor in one corner, as if someone had started to gather them. Kitchen utensils are scattered about the floor, most of them bent and misshapen. Open bags of spices rest on shelves
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
separates the landing and a nearby tower from the rest of the castle grounds. To the north, a wide stream flows out of a cave mouth into the boat basin. An iron grate blocks access to the stream
, Shoalar Quanderil (see chapter 7) and a halfling servant named Pike (a thug) occupy the boat’s cabin. Two bandits serve as the rest of the crew. They remain in a cramped bunkroom below the deck on the bow
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
string quartet drifts down from upstairs. C6. Victoro’s Office The door to this room is locked. The room contains the following features: Tall stacks of legal tomes and financial ledgers rest atop a
Cassalanter livery stands here, absentmindedly examining the regal portraits that adorn the walls and rest on fancy easels in various spots. Fine armchairs arranged throughout the room smell faintly of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
few packs of supplies. Several humans dressed in dirty adventuring gear and green bandannas rest here.
Seven human bandits camp in this room. They are led by Cateline and Imbert (chaotic neutral
and back again. A creature in the swinging blade’s path must succeed on a DC 15 Dexterity saving throw or take 22 (4d10) slashing damage. The blade swings again on initiative count 20 of each round
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Intelligence (Nature) or Charisma (Persuasion)
Viari “swinging chandelier” diorama Dexterity (Acrobatics) or Charisma (Persuasion)
DAGDRA DEEPFORGE
Once all twelve items have been found, Dagdra
Maverick. She stays behind to slack off for the rest of her shift, but might show up at some later point if you wish. Having decided to make a new life for herself, Dagdra makes an excellent potential
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, Red Larch offers many fine amenities, including the Allfaiths Shrine, a place of worship that caters to multiple faiths; the Swinging Sword, a respectable three-story stone inn with a high-pitched
mound are finally laid to rest. Suggested Encounter The presence of a living creature within 30 feet of the oak tree causes the ghost of an Uthgardt chieftain to appear next to the tree. It enters the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
table with a blob of gummy resin. Chest. The chest is locked and can be opened by a character who makes a successful DC 12 Dexterity check using thieves’ tools. The chest is trapped with a swinging
the passages that deal with the sahuagin in the Monster Manual, omitting statistical details such as Armor Class, Hit Dice, and so forth, and inform the players that the rest follows in the same vein