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Returning 21 results for 'being benches diffusing comforts reason'.
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Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
feel their existence is one of secret torment and suffering. The idea that pain has nobility to it — that there can be a divine reason behind the trials that face Baldurians — comforts many. Some
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Rose Stage A popular outdoor performing space, the Rose Stage holds benches for spectators, an orchestra pit, and a large main stage decorated with a huge rose. An enclosed annex building behind
, pledgemages, and professors from the different colleges. SETTING UP SEDGEMOOR
The characters will have heard about Sedgemoor during their first year at Strixhaven, but they have likely had no reason
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
voice of reason and common sense on the Council of Four — if not the egalitarianism some hoped. He’s also proven largely resistant to scandal and corruption, though many of his fellow dukes and those
businessman, but after a string of sour deals, he pulled back from his investments. Now he uses his time to enjoy the comforts that his wealth and title provide him. He lives alone in his manor, having
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
voice of reason and common sense on the Council of Four — if not the egalitarianism some hoped. He’s also proven largely resistant to scandal and corruption, though many of his fellow dukes and those
businessman, but after a string of sour deals, he pulled back from his investments. Now he uses his time to enjoy the comforts that his wealth and title provide him. He lives alone in his manor, having
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
confronts anyone who enters but stands down if the characters look like Thayans and give a credible reason for being here. Otherwise, the creatures attack. Bone Piles. Here lie fragments of bone left
Pools and to the Blood Pools. 62. Ooze Temple This chamber has stone benches, columns, and a raised altar, all suggesting it might have once been a temple or forum. Skeletons are arrayed across the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
comfortably at round tables with stout wooden chairs or at rectangular tables with benches. A dozen soft, cushy armchairs encircle the fireplace in the center of the room. The Hearth’s patrons are a mix
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
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Whatever the reason, travelers might look for a halfling village, but they fail to notice a narrow path that cuts through the underbrush, or they find themselves traveling in circles and getting no
visitors who have interesting items to swap. Life of Leisure. Halflings rarely consider leaving the security of their villages, because they already have all the comforts they could want — food
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
walls, rising about seven feet off the floor and perhaps ten feet wide. A number of coffers, their lids closed, lie around the room.
Three long tables, benches to either side, are set in the central
(see appendix C) sits at the table, counting small stacks of gold coins. Treasure. There are 276 gp stacked on the table and on adjacent unoccupied benches. The coffers contain another 400 gp in loose
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
description below as needed. This room is bare except for two wooden benches, set opposite each other against the longer walls. A handful of lizardfolk stand at attention, ready to move into action
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
end of the room, below the balcony, a large wooden chair sits behind a wide table littered with papers and discarded plates. A second table, this one long and furnished with benches, runs down the
cult and annoys him, he has the characters thrown out of Rivergard. If the party seems unaware of the cult but offers a good reason to remain in Rivergard, Grimjaw permits the characters to stay only
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
present. Unless they have reason not to be, four hobgoblins are sleeping, while the other two are sitting at the fire with their captain. Sleeping hobgoblins wake and spend their first turn standing
door opens into a rectangular chamber containing two sets of bunk beds and a trestle table with benches on either side. A large cask sits at one end of the table, and there are several pewter mugs near
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
hammocks here, resting between shifts patrolling the walls. The erinyes are immediately suspicious of the characters, as visitors don’t usually come here. Unless the characters provide a compelling reason
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
walkways are rotting or missing entirely in many places. The aarakocra don’t need them and have no reason to repair them. To reach the monastery from the ground, a character must make three ability checks
. The entrance hall of the monastery is also the dining chamber. The aarakocra monks take all their meals here, but it’s also where meetings take place. The aarakocra use backless benches and stools for
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
for an expected reason. Worried about the punishments the fanatics will inflict upon them for letting invaders into Illithinoch, the two mind flayers fight to the death. Dripping Statue. The infected
crystal (see appendix B). X4: Laboratory Shelves and benches contain a mess of jars, powders, beakers, and other laboratory equipment. A five-foot-wide rift of green-and-silver energy roils on the south
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
merchants. For some, it’s the reason they come to Red Larch. Chansyrl’s is a steady supplier for many a settlement up and down the Long Road. Key NPCs. Phaendra Chansyrl (female Tethyrian human scout
, leaving only a narrow aisle down to the back, where the Mhandyvvers live. Their rooms are separated from the chicken pens by a workroom with cutting benches and a central hearth. Mhandyvver’s is the less
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
manicured shrubbery. The yard is decorated with white marble benches and stone fountains, each in the form of a smiling nymph tipping a jug that spills water into a circular stone basin.
An invisible
patterns on the tiles of polished blue marble that cover the floor. Three shallow, sunken pools contain scintillating perfume-scented water. White marble benches bearing stacks of dry towels are situated
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
guard. If the jarl and his lady are not present, the room contains two frost giants, recently arrived messengers. The place is dimly lit by a few torches. It holds eight cots, a long table, two benches
any reason—in fact, they will gladly take up arms to fight intruders if given the chance. 17. Thrall Pen Ten unarmed gnolls dwell here. They will behave in all respects like their kin in area 16.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Three long tables with benches are set up in the middle of the room, and a large bronze gong stands on the stone quay at the lake edge. A single torch burns in a sconce on one of the room’s middle
members of the cult, and they make sure to look after their creature comforts. They intermittently take care of the Temple of Elemental Water. On the rare occasions when Gar Shatterkeel retires to rest
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Long Road. They are so named because the area has been the target of several meteor showers over the millennia. The hills are haunted by various tribes of Uthgardt, giving few others reason to visit
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
), commander of Everlund’s army and a windbag High Sorcerer Vaeril Rhuidhen (NG male sun elf archmage), a quiet voice of moderation and reason who keeps the peace between the council’s more fractious
important matters and plan for the tribe’s future. While Halric enjoys the comforts of a king, the rest of the tribe lives in squalor. At various times in the past, visitors were welcome to meet and






