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Returning 15 results for 'comforts remote goblins to have requiems'.
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Species
Eberron: Rising from the Last War
beyond providing creature comforts to travelers. Every one of the house’s enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal
reach of any government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Backgrounds
Guildmasters’ Guide to Ravnica
stench.
Suggested Characteristics
Members of the Golgari Swarm are unmistakably products of the undercity, ill at ease amid the comforts of civilization. They bring about the same discomfort in others
spore druid responsible for a large rot farm.
5
There’s a troll in a remote area of the undercity who seems to find me interesting — and who knows more than you’d think.
6
An
Worg
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
the remote wilderness or are raised by goblins and hobgoblins. Those creatures use worgs as mounts, but a worg will turn on its rider if it feels mistreated or malnourished. Worgs speak in their own language and Goblin, and a few learn to speak Common as well.
Halfling
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
perfectly in the glassy surface of Maer Dualdon.
— R.A. Salvatore, The Crystal Shard
The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from
marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
extends beyond providing creature comforts to travelers. Every one of the house’s enclaves—which are more numerous than those of any other dragonmarked house—is a sanctuary beyond the legal reach of any
government or dragonmarked house. Baron Yoren and his daughter Chervina have greatly expanded the house’s presence even in remote areas such as the edge of the Demon Wastes, guided by their study of the Draconic Prophecy.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
was called the Lord of Chaos, and his guild’s original function as maintainers of Ravnica’s natural places meant keeping his faction as remote as possible from the civilized parts of the world. The
gradual expansion of the city, however, has driven the Gruul into smaller and smaller refuges. ITCHING FOR A FIGHT
Gruul goblins live in colonies scattered at the edges of Gruul territory and civilized
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mother) to the goblins. Summerhawk Family. The Summerhawks are strongheart halflings. Taela Summerhawk (age 28), an apothecary, comforts her four young children, Barley (age 10), Midge (age 8), Nincy
goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Adventure Hooks Adventurers can find the Sunless Citadel within a remote and lonely ravine. The characters can be drawn to the dungeon for any of the following reasons. Relate the information below
in height, they are stolen—every time. The townsfolk assume the goblins send out thieves to ensure their monopoly of enchanted fruit. You are interested in piercing the mystery associated with how
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Maglubiyet’s Will Be Done When Maglubiyet conquered the goblins’ gods, he taught the goblins to fear his cruelty. They bowed in sniveling obeisance to him and then turned their impotent wrath upon
of their individual deities. All types rightly fear Maglubiyet’s wrath, but each carries out the Mighty One’s divine will differently. Goblins typically flee from obvious threats, and hobgoblins often
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
goblins, and the occasional hungry ogre or other solitary monster. And, as halfling luck would have it, these incidents are so rare that a single one might be talked about for generations. In one village
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Island Inhabitants d6 Inhabitants 1 3d10 winged kobolds and 10d10 kobolds 2 1 goblin boss and 8d10 goblins 3 1d6 berserkers and 5d10 tribal warriors 4 1 orc war chief, 2d10 orogs, and 5d10 orcs 5 4d10
protect themselves and their property, or they simply enjoy the isolation a remote island affords. The creatures on sanctum islands usually live in permanent structures like abbeys, fortresses
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
more interesting than an old vine-covered wizard’s tower in the woods? Is the headquarters remote or within a settlement — perhaps an old tavern or caravansary the characters can restore? It can be
operate, and such weapons might be slow to reload or recharge. Headquarters weapons are not particularly effective against small bands of creatures (such as a group of goblins), but they can be useful
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
reshaped the world in their image, sowing madness and creating monsters. They fused goblins together to create the gibbering dolgrims and crafted the blind dolgaunts from hobgoblin stock. The goblinoid
creature’s saving throw is successful or the effect ends for it, the creature is immune to this lair action for the next 24 hours. Regional Effects. Belashyrra’s lair is known to touch remote areas of