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Returning 35 results for 'beard been defusing cities rolling'.
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Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
the dwarf could see of the man’s face beneath a green hood was tan skin and a brownish-red beard. A longbow was slung over one shoulder and a sword hung at his left side. He was dressed in soft
leather, carefully tooled in the intricate designs the elves loved. But no elf in the world of Krynn could grow a beard . . . no elf, but . . .
“Tanis?” said Flint hesitantly as the man
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
friend. In spite of the added discomfort, the dwarf’s long, pointed, often-broken nose and gray-streaked though still-fiery red beard came as a welcome sight to Drizzt. “Knew I’d find
subraces or one from another source.
DUERGAR
In cities deep in the Underdark live the duergar, or gray dwarves. These vicious, stealthy slave traders raid the surface world for captives, then sell
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
which good luck wouldn’t play a part but bad luck might. For example, someone rolling dice would invoke Tymora because they want random chance to fall in their favor, but someone about to cross a
are virtually unknown. It’s common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
which good luck wouldn’t play a part but bad luck might. For example, someone rolling dice would invoke Tymora because they want random chance to fall in their favor, but someone about to cross a
are virtually unknown. It’s common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
which good luck wouldn’t play a part but bad luck might. For example, someone rolling dice would invoke Tymora because they want random chance to fall in their favor, but someone about to cross a
are virtually unknown. It’s common, however, for rural folk to erect a post and mount antlers on it at the site of some roadside accident or murder. In cities, where antlers are hard to come by and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
did we see any old men or women. Indeed, I hesitate to say that any man among the Northlanders we met had a single gray hair on his head or in his beard. This strange fact, and the Rocklanders’ weird
legacy, and they consider rule over other Northlanders and the cities of the coast to be their birthright. Merchants can occasionally trade with Rauthym at its capital city, also called Ruathym, but
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
did we see any old men or women. Indeed, I hesitate to say that any man among the Northlanders we met had a single gray hair on his head or in his beard. This strange fact, and the Rocklanders’ weird
legacy, and they consider rule over other Northlanders and the cities of the coast to be their birthright. Merchants can occasionally trade with Rauthym at its capital city, also called Ruathym, but
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
did we see any old men or women. Indeed, I hesitate to say that any man among the Northlanders we met had a single gray hair on his head or in his beard. This strange fact, and the Rocklanders’ weird
legacy, and they consider rule over other Northlanders and the cities of the coast to be their birthright. Merchants can occasionally trade with Rauthym at its capital city, also called Ruathym, but
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and other cities, families, and trading houses of the Sword Coast might never set aside their differences, but they can pull together when the survival of all depends on it. The Lords’ Alliance
member cities don’t cooperate and help each other in times of crisis. But if a crisis rearranges the power structure of the Sword Coast, all the players involved hope that the new order leaves them
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
walrus as big as an elephant is having a grand old time rolling and sliding on the ice, paying you little heed.
The giant walrus (see appendix C), named Ukuma, is supposed to be guarding this room
frost giant with an icy beard.
The frost giant entombed in the block of ice is Queen Vassavicken. Characters who succeed on a DC 15 Intelligence (Religion) guess correctly that the visage looking
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
walrus as big as an elephant is having a grand old time rolling and sliding on the ice, paying you little heed.
The giant walrus (see appendix C), named Ukuma, is supposed to be guarding this room
frost giant with an icy beard.
The frost giant entombed in the block of ice is Queen Vassavicken. Characters who succeed on a DC 15 Intelligence (Religion) guess correctly that the visage looking
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
walrus as big as an elephant is having a grand old time rolling and sliding on the ice, paying you little heed.
The giant walrus (see appendix C), named Ukuma, is supposed to be guarding this room
frost giant with an icy beard.
The frost giant entombed in the block of ice is Queen Vassavicken. Characters who succeed on a DC 15 Intelligence (Religion) guess correctly that the visage looking
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the foyer by rolling once on the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this
jewels.
A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the foyer by rolling once on the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this
jewels.
A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the foyer by rolling once on the Gala Guests table. Ice Mephits. Six ice mephits are disguised as ice decorations along the perimeter of the room. The mephits attack anyone who starts a fight in this
jewels.
A 20-foot-high balcony (area P9) overlooks the ballroom floor. Guests. At any given time during the gala, 2d6 × 2 nobles dance here. You can add a named guest to the ballroom by rolling once on
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the chest on a string around his neck. The chest contains 1,100 cp, 800 sp, 120 gp, nine 50 gp gemstones, and 1d4 magic items. Determine one magic item by rolling on Magic Item Table B in chapter 7 of
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the chest on a string around his neck. The chest contains 1,100 cp, 800 sp, 120 gp, nine 50 gp gemstones, and 1d4 magic items. Determine one magic item by rolling on Magic Item Table B in chapter 7 of
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the chest on a string around his neck. The chest contains 1,100 cp, 800 sp, 120 gp, nine 50 gp gemstones, and 1d4 magic items. Determine one magic item by rolling on Magic Item Table B in chapter 7 of
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
Merle, the dwarf cook (commoner), works here from 6 a.m. to midnight. When confronted with danger, he grabs a rolling pin (treat it as a club) and defends himself. The door that leads outside is used
pair of silvered shears (10 gp) he uses to trim his beard. C4: Gallery Several padded armchairs are arranged in this narrow chamber, the walls of which are festooned with hunting trophies and crossbows
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
Merle, the dwarf cook (commoner), works here from 6 a.m. to midnight. When confronted with danger, he grabs a rolling pin (treat it as a club) and defends himself. The door that leads outside is used
pair of silvered shears (10 gp) he uses to trim his beard. C4: Gallery Several padded armchairs are arranged in this narrow chamber, the walls of which are festooned with hunting trophies and crossbows
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
Merle, the dwarf cook (commoner), works here from 6 a.m. to midnight. When confronted with danger, he grabs a rolling pin (treat it as a club) and defends himself. The door that leads outside is used
pair of silvered shears (10 gp) he uses to trim his beard. C4: Gallery Several padded armchairs are arranged in this narrow chamber, the walls of which are festooned with hunting trophies and crossbows






