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Dwarf
Legacy
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Species
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
combined with a fighting style and feats, allows you to create a broad range of fighters, each with its own flavor and play style. Below are recommendations for how you might build a Battle Master to
Magic Items
The Book of Many Things
various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually
draw the same card multiple times.
The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
1. Stairs Rising up to a broad terrace before the gate, these wide stairs are built for gnomish feet. They are difficult terrain for Medium and larger creatures. 1a. Cart Lift At the top of the
, although any creature with a Strength of 20 or any group of creatures with the combined strength to lift 600 pounds can operate it. The lift’s tunnel is wide enough for the sleds but has little
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Creating a Campaign While these adventures were never meant to be combined into a full campaign—over 30 years separates the newest from the oldest—they have been selected to provide play across a
broad range of levels. With a little work, you can run a complete campaign using only this book. Starting with The Sunless Citadel, guide your players through the adventures in the order that they are
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
the following two human fighters.
Hailing from the Dragonlance setting, Tika Waylan was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her
one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
the following two human fighters.
Hailing from the Dragonlance setting, Tika Waylan was a brash teenager who had a rough childhood. The daughter of a thief, she ran away from home and practiced her
one of her favorite weapons) combined with her history on the streets gave her skills invaluable in her adventuring career.
Artemis Entreri grew up on the streets of Calimport in the Forgotten Realms
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
fissure at the base of the tree forms a rough, arched entrance into the trunk.
A character who examines the ground around the tree can make a DC 14 Wisdom (Perception) or Wisdom (Survival) check. On a
the hole so Medium creatures can fit through. Alternatively, the boulder can be pushed aside by any number of creatures with a combined Strength score of 30 or more. P3: Ledge This thick, tangled mat of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wants. Strength is a natural prerequisite for the role, but Charisma can also be useful, especially when combined with proficiency in Intimidation to reinforce the danger inherent in the Bruiser’s
give them a broad range of knowledge to support their schemes. Bards, rogues, and wizards are often drawn to this role. Safecracker. The “breaking” part of “breaking and entering” is the Safecracker’s
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
great cities of the Sword Coast have combined forces to restore this fortress,” she explains. “We expected it would give us better visibility into trouble on the frontier. But it seems that the Red
correspond with which city. Corlie describes the cities and their defense zones as follows:
Baldur’s Gate is a rough-and-tumble port city replete with decadent nobles, gangs, and priests like
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother’s broad shoulders. She is using a chisel to smooth out some of the rough spots
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
aristocratic, and rough adventurers may be treated with suspicion. Violence is rare; the City Watch is active in these areas, and if they’re corrupt, they’re at least taking bribes from people richer than you
visitor in fine clothes might attract unwanted attention. The City Watch pays little attention to the lower districts, making them a haven for criminals and gangs. This is a broad stereotype that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Korranberg Chronicle By far Khorvaire’s best known and most widely read newspaper is the Korranberg Chronicle. Thanks to its unflinching and mostly unbiased coverage of the Last War, combined with a
out of the newspaper’s various offices. They are organized into an extensive hierarchy from senior to junior editors. The top tier of senior editors is responsible for broad categories of stories
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone and its creatures. 74. Kraken Pool Beyond a broad round pool in the center of this circular chamber is a black gate.
A malformed kraken (see appendix B) is held in this saltwater pool. Although it
naga occupies this area, anyone who listens at the entry doors hears a scream of pain. The magical light shimmers off two circular pools in this chamber. A glowing glyph covers a broad area of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
clear a pile of stony rubble inside the derro’s lair The walls of this rough-hewn chamber have been painted with broad, jagged lines of black and white. On the west side of the room, fragments of a
gp. D3: Inner Cave A pool lies at the north end of this natural cavern. On the cavern’s east wall, a rough-hewn tunnel opens five feet above ground level. Sounds of digging emanate from the tunnel
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
given way. Openings into rough-hewn caves line the northern wall.
Characters who have a passive Wisdom (Perception) score of 14 or higher notice signs of combat and bloodstains along the tunnel
: Abandoned Excavation This small area shows signs that excavations were started here before being abandoned. At the far end of the chamber, a glowing gray stone protrudes from the rough ground. This
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six
illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in the chamber, alerting the inhabitants of the cells. Cells. Several of the cells are quarters for Thayans who train and work here. Unless otherwise noted, each cell contains rough cots and
walls in this broad chamber, the floor of which is stained with blood and black ichor. On the wall between two weapon racks to the east is a contact stone.
Lahnis, Red Wizard Creatures. Lahnis, a Red
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gala at the Cerulean Lyceum Xoese-Addae leads the characters to the Cerulean Lyceum, a series of vaulted, crystalline halls set around a broad quadrangle. When the characters arrive, the quad is
wears robes made from a patchwork of rough-spun and fine white fabrics.
