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Returning 14 results for 'before bad decade contested reflection'.
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Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Adolescence Most elves experience their First Reflection in their second or third decade. It marks the beginning of the period when an elf must focus on acquiring the knowledge and skills needed for
Kobold
Legacy
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Species
Volo's Guide to Monsters
who’ve known each other for over a decade might consider each other friends or enemies, but the strength of this sentiment is much fainter than any comparable human emotion. Since most of their
moves its tribe to another area, ceding the contested territory to its more successful neighbors.
As demonstrated by their hatred of gnomes, kobolds have a persecution complex and easily take offense
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Arvandor into the world, bringing them down from the heavens to begin their mortal lives anew. A decade in which many elves are born across the world is thought to be a harbinger of danger that great
, but they aren’t to be discussed with adults until a memory of waking life first intrudes upon a youngster’s trance. This experience, called the First Reflection, marks the end of childhood and the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
other members of their tribe, but they are rarely affectionate with each other. Two kobolds who’ve known each other for over a decade might consider each other friends or enemies, but the strength of
skirmish with each other every few days. Eventually the leader of one warring tribe realizes it is losing due to attrition and moves its tribe to another area, ceding the contested territory to its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
The Fetid Gaze Three green hags named Dread Morgan, Vile Sazha, and Auntie Greenbones were once rivals who dwelled in an area of the Feywild coterminous with the High Forest. A decade ago, during a
milky-white, seemingly blind eyes sees a reflection of their own face made decrepit and withered by age. The hag’s disguise is that of Greensong, a cheerful, rosy-cheeked wood elf who feigns
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
offer 10 gp or more to each of them, they walk away and leave their boss to his fate. Rasqel, who is indebted to bad people, fights to the death. If the situation looks grim for the adventurers
that Beshaba sends her favored souls out into the world as a focus for bad luck and calamity, and that dealing with a favored soul of the Lady of Misfortune is a risky situation. Interacting with such
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
This former shrine to Sune has fallen into disrepair over a decade of neglect. It is partially hidden behind the baths and obscured by overgrown trees and scrub. If the characters haven’t already
(Glitter) A youthful male shield dwarf dancing at a feast (Falthrax Loderr) A radiant female moon elf gazing upon her own reflection (Sylvarie) If the characters don’t yet know the significance of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
located. South of the Run are the slums, the “bad” area of town. Near the slums is the Captain’s Close, where the residences of High Captains Taerl and Suljack stand, but the area is otherwise quite poor
Brotherhood or Ship Kurth are expected to be there, so anyone out of place is aggressively questioned about their presence. The Arcane Brotherhood In the last decade or so, two great changes have come over
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
case those inside want to order food and drink during their gathering. Shrines. Each of the shrines is outfitted with a simple wooden altar, tables and benches for study and reflection, and suitable
admittance with a successful Wisdom (Insight) check contested by the forger’s Dexterity (Deception) check. Anyone caught presenting a forged letter is denied access to the Inner Ward indefinitely. A
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the workers or pose as wealthy guests. A character who wants to get aboard in this fashion must succeed on a Charisma (Deception) check contested by Captain Storn’s Wisdom (Insight) check. A
to bad taste, with its purple velvet curtains and scented candles in gaudy candelabras. In the middle of the room is a table with a large aquarium tank resting atop it. The aquarium contains a coral
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
gilded frame. A door in one corner leads to a garderobe. The baroness used to while away long hours in this room, fondling her perfume collection and searching for solace in her own reflection. Since
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
sovereign glue, and the mirror can’t be removed without destroying it. The mirror alters the reflection of any creature that gazes into it, rendering the reflection bereft of expression or emotion, except if
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
blacksmith for a decade and a half and has taken only a handful of days off work in all that time. Eldras and his children — a strapping son and two strong daughters — are skilled smiths who can make almost
resale. His true talent is a keen eye for ordinary weapons and armor that can stand up to hard use and bad weather. Ask him which of his battleaxes is best, and Ironhead offers an honest (and accurate
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Zardak appears to notice something odd about one of the characters or the body they inhabit, but this ends up just being his bad eyesight. Fifteen minutes after they arrive, the two take their leave
(Sleight of Hand) check contested by Gorat’s Wisdom (Perception) check. Gorat has disadvantage on the check from the distraction of the festivities — or, if controlled by a character, he could decide to






