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Returning 23 results for 'confession relate grow to have refuge'.
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Monsters
Acquisitions Incorporated
the familiars of evil arcane casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler
establish lairs of their own.
Unknown and Inscrutable. The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For
Species
Van Richten’s Guide to Ravenloft
Memories table to inspire its details.
Lost Memories
d6
Memory
1
You recall a physically painful moment. What mark or scar on your body does it relate to?
2
A memory brings
of Dread (detailed in chapter 3):
Har’Akir. You died and endured the burial rites of this desert realm, yet somehow a soul—yours or another’s—has taken refuge in your
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
, sorcerer, miner, or crafter is as likely to be female as male.
Grow Fast, Die Early
Kobolds grow and mature much more swiftly than members of other humanoid races. At 6 years old a kobold is
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
Thayan army. On their way out of Thay, they were forced to take refuge on a broken-down skiff that drifted far out into the Sea of Fallen Stars. Both Fhenimore and Whymsee preferred death to becoming
for another chance at some kind of life, the two have embarked on this mission with great enthusiasm and have spent the last ten years looking for a place where they might protect the young titan from the world, so that it might grow in power.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
living trees grow naturally out of its fallen remains. Their shapes resemble towers, with candlelit windows twinkling in the gloom and wooden balconies encircling gnarled branches. On one side of the
chapter 2, the hag takes refuge with her sister, Skabatha Nightshade, and spends all her time in the study (area L14), poring through Skabatha’s ritual books for a clever spell to overcome the characters
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
discovering they were both intended for execution and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to take refuge on a broken-down
great enthusiasm and have spent the last ten years looking for a place where they might protect the young titan from the world, so that it might grow in power. Fhenimore is a tall, lanky human woman
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, these unfortunates never grow old and have no hope of escape. The hag keeps the children safe and healthy, since to do otherwise would cause them to vanish (see “Children of Prismeer” in chapter 2
Granny Nightshade’s tyranny have no easy way to return home, but they can take refuge at Little Oak’s treehouse or be left in the care of the unicorn Lamorna at Wayward Pool. The dwarf Elkhorn (see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Mad Wizard’s Retreat A human wizard, the lone survivor of an expedition to the Underdark, has taken refuge in this 30-foot-high cave. The cave contains the following: Light. Phosphorescent moss
growing in patches on the walls dimly lights the entire cave.
Fungi. Gardens of barrelstalk, ripplebark, timmask, and tongue of madness grow throughout.
Mage. Near the north wall, a slight woman
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
, bone, or some other substance, which allow the archfey to raise the dead. They shed their antlers and grow new ones every hundred years, prompting thieves to sneak into the domain to acquire the shed
does. 5 Refuge. The archfey creates a wooded glen, a dome of brambles, a silken cocoon, or some other kind of refuge. Creatures hostile toward the gift’s recipient can’t enter this refuge without the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Upper Levels and Cellar The belfry tower rises above the main levels of the hermitage, and a secret cellar below the kitchen has become a refuge for the survivors of the undead assault. The following
sunken Tammeraut. Most of the journal is moldy and illegible. The last few pages are intact, and they relate the events surrounding the coming of Tammeraut: Our worst fears are confirmed. Virgil has
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Multiverse. Roll a d10 if you don’t have that book. *See chapter 6. Storm Giant Encounters The Storm Giant Encounters table includes storm giants as well as creatures that relate to or resonate with
storm giant themes. Storm giants usually remain solitary, but they can get tangled in events that relate to prophecies and omens. These encounters might happen anywhere, at any time, and can be a sign on
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and corn struggle to grow in the fields surrounding the house. Any character who succeeds on a DC 14 Intelligence (Nature) check can tell the plants around this farm are sickly because something’s
relate snippets from the “Fractured Soul” section of the adventure’s background. As soon as the soul shaker awakens, if the farmers the soul shaker controls are still in area F6, it summons them to aid
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
casters, abandoned in the subterranean depths and left to grow to enormous size. Others claim these creatures were once normal crows transmuted by vile essence and viler powers. But one thing all agree
.
