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Returning 35 results for 'brutality bards diffusing confined rough'.
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Backgrounds
Sword Coast Adventurer's Guide
knowledge, rather than brute force. Harper agents are often proficient in Investigation, enabling them to be adept at snooping and spying. They often seek aid from other Harpers, sympathetic bards and
I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me.
8
I’ve spent so long in the temple that I have little practical experience
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, commonly found performing in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide, but are commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Bard Bards are gifted poets, storytellers, and entertainers who travel far and wide. They’re commonly found in taverns or in the company of jolly bands of adventurers, rough-and-tumble mercenaries
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag’s spoils weren’t worth the effort. The rough-hewn steps — all twelve thousand of them — are proportioned for Medium humanoids and ascend a total of 500 feet. The staircase, which averages 15
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag’s spoils weren’t worth the effort. The rough-hewn steps — all twelve thousand of them — are proportioned for Medium humanoids and ascend a total of 500 feet. The staircase, which averages 15
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag’s spoils weren’t worth the effort. The rough-hewn steps — all twelve thousand of them — are proportioned for Medium humanoids and ascend a total of 500 feet. The staircase, which averages 15
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Insight Park sent it as a message. 8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the café’s special blend. 9 A rough-and-tumble woman gets chummy with the party
pirates (both thugs) 2 1d4 + 1 crass merchants (commoners) 3 1d6 kenku minding their own business 4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality 5 2d4 Flaming Fist
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Insight Park sent it as a message. 8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the café’s special blend. 9 A rough-and-tumble woman gets chummy with the party
pirates (both thugs) 2 1d4 + 1 crass merchants (commoners) 3 1d6 kenku minding their own business 4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality 5 2d4 Flaming Fist
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
café’s special blend.
9 A rough-and-tumble woman gets chummy with the party and tells characters that Laraelra Thundreth is hiring bouncers at the Low Lantern.
10 A winding crack in the
minding their own business
4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality
5 2d4 Flaming Fist soldiers (veterans) on patrol
6 1d4 Guild pickpockets (spies
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
café’s special blend.
9 A rough-and-tumble woman gets chummy with the party and tells characters that Laraelra Thundreth is hiring bouncers at the Low Lantern.
10 A winding crack in the
minding their own business
4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality
5 2d4 Flaming Fist soldiers (veterans) on patrol
6 1d4 Guild pickpockets (spies
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Insight Park sent it as a message. 8 The city’s sketchiest tea enthusiast invites the party into Jopalin’s for a free cup of the café’s special blend. 9 A rough-and-tumble woman gets chummy with the party
pirates (both thugs) 2 1d4 + 1 crass merchants (commoners) 3 1d6 kenku minding their own business 4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality 5 2d4 Flaming Fist
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
café’s special blend.
9 A rough-and-tumble woman gets chummy with the party and tells characters that Laraelra Thundreth is hiring bouncers at the Low Lantern.
10 A winding crack in the
minding their own business
4 3d6 angry crew members (commoners) protesting the Flaming Fist’s brutality
5 2d4 Flaming Fist soldiers (veterans) on patrol
6 1d4 Guild pickpockets (spies
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
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->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
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->Journeys through the Radiant Citadel
filled with Janyans enraptured by the low-toned, hypnotic music of a group of bards. Xoese-Addae leads the characters to a private audience suite overlooking the quad, occupied by a single Janyan wearing
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->Tales from the Yawning Portal->a5
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
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
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
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
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
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this austere room appears rough and unfinished. A stone coffer stands in the northeast corner, and an identical one is in the northwest corner. The lids to these coffers lie shattered on the floor
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this austere room appears rough and unfinished. A stone coffer stands in the northeast corner, and an identical one is in the northwest corner. The lids to these coffers lie shattered on the floor
slaves working in area 19 have been confined there. Development. The sahuagin in area 19 hear sounds of battle that come from this area, investigating within 5 minutes (see area 19 for more information
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hazard Type d20 Hazard Type 1–3 Crew conflict 4–6 Fire 7–9 Fog 10–12 Infestation 13–20 Storm Hazard DC d20 Hazard DC 1–9 10 10–17 15 18–19 20 20 25 Crew Conflict Sailors can be a rough-and
-tumble bunch, and cramming them into a ship’s confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hazard Type d20 Hazard Type 1–3 Crew conflict 4–6 Fire 7–9 Fog 10–12 Infestation 13–20 Storm Hazard DC d20 Hazard DC 1–9 10 10–17 15 18–19 20 20 25 Crew Conflict Sailors can be a rough-and
-tumble bunch, and cramming them into a ship’s confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hazard Type d20 Hazard Type 1–3 Crew conflict 4–6 Fire 7–9 Fog 10–12 Infestation 13–20 Storm Hazard DC d20 Hazard DC 1–9 10 10–17 15 18–19 20 20 25 Crew Conflict Sailors can be a rough-and
-tumble bunch, and cramming them into a ship’s confined quarters leads to inevitable rivalries, feuds, and petty crimes. If resentments among the crew grow too strong, the officers must step in and set
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
way. A rough platform carved into one wall serves as a bed.
This cell is unoccupied. 50b. Sea Lion Cell Angry snarls arise from this cell. Inside, an angered sea lion roars and thrashes in the
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
way. A rough platform carved into one wall serves as a bed.
This cell is unoccupied. 50b. Sea Lion Cell Angry snarls arise from this cell. Inside, an angered sea lion roars and thrashes in the
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down