Brother Broumane
Personality Trait. “I want our culture to swim free from irrelevant traditions.” Ideal. “Janya is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
check or by creatures with a combined Strength of 40 or higher. If the statue is rotated to face north, the secret door to area S14 opens. If the statue is rotated to face south, the secret door to area
paper.
Six sivak draconians (see appendix B) are here reviewing the battle plan for the assault on Kalaman. On the table in front of them are rough sketches of Kalaman’s leadership, including
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Pools. Clay Golem Kilns Red Wizards have twisted this zone’s magic toward the creation of clay golems. 89. Transmutation Pits Two sides of this chamber have collapsed to form shallow, rough-walled pits
do so and succeeding on a DC 15 Strength check. A creature that dies while trapped in the clay is transformed into a rough clay statue. Teleportation Circles. Set into the floor, these magic
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Verbeeg Lair The lair’s caves and tunnels have rough, 20-foot-high ceilings covered with large icicles. The floors are somewhat uneven but not rough enough to be difficult terrain. The verbeeg, named
casting a destructive spell. It takes a combined Strength of 50 to move the block. Revealed beneath it is a shallow niche in the floor that holds the bones of a female human, her tribal garb reduced
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
notices a movable wall panel. 7. Tomb of Orestes This chamber’s ancient masonry rises to form a corbelled dome. At the room’s center lies a pool of sludge. A broad sarcophagus rises from the pool, its
), a cloak clasp (worth 35 gp), and a broad armband bearing green tourmalines etched to look like serpentine eyes (worth 150 gp). Additionally, Orestes’s clay burial mask is sculpted with a look of wide
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
make no attempt to hide, and they attack as soon as they realize the characters have no food for them. Ledges. Rough handholds make it easy to climb the walls in this area. A search of the ledges
save, the creature can’t regain hit points for 10 minutes. 53. Peryton Roost Broad ledges run along the walls of this long cavern, twenty feet above the floor.
Creatures. The four adult perytons and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
hears snarling within. When the characters open a door, read or paraphrase the following: This carriage house features horse stalls to the east and an open space to the west. Two broad doorways lead to
. Although most of the crates are made of rough wood, a metal one is etched with designs of blue dragons.
Crates and weapon racks fill this room. Trapped Chest. The metal chest, which belongs to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dimensional Caverns When the basement door is opened, read: Instead of a basement stairway, a rough stone tunnel stretches away from the Dran & Courtier, quickly widening to a cavernous space studded
adventurers, as the characters soon discover. Approaching the Nest As the characters draw closer, they see a broad expanse of detritus and guano spread out below the nest. With a successful DC 10 Wisdom
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
you to use the roads, the following are facts you need to know. Traffic and Travel Waterdeep is a city of broad boulevards that thrum with traffic. All day and well into the night, a bewildering melee
, and a few run along the smaller east–west roads in rough areas. Be warned that when the demand for drays is high — during rain or snow, or to get to or from an event at the Field of Triumph
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
a cleft in the rock toward a grand entrance. Shallow steps lead up through a steep fissure to the south and turn east into the mountainside. Here, a broad entranceway has been carved out of the stone
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If all ten statues are toppled, the magical effect that directs the intruders away from the tomb ends (see “Finding the Elven Tomb” above). Toppling a statue requires a combined Strength of 25. E2
depression is not a sundial, but a moon dial.
Something has punched a rough hole in the wall in the northwest edge of the depression, creating a dark opening that leads under the hill.
Characters who
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
crosses the threshold into this room. The walls here consist of worked stone, but the thirty-foot-high ceiling of this broad chamber features rough rock hung with jagged stalactites. Seams in the floor
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
, isolated tomb opens up at the end of a flight of broad stairs off the open central area of this level. The body of a young woman lies on the bier, a gleaming greatsword at her side.
Years before the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal.
A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The
broad cavern’s nooks and niches. A particularly massive formation to the south holds an ornate shape inside.
The crystal formations here are lightning crystals (see “Haskasori Features”). Yaarnak’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in this zone has a glyph key attuned to this zone. 67. Laboratory Barracks Dozens of fine gilt mirrors stand between silk hangings along the walls of this once-splendid salon. A dozen rough cots are
Culling Pens. 69. Spawn Cavern Broad, circular pools are spread across this cavern, each filled with dark goo. The area smells of blood.
Creatures. One Red Wizard transmuter (see appendix B
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
½ feet high. It is rough, and a human in armor could not hope to pass along its length; even a halfling would have to struggle to get through it. Treasure. A loose stone in the floor to the east of the
silver chimes. Each hollow silver cylinder is worth 100 gp. 12. Drow Clerics’ Area The entrance to this chamber is protected by a wall of tentacles (not depicted on the map). It appears as rough
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Lesser Caverns Locations The following locations are keyed to map 6.2. L1: Entry Caverns This wide chamber is ringed with a mixture of rough-hewn and natural passageways leading away from the
been worked recently, judging by the stone chips and dust covering the floor. Rough-carved images of cave-dwelling creatures decorate the smooth, stone walls.
The sounds of mining tools echo from the






