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Returning 27 results for 'comfort call'.
Other Suggestions:
consort call
comforts call
comfort calls
Monsters
The Wild Beyond the Witchlight
comfort to those who have no goodness in them.”
Ideal. “Justice needs champions. I count myself as one.”
Bond. “Valor’s Call is not just an assembly of like-minded
commanding it to halt). He tries to capture and imprison evildoers, slaying them only if they cannot be apprehended.
Valor's Call
The noble adventuring party known as Valor’s Call was founded
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
city from which Evin and Theldin hail and demanded to speak with Theldin, a legendary crafter whose blades have made the city rich and famous. Though he answered Brimskarda’s call, Theldin rejected the
so from the comfort of his own forge.” Once the players are ready to continue, proceed to the “Fireside Monastery” section below.
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
city from which Evin and Theldin hail and demanded to speak with Theldin, a legendary crafter whose blades have made the city rich and famous. Though he answered Brimskarda’s call, Theldin rejected the
so from the comfort of his own forge.” Once the players are ready to continue, proceed to the “Fireside Monastery” section below.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better
, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pouch containing 10 gp Feature: Supply Chain From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections
forward. (Good)
3 Excitement. Caution got me nowhere in my previous business. I’m not going to let it hold me back now. (Chaotic)
4 Wealth. With enough coin, I can buy comfort, power, knowledge
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pouch containing 10 gp Feature: Supply Chain From your time as a merchant, you retain connections with wholesalers, suppliers, and other merchants and entrepreneurs. You can call upon these connections
forward. (Good)
3 Excitement. Caution got me nowhere in my previous business. I’m not going to let it hold me back now. (Chaotic)
4 Wealth. With enough coin, I can buy comfort, power, knowledge
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 gp
Wealthy
4 gp
Aristocratic
10 gp minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates
live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates, and relying on the good graces of people better
, usually a spacious home in a good part of town or a comfortable suite at a fine inn. You likely have a small staff of servants. Aristocratic. You live a life of plenty and comfort. You move in
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
2 gp
Wealthy
4 gp
Aristocratic
10 gp minimum
Wretched. You live in inhumane conditions. With no place to call home, you shelter wherever you can, sneaking into barns, huddling in old crates
live a life of plenty and comfort. You move in circles populated by the most powerful people in the community. You have excellent lodgings, perhaps a townhouse in the nicest part of town or rooms in the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
creatively call the Three Rivers), Yartar is a fishing town, and its tables have fish as fare at every meal. Fresh crabs, eels, and other river life are available both to eat and to purchase, and serve as a
where she hears audiences. Feasts are often held here, though more often, the hall sees activity in its side rooms, where merchants dealing in large quantities of goods, or making deals and proposals that affect the entire community, can meet in comfort.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
creatively call the Three Rivers), Yartar is a fishing town, and its tables have fish as fare at every meal. Fresh crabs, eels, and other river life are available both to eat and to purchase, and serve as a
where she hears audiences. Feasts are often held here, though more often, the hall sees activity in its side rooms, where merchants dealing in large quantities of goods, or making deals and proposals that affect the entire community, can meet in comfort.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
flees toward area A4, yelping a call to arms.
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. This is called a D20 Test. An
comfort the crying Copper Dragon Wyrmling by adding treasure to its meager hoard. It isn’t going well. The kobolds and the wyrmling are Indifferent toward all other creatures.
Svetlin Velinov
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
svirfneblin approaches cautiously. She introduces herself as Ecklash the Burrow Warden, the faction’s leader. Ecklash has a large burn across her cheek from a close call with the red dragon Grisdelfawr
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
flees toward area A4, yelping a call to arms.
Ability Checks. When the outcome of an action is uncertain, the game uses a d20 roll to determine success or failure. This is called a D20 Test. An
comfort the crying Copper Dragon Wyrmling by adding treasure to its meager hoard. It isn’t going well. The kobolds and the wyrmling are Indifferent toward all other creatures.
Svetlin Velinov
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
svirfneblin approaches cautiously. She introduces herself as Ecklash the Burrow Warden, the faction’s leader. Ecklash has a large burn across her cheek from a close call with the red dragon Grisdelfawr
own comfort. The door to the eighth alcove is locked. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools or they can break down
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-out-of-order lavatory for big and tall creatures. Gabel, a retired pit fiend judge, guards the entrance, but most entrants respectfully call him “Your Honor.” On the other side of the door lies a
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
World’s destruction.” To some dragons, this closing couplet of “Elegy for the First World” is not merely an exhortation to dominate the Material Plane, but a call to recreate the original world of the
dragonsight, but especially members of the Inheritors of the First World, can have the following trait, representing the ability to call on the knowledge of their echoes across the Material Plane
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
World’s destruction.” To some dragons, this closing couplet of “Elegy for the First World” is not merely an exhortation to dominate the Material Plane, but a call to recreate the original world of the
dragonsight, but especially members of the Inheritors of the First World, can have the following trait, representing the ability to call on the knowledge of their echoes across the Material Plane
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
-out-of-order lavatory for big and tall creatures. Gabel, a retired pit fiend judge, guards the entrance, but most entrants respectfully call him “Your Honor.” On the other side of the door lies a
, research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
have already told him.
Berserkers These wild mountain folk are covered head to toe in thick gray mud, which makes them hard to see in the fog and well hidden in the mountains they call home. While so
, the will-o’-wisp becomes visible and joins the fray. Wolves This land is home to many wolves, their howls at the moment too close for comfort. Characters have a few minutes to steel themselves before
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
have already told him.
Berserkers These wild mountain folk are covered head to toe in thick gray mud, which makes them hard to see in the fog and well hidden in the mountains they call home. While so
, the will-o’-wisp becomes visible and joins the fray. Wolves This land is home to many wolves, their howls at the moment too close for comfort. Characters have a few minutes to steel themselves before
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
forced out from underground risks becoming lost in the realm of dreams, living ever after as a twisted version of its former self that the giants call a dreamwalker (see chapter 3 for more information on
payment to make amends, though a sack of gold is likely little comfort to those who lost loved ones, homes, and livelihoods. It’s always wise to tread softly, speak deferentially, and act respectfully
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
intent, the bosuns welcome them to the Lambent Zenith and call for Ilren, who stepped in as the camp’s interim leader when the ship’s first mate fell ill. The githyanki explain that they haven’t heard
. Though the survivors don’t require food in the timeless void of the Astral Sea, Kycera finds that cooking and eating bring the restless survivors comfort. Zuzanna Wuzyk Kycera Duskstride Talking with
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
intent, the bosuns welcome them to the Lambent Zenith and call for Ilren, who stepped in as the camp’s interim leader when the ship’s first mate fell ill. The githyanki explain that they haven’t heard
. Though the survivors don’t require food in the timeless void of the Astral Sea, Kycera finds that cooking and eating bring the restless survivors comfort. Zuzanna Wuzyk Kycera Duskstride Talking with
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters decide to call in the favor, Dral contacts his employers, and High Captain Horix Zoar does everything in his power to give the characters what they want, provided it’s within his power and isn’t
little too close to the Evermoors for most merchants’ comfort. Between Olostin’s Hold and Everlund, the trail passes through an area that used to be forest and is now full of tree stumps. Efforts to turn
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
characters decide to call in the favor, Dral contacts his employers, and High Captain Horix Zoar does everything in his power to give the characters what they want, provided it’s within his power and isn’t
little too close to the Evermoors for most merchants’ comfort. Between Olostin’s Hold and Everlund, the trail passes through an area that used to be forest and is now full of tree stumps. Efforts to turn






