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Returning 35 results for 'being building diffusing called regarded'.
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Monsters
Curse of Strahd
his attention to building Castle Ravenloft, Rahadin saw to it that wizards and artisans were brought to Barovia. Years later, Strahd appointed Rahadin his castle chamberlain. Rahadin was pleased to do
desired above all. She told him of a vault of forbidden lore called the Amber Temple, where the secret of gaining immortality was hidden. While Strahd was off exploring the temple, Rahadin handled
Monsters
Vecna: Eve of Ruin
fails.Lady Alustriel Silverhand, called the Shining Lady, has been an influential wizard and proponent of good across Toril for centuries. Alustriel is one of the Seven Sisters—immortal daughters
are to spread kindness, reward virtue, and promote a culture of compassion throughout the multiverse. She is good at building alliances and quick to intervene when she senses a threat to the forces of
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
Sequestered in high mountains atop tall trees, the aarakocra, sometimes called birdfolk, evoke fear and wonder. Many aarakocra aren’t even native to the Material Plane. They hail from a world
changes in the prevailing winds that they regarded as a bad omen.
Unlike the aarakocra of other worlds on the Material Plane, the aarakocra of the Realms rarely travel to the Elemental Plane of Air
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
at the burned-out building, a sudden cacophony erupted around us. Birds squawked, cats hissed, and dogs growled. Lidda hustled us back to the city’s safer avenues. Only when we were back within
groups called flocks. A flock is led by the oldest and most experienced kenku with the widest store of knowledge to draw on, often called Master.
Although kenku can’t create new things, they have
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
ranks of the cult thinned as members began to lose interest in the debacle. Then Strahd von Zarovich arrived. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
ranks of the cult thinned as members began to lose interest in the debacle. Then Strahd von Zarovich arrived. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and again—by its own will or that of Strahd. Locals give the building a wide berth for fear of antagonizing the evil spirits believed to haunt it. The wealthy family that built the house practiced the
ranks of the cult thinned as members began to lose interest in the debacle. Then Strahd von Zarovich arrived. The cultists regarded Strahd as a messiah sent to them by the Dark Powers. Drawn to Strahd
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Gyudd’s Distillery This dwarven distillery is a three-story stone building with a sagging roof. Gyudd, the shield dwarf distiller, makes Amberjack (a sherry), bitter Goat’s Head Ale, and a muddy
alcoholic swill called Wyrmwizz. The cost of a 5-gallon cask is 20 gp for Amberjack, 10 gp for Goat’s Head Ale, and 5 gp for Wyrmwizz.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
nobles, traders, pirates, and assassins. An army of mercenary soldiers called the Flaming Fist keeps order in the city, and these soldiers answer to Grand Duke Ulder Ravengard. The members of the
Flaming Fist don’t care about justice; they crave power and coin, nothing else. But despite the Fist’s reputation for cruelty, the Grand Duke is widely regarded as an honorable and reasonable man. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
that tales have it that this being, called Acererak, possesses powers that make him nearly undefeatable! All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the
status among D&D players and is generally regarded as one of the greatest adventures of all time.
In the words of its creator, “This is a thinking person’s adventure.” It was designed not for player
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Settlements (Towns, Villages, Cities) A village, town, or city makes an excellent backdrop for an adventure. The adventurers might be called on to track down a criminal who’s gone into hiding, solve
a murder, take out a gang of wererats or doppelgangers, or protect a settlement under siege. When creating a settlement for your campaign, focus on the locations that are most relevant to the adventure. Don’t worry about naming every street and identifying the inhabitants of every building.
Backgrounds
Guildmasters’ Guide to Ravnica
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
abundant connections among the Simic. The guild members live in watery sinkholes called zonots, and their isolation shelters them from much contact with outsiders. Nonetheless, a fair number of Simic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
nobles, traders, pirates, and assassins. An army of mercenary soldiers called the Flaming Fist keeps order in the city, and these soldiers answer to Grand Duke Ulder Ravengard. The members of the
Flaming Fist don’t care about justice; they crave power and coin, nothing else. But despite the Fist’s reputation for cruelty, the Grand Duke is widely regarded as an honorable and reasonable man. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2. Stables In some ways, the stables are the most comfortable area of the compound. When the stables are crowded, the horses’ and mules’ body heat keeps the building warm. Four stable boys take care
of the animals and sleep here. Only the youngest, a quick-witted boy called Wump, has any suspicion that something mysterious is going on. He knows nothing about the Cult of the Dragon, but he’s sharp enough to wonder why anything used by the road builders needs to be locked up.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
that tales have it that this being, called Acererak, possesses powers that make him nearly undefeatable! All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the
status among D&D players and is generally regarded as one of the greatest adventures of all time.
In the words of its creator, “This is a thinking person’s adventure.” It was designed not for player
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
nobles, traders, pirates, and assassins. An army of mercenary soldiers called the Flaming Fist keeps order in the city, and these soldiers answer to Grand Duke Ulder Ravengard. The members of the
Flaming Fist don’t care about justice; they crave power and coin, nothing else. But despite the Fist’s reputation for cruelty, the Grand Duke is widely regarded as an honorable and reasonable man. The
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
run a special session—colloquially called session zero—to establish expectations, outline the terms of a social contract, and share house rules. Making and sticking to these rules can help ensure
that the game is a fun experience for everyone involved. Often a session zero includes building characters together. As the DM, you can help players during the character creation process by advising them to select options that will serve the adventure or campaign that awaits.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
that tales have it that this being, called Acererak, possesses powers that make him nearly undefeatable! All accounts conclude that it is quite unlikely any explorers will ever find the chamber where the
status among D&D players and is generally regarded as one of the greatest adventures of all time.
In the words of its creator, “This is a thinking person’s adventure.” It was designed not for player
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magic circle he had scribed, Viallis established contact with a Great Old One called Gaernoo. This aberrant patron offered to grant Lord Viallis arcane powers in exchange for establishing a cult
years, Viallis has been building a cult to Gaernoo around himself, calling it the Burnt Tongue Cult for the sacrifice that new members must make before being accepted.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magic circle he had scribed, Viallis established contact with a Great Old One called Gaernoo. This aberrant patron offered to grant Lord Viallis arcane powers in exchange for establishing a cult
years, Viallis has been building a cult to Gaernoo around himself, calling it the Burnt Tongue Cult for the sacrifice that new members must make before being accepted.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Location Overview The wizard Thalivar built a tower at the heart of Leilon as a laboratory to study the monsters of the cosmos. Using a device called a planar beacon, Thalivar lured his prey into the
tower and trapped them for his experiments. Disaster struck when Thalivar tried using the beacon to acquire a planar artifact called the ruinstone and accidentally unleashed the contents of his own
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Location Overview The wizard Thalivar built a tower at the heart of Leilon as a laboratory to study the monsters of the cosmos. Using a device called a planar beacon, Thalivar lured his prey into the
tower and trapped them for his experiments. Disaster struck when Thalivar tried using the beacon to acquire a planar artifact called the ruinstone and accidentally unleashed the contents of his own
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. The Red Larchers who knew about the place came to include the leading citizens of the town. They regarded the phenomenon as supernatural and portentous. They called themselves the Believers and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
magic circle he had scribed, Viallis established contact with a Great Old One called Gaernoo. This aberrant patron offered to grant Lord Viallis arcane powers in exchange for establishing a cult
years, Viallis has been building a cult to Gaernoo around himself, calling it the Burnt Tongue Cult for the sacrifice that new members must make before being accepted.






