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Returning 35 results for 'before beards defusing cities read'.
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Half-Elf
Legacy
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Species
Basic Rules (2014)
about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven
parents.
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
Gray Dwarf (Duergar)
Legacy
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Species
Sword Coast Adventurer's Guide
bald heads, with the males growing long, unkempt, gray beards.
Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their culture, but they can
artistic value.
Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are usually exiles. Check
Dwarf
Legacy
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Species
Basic Rules (2014)
dwarves value their beards highly and groom them carefully.
Long Memory, Long Grudges
Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world
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
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
sang from every page. Long into the night Liriel read, lighting candle after precious candle.
She’d never given much thought to humans, but these stories fascinated her. In these yellowed
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
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->Dragon Delves
Candy Trail When the characters enter the forest, read or paraphrase the following text: Beyond Hubbleton spreads a dense forest. Giant trees tower above. Woodland critters nest in these ancient
trunks, and moss hangs from their limbs like long, green beards. The air feels crisp and fresh.
After some brief wandering, you stumble on a trail dotted with colorful candies. The candy trail leads
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
lean, with black eyes and bald heads, with the males growing long, unkempt, gray beards. Duergar value toil above all else. Showing emotions other than grim determination or wrath is frowned on in their
, disdaining aesthetic or artistic value. Few duergar become adventurers, fewer still on the surface world, because they are a hidebound and suspicious race. Those who leave their subterranean cities are
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
famous of the old shield dwarf cities is Citadel Adbar, north and east of Silverymoon. Many of these dwarfholds have changed hands over the centuries in a cycle of invasion by enemies, followed by
traits of mountain dwarves in the Player’s Handbook. Their skin is usually fair, eyes green, hazel, or silver-blue, and they have brown, blond, or red hair. Full beards and mustaches are commonly seen
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arriving in Anauroch Created by fearsome magic, the ancient desert of Anauroch hides ruined cities under its sands. The most famous include the lost cities of Netheril, an empire of wizards doomed by
their lust for magical power. When the characters come through the portal, read the following: The desert sun blinds your eyes, and you feel the heat trying to pull every bit of moisture from your
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. The new settlement is home now to farmers, woodcutters, fur traders, and prospectors drawn by
get underway, show the poster map of Phandalin to the players and read the following boxed text aloud: Nestled in the rocky foothills of the snow-capped Sword Mountains is the mining town of Phandalin
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
economic power. Decadent Wealth High Netherese hoarded the empire’s wealth, jealously guarding their gains and fighting among themselves to claim more. Most High Netherese lived in flying cities, but some
sword, or start a fire without magic. Some couldn’t write or read altogether, relying on enchanted quills and speaking parchment instead. Society High Netherese society was full of beautiful people
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal
, halflings, and humans.
In the cosmopolitan cities of the D&D multiverse, most people hardly look twice at folk they interact with. But the small towns and villages that dot the countryside are different
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
being accepted, the book was stored in the library’s archives. The book offers a look into the history behind the founding of one of the most prominent cities in Faerûn, Silverymoon. In actuality, Lore
of Lurue is an enchanted storybook—one that, if read, could bestow upon its reader gifts and blessings. The moment the characters open the book, they are transported to a demiplane in the heart of a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
proficiency bonus Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other
language a dwarf might speak. Subrace. Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces. DUERGAR
In cities deep in the Underdark live
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar outside the walls. His threat to pull out of the Alliance following its failure to aid the northern cities against the most recent orc hordes, though considered by some an empty gesture, has brought
maintains docks, ships, and fortified harbors on many of the islands in the Sea of Swords, and as such the city is always seeking magical and military support for these defenses. Where other cities
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
proficiency bonus Languages. You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other
language a dwarf might speak. Subrace. Two main subraces of dwarves populate the worlds of D&D: hill dwarves and mountain dwarves. Choose one of these subraces. DUERGAR
In cities deep in the Underdark
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the town’s shallow mud flats) to be transferred to cities along the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center to conduct his
quest “A Normal Day in Leilon”), show the Leilon map to the players and use the following read-aloud text: Leilon is a ruined town encircled by an earthen rampart. To the southwest, new settlers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
its flying cities, Brysis’s tomb plummeted into a crevasse and wound up in the Underdark, where it has remained for centuries. The rise of the demon lords has awakened Brysis from the eternal sleep of
might discover the tomb by accident or with the aid of Fargas Rumblefoot, the halfling from the Silken Paths encounter. Either way, when they’re nearby, read the following to the players: A soft
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of food and water has forced one group to abandon their refuge. Spotted by devils, these citizens are about to come under attack, and the characters are their only hope of survival. Read the following
monsters with glaives and snakelike beards. The fiends are laughing darkly.
