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Returning 15 results for 'before bad deter compound remotely'.
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Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Camp Vengeance Through the foliage, you see a crude timber fortification — a walled compound with watchtowers and tents inside it, encircled by a ditch bristling with sharpened stakes. A large
the gatehouse day and night. The rampart under the palisade impedes the camp’s drainage. The entire compound is riddled with puddles and ankle-deep mud, which make it a breeding ground for mosquitoes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
, since no one in Mirabar wishes to see the surface city wiped out. It would simply be bad for business. Mirabar spares no expense in defending its wealth, and hires as many mages and adventurers as
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
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
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
to warehouses, caravan yards, and workspace. It includes the Mirabar Shield, the fortified compound that represents Mirabar’s trading interest in Luskan. Mirabar uses it as a base to trade with the
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
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
worth by its size. The small folk are beneath my concern. 7 The small folk are vermin. I enjoy torturing and killing them. 8 Good or bad, Annam’s sons represent the ideals that we, as giants, must
dead or diseased slaves; they’re tough enough to deter most intruders; and their susceptibility to fire makes them little threat to a fire giant. SURTUR'S CLEANSING FIRE
Surtur, the chief deity of fire
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
worth by its size. The small folk are beneath my concern. 7 The small folk are vermin. I enjoy torturing and killing them. 8 Good or bad, Annam’s sons represent the ideals that we, as giants, must
dead or diseased slaves; they’re tough enough to deter most intruders; and their susceptibility to fire makes them little threat to a fire giant. SURTUR'S CLEANSING FIRE
Surtur, the chief deity of fire
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
worth by its size. The small folk are beneath my concern. 7 The small folk are vermin. I enjoy torturing and killing them. 8 Good or bad, Annam’s sons represent the ideals that we, as giants, must
dead or diseased slaves; they’re tough enough to deter most intruders; and their susceptibility to fire makes them little threat to a fire giant. SURTUR'S CLEANSING FIRE
Surtur, the chief deity of fire
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The
disappears during the winter, buried under deep snow. Moreover, the area has few trees or hills to provide shelter. Northfurrow The Northfurrow extends from Waterdeep to the fortified farming compound of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The
disappears during the winter, buried under deep snow. Moreover, the area has few trees or hills to provide shelter. Northfurrow The Northfurrow extends from Waterdeep to the fortified farming compound of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
about the dark halls of the keep like a bad smell. The keep had a small garrison once, but only Amrath remains. The keep is nestled among old pine trees on a hilltop overlooking the sleepy village. The
disappears during the winter, buried under deep snow. Moreover, the area has few trees or hills to provide shelter. Northfurrow The Northfurrow extends from Waterdeep to the fortified farming compound of