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Returning 10 results for '25 fellows'.
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25 follows
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25 flows
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
cleans it doesn’t gain this boon. (Dwarven gods are not very forgiving.) Treasure. Beneath one of the overturned mine carts are four chunks of mithral ore, each worth 25 gp and weighing 10 pounds. 13b
successful DC 25 Strength (Athletics) check. Nothics. Four nothics lurk here (see below).
Equipment. Low-lying stone shelves along the walls are stuffed with crumbling pairs of dwarven boots. Rusty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
death, her unseen servants persisted, waiting for her to return. Midna Tauberth, one of the Fine Fellows of Daggerford, recently intruded upon this hall and is using it as a rest area. 11a. Hall of
. Midna’s holy symbol of Shar is a small disk carved from obsidian on a silver chain. The holy symbol of Waukeen is a small gold disk stamped with the god’s visage in profile. The holy symbols are worth 25
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
preside over the market. The throne has been draped with animal skins and festooned with monster skulls and trinkets twisted up in wire. Treasure. The goblin guards have a total of 25 cp and 20 sp
goblins out of the hall, but they have no control over Yek’s bugbear bodyguards. Shaved Dwarf. The beardless dwarf is Copper Stormforge, a member of the Fine Fellows of Daggerford adventuring party
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
tunnels and caves for food. There is a 25 percent chance that the crawler is domesticated and outfitted with a leather saddle and harness, though there’s no sign of the rider. A character can approach and
encounter. d6 Encounter 1–2 1d4 gas spores 3–4 1d4 shriekers 5–6 1d4 violet fungi There’s a 25 percent chance that a gas spore carries a memory fragment from a dead beholder in its spores (see the gas
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
each. The captain also has thirty-one 10 gp gems hidden in a pouch under his armor. 8. Outpost Six bugbears watch this point. These alert fellows are readying for an attack on the rebel orcs. One of
. The lock can be opened by a character who uses thieves’ tools and succeeds on a DC 15 Dexterity check, or the gate can be forced open by someone who makes a successful DC 25 Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the jarl. Any noise will awaken them, and they will give the alarm to their fellows in area 8 as well as attempting to give the party the slip and warn the giants too. Treasure. Each ogre has 200 gp
to the fire giant king. In addition, each hill giant wears a fur cloak worth 1,000 gp. 25. Visitors’ Cave Two stone giants have come to the rift to pay their respects to the jarl and to see how well
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
work on this threshold. The door-guard’s fellows watch closely for any trouble, and other monks peer from the high towers that flank the gates, ready to summon help or lend magical support in case of
tens of thousands of gold pieces. Each simple spell or cantrip in such a tome costs 25 gp or so, with the more complex and powerful spells fetching 150 gp or more each. Works of the Avowed. Each year
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: mercury, dragon bile, and powdered nightshade. These are worth 25 gp each to an apothecary or alchemist. R12: Glasstaff’s Quarters If the characters approach this room through the secret passage from area
of Spells with Glasstaff in exchange for his help and his loyalty. Glasstaff puts on airs of gentility and courteous manners, addressing his bandits and ruffians as “my good fellows,” and referring to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
floating city of Airspur still flies somehow, its earthmotes unaffected by the fall of its fellows when the Sundering came to a close. Cormyr. For most folk in central Faerûn, the notion of a human kingdom
and weight used in lieu of great piles of coins or gems for larger transactions. The most common such trade bar is a 5-pound bar 6 inches long, 2 inches wide, and 1 inch thick, valued at 25 gp
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
sailors are Celestials instead of Humanoids) are lounging here. The sailors are indifferent to the characters but jump into combat to protect themselves and their fellows. These sailors were lackeys
barrier if he feels he can trust the characters. The barrier allows sound to pass through, meaning that the characters can talk with Figaro. A character talking with Figaro can make a DC 25 Charisma