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Returning 35 results for 'build borders diffusing completed readily'.
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Troglodyte
Legacy
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Monsters
Monster Manual (2014)
in the shallow depths of the Underdark in a constant state of war against their neighbors and one another. They mark the borders of their territories with cracked bones and skulls, or with
in a frenzy.
Troglodytes make little and build less, scavenging their possessions from their prey. They understand the value of metal weapons and armor, and fight among one another for the right to
Human
Legacy
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Species
Basic Rules (2014)
shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Halfling
Legacy
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Species
Basic Rules (2014)
avoid unwanted attention.
Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or
communities are threatened.
Pastoral Pleasantries
Most halflings live in small, peaceful communities with large farms and well-kept groves. They rarely build kingdoms of their own or even hold much
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, position, and orientation. You can use The Deck of Many Things card set, tarokka cards, a tarot deck, or any other cards you can readily assign symbolic meanings to. This method works best for a
journey you expect to last at least as many days as you have players. You can improvise encounters, other challenges, and rewards based on cards as they’re revealed, or you can build a small deck in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, position, and orientation. You can use The Deck of Many Things card set, tarokka cards, a tarot deck, or any other cards you can readily assign symbolic meanings to. This method works best for a
journey you expect to last at least as many days as you have players. You can improvise encounters, other challenges, and rewards based on cards as they’re revealed, or you can build a small deck in
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, position, and orientation. You can use The Deck of Many Things card set, tarokka cards, a tarot deck, or any other cards you can readily assign symbolic meanings to. This method works best for a
journey you expect to last at least as many days as you have players. You can improvise encounters, other challenges, and rewards based on cards as they’re revealed, or you can build a small deck in
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
couriers, information brokers, and librarians. But Szadek also used his guild’s expertise at gathering information to build a vast spy network, and before long, the secret operations of the guild
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
couriers, information brokers, and librarians. But Szadek also used his guild’s expertise at gathering information to build a vast spy network, and before long, the secret operations of the guild
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conclusion Once the characters free Theldin and return the smith to his home, they’ve completed their quest and earned their reward. If the characters didn’t already coax such a promise from Evin at
doesn’t return home safely, Evin and other members of the city’s royalty build a funerary pyre to honor the smith and mourn his loss. Evin thanks the characters for their efforts but cannot give them
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
couriers, information brokers, and librarians. But Szadek also used his guild’s expertise at gathering information to build a vast spy network, and before long, the secret operations of the guild
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
. They focus on Korboz and Gnerkli to the exclusion of all else, promising magical rewards in exchange for aid (see “Gnome-Made Magic Items”). The workshop is cluttered with half-completed gnomish
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
. They focus on Korboz and Gnerkli to the exclusion of all else, promising magical rewards in exchange for aid (see “Gnome-Made Magic Items”). The workshop is cluttered with half-completed gnomish
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conclusion Once the characters free Theldin and return the smith to his home, they’ve completed their quest and earned their reward. If the characters didn’t already coax such a promise from Evin at
doesn’t return home safely, Evin and other members of the city’s royalty build a funerary pyre to honor the smith and mourn his loss. Evin thanks the characters for their efforts but cannot give them
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Gnomengarde’s foremost inventors, they are trying to dream up an invention that will cure King Korboz’s madness. Fibblestib’s proposal is a “sanity ray.” Dabbledob thinks that’s dumb, and wants to build
. They focus on Korboz and Gnerkli to the exclusion of all else, promising magical rewards in exchange for aid (see “Gnome-Made Magic Items”). The workshop is cluttered with half-completed gnomish
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Conclusion Once the characters free Theldin and return the smith to his home, they’ve completed their quest and earned their reward. If the characters didn’t already coax such a promise from Evin at
doesn’t return home safely, Evin and other members of the city’s royalty build a funerary pyre to honor the smith and mourn his loss. Evin thanks the characters for their efforts but cannot give them
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
gentle hills. In its midst, denizens build cozy villages on endless summer days. Conversely, the land of Shadowmoor is steeped in foggy moors, jagged cliffs, treacherous bogs, and skeletal forests. Here
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
gentle hills. In its midst, denizens build cozy villages on endless summer days. Conversely, the land of Shadowmoor is steeped in foggy moors, jagged cliffs, treacherous bogs, and skeletal forests. Here
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
Lorwyn-Shadowmoor. This realm consists of opposing lands that twist together, their borders constantly in flux. The land of Lorwyn teems with colorful creeks, bright meadows, verdant forests, and
gentle hills. In its midst, denizens build cozy villages on endless summer days. Conversely, the land of Shadowmoor is steeped in foggy moors, jagged cliffs, treacherous bogs, and skeletal forests. Here
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages beneath the streets, connecting them to a nearby
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages beneath the streets, connecting them to a nearby
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a network of passages beneath the streets, connecting them to a nearby
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Vast Cavern This 120-foot-high cavern is abuzz with activity. 2a. Simulacrux Simulacrux. A 20-foot-deep trench surrounds a 100-foot-tall, half-completed metal archway that rises from a bed of
four articulated metal legs.
Zox Clammersham is using the scaladar under his control to build the Simulacrux and to defend it, should it come under attack. The Simulacrux is designed to replicate
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
the wild, centaurs avoid conflict but fight fiercely when pressed. They roam the vast wilderness, keeping far from borders, laws, and the company of other creatures. Wilderness Nomads. Centaur tribes
range across lands with mild to hot climates, where a centaur requires only light furs or oiled skins to deal with inclement weather. They are hunter-gatherers and rarely build shelters or even use
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
Intelligence scores or proficiency in Investigation. Warden. The Warden’s focus isn’t so much on the people of the nation, but on the land encompassed within its borders, both cultivated and wild. Sometimes
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
Intelligence scores or proficiency in Investigation. Warden. The Warden’s focus isn’t so much on the people of the nation, but on the land encompassed within its borders, both cultivated and wild. Sometimes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Build Your Group A head of state like Prince Oargev requires a variety of adventurers to do the range of tasks they require. Depending on the kinds of work you do, your party might include some or
Intelligence scores or proficiency in Investigation. Warden. The Warden’s focus isn’t so much on the people of the nation, but on the land encompassed within its borders, both cultivated and wild. Sometimes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but they’re not the only set of assumptions that can do so. You can build an interesting campaign concept by altering one or more of those core assumptions, just as well-established D&D worlds have done
the “Here there be dragons” notations? What if great empires cover huge stretches of countryside, with clearly defined borders between them? The Five Nations of the Eberron setting were once part of
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
sewer tunnels, paying them with food and tools the kobolds wouldn’t have access to on their own. If they are treated well and left alone to do the job, the kobolds work industriously and build a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the players to introduce their characters and describe them to the group. Once they have completed their introductions, read or paraphrase the following boxed text: After swimming for half the day, you
see the “darkening” up ahead. It’s difficult to see anything clearly within its borders, though you can vaguely make out the outline of a mountain of sunken ships resting on the sea floor, grown over






