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Returning 35 results for 'barriers builders diffusing carved reason'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
":"damage","rollAction":"Dagger","rollDamageType":"piercing"} piercing damage.From this usurped office, he coordinates all cult activities in Ten-Towns. It's a role he carved out for himself by asserting that
in cult affairs because he fears her spellcasting ability and her connection to the Arcane Brotherhood. She could take over the cult anytime she wanted, and Kadroth doesn't want to give her any reason
Backgrounds
Sword Coast Adventurer's Guide
hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing reason. You must fear something truly
provided. The following section, discussing possible homelands, includes some suggested reasons that are appropriate for each location.
d6
Reason
d6
Reason
1
Emissary
4
Pilgrim
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the Stone Bridge is made of smooth, fused hard granite. It is only six paces wide and lacks railings or barriers, so anyone atop it is at the mercy of the wind, particularly in winter. Reason to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lunarium (area U3). Lunar Crystals Shallow steps ascend to a dais at the center of each lunarium. A specially carved pillar atop the dais bears a lunar crystal. These lunar crystals were specially
created by the lunar dragon Orinix. These crystals are components for Teremini’s ritual, but they have no value or special properties. When the characters arrive, these daises are surrounded by barriers
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Wizardry There’s a reason most powerful wizards are old. The special formulas of action, item, and sound that produce wizardly magic require precision, and such precision comes only from long
mental barriers in order to achieve ever greater mastery. Of all peoples, elves are perhaps best suited to wizardry. They have centuries of life to devote to their studies, and their trance effectively
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cities of stone and glass, carved paths through the wilderness, tamed the great lizards, worked mighty magics, shaped the world around them, and warred upon each other. Those were the Days of Thunder
reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cities of stone and glass, carved paths through the wilderness, tamed the great lizards, worked mighty magics, shaped the world around them, and warred upon each other. Those were the Days of Thunder
reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need. What sort of place was your
monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way? Monasteries d6 Monastery 1 Your monastery is carved out of a mountainside, where
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need. What sort of place was your
monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way? Monasteries d6 Monastery 1 Your monastery is carved out of a mountainside, where
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and others who have reason to leave. For those individuals, a monastery might serve as a refuge between excursions to the world or as a source of support in times of need. What sort of place was your
monastery, and where is it located? Did attending it contribute to your experience in an unusual or distinctive way? Monasteries d6 Monastery 1 Your monastery is carved out of a mountainside, where
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
cities of stone and glass, carved paths through the wilderness, tamed the great lizards, worked mighty magics, shaped the world around them, and warred upon each other. Those were the Days of Thunder
reason, the world changed, and their vast empires vanished. All that remains of them are ruins and the scattered lizardfolk, bullywug, and aarakocra tribes, barbaric descendants of those who once ruled the world.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
reason, kobolds hate gnomes and pranks of any kind. Kurtulmak’s most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Kobold
Small humanoid (kobold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
reason, kobolds hate gnomes and pranks of any kind. Kurtulmak’s most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Kobold
Small humanoid (kobold
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
with massive casualties on the kobold side. Tunnelers and Builders. Kobolds make up for their physical ineptitude with a cleverness for trap making and tunneling. Their lairs consist of low tunnels
reason, kobolds hate gnomes and pranks of any kind. Kurtulmak’s most devoted worshipers dedicate themselves to finding and releasing their lost god from his prison-maze. Kobold
Small humanoid (kobold
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
with artistry from different elven clans, giving the village an eclectic, charming appearance. Farmers and builders of all sorts bustle to keep the new village in good order. Shadowmoor elves have
that form the village. Deep within Caer Flur is the Eluvian, an enormous tree elves use as a gathering place. The elves have lovingly carved structures into the tree that house beautiful objects of all
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
with artistry from different elven clans, giving the village an eclectic, charming appearance. Farmers and builders of all sorts bustle to keep the new village in good order. Shadowmoor elves have
that form the village. Deep within Caer Flur is the Eluvian, an enormous tree elves use as a gathering place. The elves have lovingly carved structures into the tree that house beautiful objects of all
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
with artistry from different elven clans, giving the village an eclectic, charming appearance. Farmers and builders of all sorts bustle to keep the new village in good order. Shadowmoor elves have
that form the village. Deep within Caer Flur is the Eluvian, an enormous tree elves use as a gathering place. The elves have lovingly carved structures into the tree that house beautiful objects of all
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
builders. If the characters approach Old Owl Well, read the following aloud: As you crest a low ridge, you spy the crumbling ruins of an old watchtower and mounds of rubble enclosing a courtyard amid
. Hamun stays tight-lipped about the reason for his presence in the region. He is, however, willing to provide the information the party needs in exchange for a favor. If the characters give Hamun some
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
builders. If the characters approach Old Owl Well, read the following aloud: As you crest a low ridge, you spy the crumbling ruins of an old watchtower and mounds of rubble enclosing a courtyard amid
. Hamun stays tight-lipped about the reason for his presence in the region. He is, however, willing to provide the information the party needs in exchange for a favor. If the characters give Hamun some
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
builders. If the characters approach Old Owl Well, read the following aloud: As you crest a low ridge, you spy the crumbling ruins of an old watchtower and mounds of rubble enclosing a courtyard amid
. Hamun stays tight-lipped about the reason for his presence in the region. He is, however, willing to provide the information the party needs in exchange for a favor. If the characters give Hamun some
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their lairs inside the hulls of wrecked or abandoned ships. Best of Both Worlds Many hags settle in places where the barriers between the mortal world and the Feywild are thin, making it easy for
her final resting place. If she is outmatched, or wants to vacate her lair quickly for some other reason, she uses a mix of her innate spellcasting, rare magic, guile, and the assistance of minions to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
roof. West of the double door are two unused merchant stalls with torn canopies. Tucked under some icy stairs in the northwest corner is a slender wooden hut with a crescent moon carved into its flimsy
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
reason. You must fear something truly terrible or seek something incredibly important. Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
reason. You must fear something truly terrible or seek something incredibly important. Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the north and bounded on its other sides by hundreds of miles of the Great Glacier and the Great Ice Sea. No one from your nation makes the effort to cross such colossal barriers without a convincing
reason. You must fear something truly terrible or seek something incredibly important. Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go






