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Gnome
Legacy
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races
Basic Rules (2014)
gave Burgell room to pack in all his gnome-sized gear. The front room was his workshop, and it contained a bewildering miscellany of tools: hammers, chisels, saws, lockpicks, tinted lenses, jeweler&rsquo
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Foreshadow that threat after characters decide where they’re headed by reading the following description: To the southwest, the crack of shearing stone sounds from a distant temple whose grounds teem with
can retreat safely, telling the characters she has a few tricks in store for their pursuers. Make it clear the characters don’t need to rush their exploration of the city to return to their allies.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Foreshadow that threat after characters decide where they’re headed by reading the following description: To the southwest, the crack of shearing stone sounds from a distant temple whose grounds teem with
can retreat safely, telling the characters she has a few tricks in store for their pursuers. Make it clear the characters don’t need to rush their exploration of the city to return to their allies.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tables (see chapter 3), retrieve the giants’ remains from the deep, and inter them in the Ashen Grotto (in this chapter). Distant Thunder The lightning archives hold the key to gaining control of the
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. Foreshadow that threat after characters decide where they’re headed by reading the following description: To the southwest, the crack of shearing stone sounds from a distant temple whose grounds teem with
can retreat safely, telling the characters she has a few tricks in store for their pursuers. Make it clear the characters don’t need to rush their exploration of the city to return to their allies.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tables (see chapter 3), retrieve the giants’ remains from the deep, and inter them in the Ashen Grotto (in this chapter). Distant Thunder The lightning archives hold the key to gaining control of the
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
tables (see chapter 3), retrieve the giants’ remains from the deep, and inter them in the Ashen Grotto (in this chapter). Distant Thunder The lightning archives hold the key to gaining control of the
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
.
Filthriddens is contained within a cave roughly 100 feet long and 60 feet wide. The characters enter from a natural tunnel along one of the shorter walls, with another tunnel exiting on the opposite side
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
.
Filthriddens is contained within a cave roughly 100 feet long and 60 feet wide. The characters enter from a natural tunnel along one of the shorter walls, with another tunnel exiting on the opposite side
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
.
Filthriddens is contained within a cave roughly 100 feet long and 60 feet wide. The characters enter from a natural tunnel along one of the shorter walls, with another tunnel exiting on the opposite side
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sell armor and weapons similar to the excellent pieces they forged in the eastern cities of Old Delzoun, and this merchandise may lessen the demand for goods from more distant dwarven settlements. In
where the being of pure flame is contained, to harness the unquenchable fire as the dwarves of old did. THE CANTICLE OF GAUNTLGRYM
Passed down by dwarves throughout the North for centuries, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sell armor and weapons similar to the excellent pieces they forged in the eastern cities of Old Delzoun, and this merchandise may lessen the demand for goods from more distant dwarven settlements. In
where the being of pure flame is contained, to harness the unquenchable fire as the dwarves of old did. THE CANTICLE OF GAUNTLGRYM
Passed down by dwarves throughout the North for centuries, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
sell armor and weapons similar to the excellent pieces they forged in the eastern cities of Old Delzoun, and this merchandise may lessen the demand for goods from more distant dwarven settlements. In
where the being of pure flame is contained, to harness the unquenchable fire as the dwarves of old did. THE CANTICLE OF GAUNTLGRYM
Passed down by dwarves throughout the North for centuries, the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a DC 16 Wisdom saving throw or be charmed and incapacitated for
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a DC 16 Wisdom saving throw or be charmed and incapacitated for
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
of distant flapping wings and a rush of warm air. If that creature is still in the area at the start of its next turn, it must succeed on a DC 16 Wisdom saving throw or be charmed and incapacitated for
haunted trap affects a 20-foot-radius sphere centered on an ancient but pristine instrument. When a creature enters the area, the trap’s emanation manifests as the sound of distant, mournful music. A round
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
you lurch to a stop. Everything is silent for a moment, then with the sound of a distant crack, the ground begins to shudder. A split runs through the floor and up a nearby wall. The citadel is
(6d8) bludgeoning damage. Hungry Crevice. Six baaz draconians (see appendix B) rush toward the characters through a crack opening in the temple walls. A 10-foot-wide fissure in the ground opens up
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
you lurch to a stop. Everything is silent for a moment, then with the sound of a distant crack, the ground begins to shudder. A split runs through the floor and up a nearby wall. The citadel is
(6d8) bludgeoning damage. Hungry Crevice. Six baaz draconians (see appendix B) rush toward the characters through a crack opening in the temple walls. A 10-foot-wide fissure in the ground opens up
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
you lurch to a stop. Everything is silent for a moment, then with the sound of a distant crack, the ground begins to shudder. A split runs through the floor and up a nearby wall. The citadel is
(6d8) bludgeoning damage. Hungry Crevice. Six baaz draconians (see appendix B) rush toward the characters through a crack opening in the temple walls. A 10-foot-wide fissure in the ground opens up
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with purple crystals. The tunnel echoes with strange voices and far-off sounds, as if originating from distant places … or perhaps even distant worlds.
The tunnel is unlit. A successful DC 12
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with purple crystals. The tunnel echoes with strange voices and far-off sounds, as if originating from distant places … or perhaps even distant worlds.
The tunnel is unlit. A successful DC 12
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with purple crystals. The tunnel echoes with strange voices and far-off sounds, as if originating from distant places … or perhaps even distant worlds.
The tunnel is unlit. A successful DC 12
Intelligence (Arcana) check made while investigating the tunnel confirms that it is wholly contained within a pocket dimension. Because the characters have been in possession of the orrery housing and some
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
seam in its stony slope comes into view. The fissure is filled with a lattice of rainbow-colored crystals. Tiny windows and distant figures reveal these crystals to be towers and bridges, interweaving
character rush to alert the authorities, who send four ferrumach rilmani (see Morte’s Planar Parade) to evict the trespasser with as little violence as possible. Questioning Rilmani. Ascetelis suggests the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
seam in its stony slope comes into view. The fissure is filled with a lattice of rainbow-colored crystals. Tiny windows and distant figures reveal these crystals to be towers and bridges, interweaving
character rush to alert the authorities, who send four ferrumach rilmani (see Morte’s Planar Parade) to evict the trespasser with as little violence as possible. Questioning Rilmani. Ascetelis suggests the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
seam in its stony slope comes into view. The fissure is filled with a lattice of rainbow-colored crystals. Tiny windows and distant figures reveal these crystals to be towers and bridges, interweaving
character rush to alert the authorities, who send four ferrumach rilmani (see Morte’s Planar Parade) to evict the trespasser with as little violence as possible. Questioning Rilmani. Ascetelis suggests the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
your own. Hunt for Magic Items and Spellbooks Obaya Uday, a neutral good Chultan priest of Waukeen (god of trade), has traveled from the distant city of Port Nyanzaru on behalf of a wizard named Wakanga
spell contained in it: 5 pp for 1st level, 25 pp for 2nd or 3rd level, 100 pp for 4th or 5th level, 250 pp for 6th or 7th level, and 500 pp for 8th or 9th level. Once she has paid for 7,500 pp worth of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the clifftop above. The kakkuus rush toward any opportunity for combat, so characters can draw them away with any ruse that promises bloodshed. A badly injured kakkuu flees the area, hoping to hide
troops fighting elsewhere, and Jallizanx is deciding how to give directions the dim-witted kakkuus can be reasonably expected to convey. When they see the characters, the kakkuus rush into melee while