Three bearded devils named Blass, Nodd, and Thunn have infiltrated the city and are looking to wreak havoc. Harkina Hunt and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
check fails, proceed with “Zariel’s Wrath” instead. Zariel’s Redemption If Zariel is convinced to accept the angelic spark, she grasps the Sword of Zariel. Read or paraphrase the following boxed text
new ruler (see “Ruling Avernus”). If the characters return with Elturel to the Material Plane, read or paraphrase the following: The Chionthar River shines like a golden road stretching from Elturel to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
centaurs, minotaurs, and satyrs more readily than unpredictable humans and alien tritons. Leonin Communities Leonin prides typically occupy dens or mobile tent cities, or possibly both at different
every leonin pride participate in extended expeditions. In some cases, the entire pride takes part, emptying their dens to journey across the plains. While on the hunt, prides dwell in lavish tent-cities
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
ships can’t traverse the town’s shallow mud flats) to be transported to cities all over the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town center
and read the following boxed text aloud: The half-finished palisade of Leilon will soon make a complete semicircle on the northeast side of the town, defended by an earthen rampart. To the southwest
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ships cannot traverse the town’s shallow mud flats) to be transported to cities all over the Sword Coast. Two hundred years ago, the wizard Thalivar made his home here and raised a tower at the town
get underway, show the Leilon map to the players and read the following boxed text aloud: The palisade of Leilon forms a semicircle on the northeastern side of the town, defended by an earthen rampart
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Things to Do in Tavick’s Landing Voice of
BRELAND
is your Neighbor a cyran invader?
In the wake of the Mourning, our king welcomed the survivors of that tragedy into our cities. In Sharn, High
Walls alone holds more Cyran refugees than Karrnath has allowed across its borders. If you read the Sharn Inquisitive or the Korranberg Chronicle, you’ve heard the endless litany of how difficult life
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
draconic ancestry. Languages. You can speak, read, and write Common and Draconic. Draconic is thought to be one of the oldest languages and is often used in the study of magic. The language sounds
in every world of D&D, and even where they are found, they are less widespread than dwarves, elves, halflings, and humans.
In the cosmopolitan cities of the D&D multiverse, most people hardly look
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the last three or four years, hardy settlers from the cities of Neverwinter and Waterdeep have begun the hard work of reclaiming the ruins of Phandalin. A bustling frontier settlement has grown up on
for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glasstaff. When the characters first arrive in Phandalin, read: The
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the South Vigil. Far beyond them, the massive Rune Gate stands at the end of the road to give entrance into Felbarr, but visitors rarely pass through it. Like most dwarven cities, Felbarr exists
information. Dwarves, even those visiting from other realms through the connections with the Lowroad, have little trouble finding their way around, but humans, especially those who can’t read Dwarvish
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
this point because the town guards sent up a warning that someone or something was invading Leilon. When the adventurers approach the settlers, use the following read-aloud text to describe the scene
the town, and the excess fish are cured and transported to the nearby cities for sale. The Growler, Merrygold, and Valdi comprise the Leilon Town Council at this point in the town’s development. While
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daask Excavation site When the characters take the lift down to the Daask excavation site, read or paraphrase the following boxed text to the players: The lift seems to descend forever into the belly
dust and the scent of decay. These are the ruins of the cities atop which Sharn is built.
Ahead of you yawns a fifty-foot-diameter, ten-foot-deep pit that seems to have been intentionally dug. You
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ability to read your foes and rivals clearly makes you the best choice for franchise leader. Unfortunately, your equally practiced ability to read your allies means you’ll know which of them see
surprising amount of utility when you’re working in cities and towns. Whenever the party needs to go out and engage in some acquisition work, you’re at the front of the group, literally and figuratively. Your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
sacred to the fey. Many of these druids are happiest far from cities and towns, content to spend their days in the company of animals and the fey creatures of the wilds. Members of this circle become
, you gain the ability to converse with beasts and many fey. You learn to speak, read, and write Sylvan. In addition, beasts can understand your speech, and you gain the ability to decipher their noises
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Heralds of Dust oppose the party’s interference. The factorylike assembly spans multiple floors; map 1.1 depicts a portion of it. When the characters arrive, read or paraphrase the following text
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
twilight realm of the Feywild. Their cities sometimes cross over to the Material Plane, appearing briefly in mountain valleys or deep forest glades before fading back into the Feywild. The elf
daylight spell once with this trait as a 3rd-level spell, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages. You can speak, read, and write Common and Celestial.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the campaign. He might keep tabs on the characters as they grow famous, showing up in cities where they travel, trying to sell more useless goods, or eventually spying on them for the Zhentarim. Or
done fine for themselves, so why let death interfere with a good thing? When the encounter begins, read: A figure stands in the alleyway, its luminous eyes glowing beneath a dark hood. As the hood is