Unknown and Inscrutable. The mindset of these intelligent yet alien creatures is a mystery, but some who have encountered them relate that they are quick to hold a grudge. For years. Of even greater
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
underwater, flees via the sea caves, and takes refuge somewhere else on the island. Should Ronnom retreat to this cave, he urges Skalanthas to prepare for the characters’ arrival. The dragon fights
Ronnom to confess his crimes in exchange for his life. If Skalanthas witnesses this confession, the dragon feels betrayed and enforces any agreement Ronnom is forced to make with the characters. See
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
factions grow too powerful and need dismantlement. The Bleak Cabal and Doomguard work well with the Hands of Havoc in short bursts. Harmonium Who Enforce Peace through Might Factol: Sarin Headquarters
freedom, most notably the Hands of Havoc, Mind’s Eye, and Society of Sensation. Mind’s Eye Who Grow to Godhood Factol: Saladryn Headquarters: Great Foundry Aligned Plane: The Outlands Members: Crafters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
perpetually in full bloom. The reflecting pool is 1 foot deep. Sundial. The sundial here functions identically to the one in the hedge maze (area G21), but the leaves required to operate it don’t grow within
Garden for only two days, not the two years that have already passed on the island of Sybarate. Juliana and Orlando gladly relate their tragic tale of forbidden love with sincerity—if a touch
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in need can find refuge and a warm meal. Hands of Havoc. Arson and vandalism are tools of the trade for the Hands of Havoc, a faction of rebels. In other wards, the Wreakers’ destructive activities
menaces. The largest of these is the Us, a hyperintelligent hivemind based in Undersigil (detailed later in this chapter). When cranium rat populations grow to dangerous sizes, the Parakks step in to cull
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
sufficient bedding for four frost giants here. Two Neutral Frost Giants, Ardrandal and Forstrorri, recount stories of long-dead heroes while they maintain the camp here. Both are loyal to Ralvald but grow
Giant. They relate the same information as Heldalf, but add that they wish Ralvald would give up his impossible quest to defeat Challidax. D5: Ralvald’s Retreat A wide river crosses this cavern
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
present to defend the town, the frost giant raiders force hundreds of townsfolk to take refuge in the mines. The giants pile boulders in front of the mine entrances to trap the townsfolk inside, then loot
: the Moonwood to the west, the Coldwood to the east, and the Druarwood between them. The Glimmerwood’s pine, fir, and spruce trees grow atop the rocky foothills and escarpments of two converging
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Serissa’s trust, the characters might try to convince her that Mirran and Nym are complicit in the assassination of their mother and the abduction of their father. Without evidence or a confession from
Quarters This submerged cave belongs to Imperator Uthor. Beds of kelp grow here and there, and three giant clams rest on the uneven floor. The clams’ contents are determined by the Giant Clam table (see
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dualdon, Lac Dinneshere, and Redwaters. By midsummer, Icewind Dale shakes off the torpor of winter and comes forth in full flower. Grasses grow two or three feet high in the span of weeks. Birds flock
with caves, wherein the natives take refuge should the village come under attack. The caves are furnished and well-stocked with preserves. Jalanthar boasts just one amenity for travelers. The Crowing
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
flees to Thither on her bobbing lily pad (in area B1) and reluctantly takes refuge with her older sister, Skabatha (see chapter 3 for details). If she has no option but to fight, Bavlorna doesn’t
shelves: The bottom shelf holds three magic potions with labels in Elvish: a potion of diminution labeled “Shrink,” a potion of growth labeled “Grow,” and a potion of invisibility labeled “Vanish
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
fungi as both a food source and a warning system. At each end of this corridor grows a 10-foot-wide fungal cluster containing four shriekers. Other fungi grow in a humus layer spread along the length of
its research. It can also relate the following information: Deadly Mold. A deadly strain of alien mold wiped out the ship’s original Humanoid population. The mold’s origins are unknown. Survivors. In