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Returning 23 results for 'conflict with roughly'.
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conflicted with rough
conflicts with rough
Kobold
Legacy
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
settlement remained. It was named in her honor, with Citlán roughly translating to “the place near Citlali.” People began calling the skeletal figure La Catrina for her elegant clothing. San Citlán’s
history is rife with conflict. After years of failed invasions over its first century of existence, the city was overcome and occupied by a colonizing force. Colonial rule lasted for two hundred years
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
settlement remained. It was named in her honor, with Citlán roughly translating to “the place near Citlali.” People began calling the skeletal figure La Catrina for her elegant clothing. San Citlán’s
history is rife with conflict. After years of failed invasions over its first century of existence, the city was overcome and occupied by a colonizing force. Colonial rule lasted for two hundred years
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, and detailing sections of the coastline in the Sea of Fallen Stars, have been pinned on one wall. Two creatures float upright, peering intently at the maps. While both are roughly humanoid, one of
6 without alerting the drowned ascetics therein, any conflict in this area will “wake” them. They join combat after two rounds have passed. Development Any character who takes a minute or more to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt. The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their
, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in the Ardeep Forest. Adventurers can earn good money by offering their services as guards on a hunt. The residents of Nightstone have a longstanding and seemingly irreconcilable conflict with their
, marked “Nightstone,” beckons you to follow the trail. If memory serves, Nightstone is roughly ten miles up the trail.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
, and detailing sections of the coastline in the Sea of Fallen Stars, have been pinned on one wall. Two creatures float upright, peering intently at the maps. While both are roughly humanoid, one of
6 without alerting the drowned ascetics therein, any conflict in this area will “wake” them. They join combat after two rounds have passed. Development Any character who takes a minute or more to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and posts supporting a rectangular slab roughly four feet wide and six feet high.
The water here is roughly 30 feet wide and 2 feet deep. Though the river can be easily forded, the shallow waters
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and posts supporting a rectangular slab roughly four feet wide and six feet high.
The water here is roughly 30 feet wide and 2 feet deep. Though the river can be easily forded, the shallow waters
walls divide these catacombs, many lined with grave niches holding roughly humanoid shapes wrapped in tattered linen. More than one of these grim parcels floats freely in the stagnant water.
These
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
trails off into the silvery void. An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs
Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
trails off into the silvery void. An astral dreadnought lives a solitary existence. On the rare occasion when two dreadnoughts meet, they typically fight until one tires of the conflict and departs
Visit ability. A creature can leave the demiplane only by using magic that enables planar travel, such as the plane shift spell. The demiplane resembles a stone cave roughly 1,000 feet in diameter with a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Population. Roughly one hundred thousand folk dwell in Tu’narath. The vast majority are githyanki, but visitors from other planes aren’t uncommon. Individuals who come to deal with the githyanki reside
conflict are disciplined, but such punishment is rarely lethal. Any visitor who causes a ruckus, however, is likely to be slain on the spot, unless Vlaakith has specifically forbidden such action
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
.
Population. Roughly one hundred thousand folk dwell in Tu’narath. The vast majority are githyanki, but visitors from other planes aren’t uncommon. Individuals who come to deal with the githyanki reside
conflict are disciplined, but such punishment is rarely lethal. Any visitor who causes a ruckus, however, is likely to be slain on the spot, unless Vlaakith has specifically forbidden such action
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the chieftain of Wyrmdoom Crag, get a different version of the story (see "Wyrmdoom Crag"). If the characters portray themselves as neutral arbiters seeking to end the conflict between the clans, Arn
suggests they end the conflict by bringing him the cloak of the Wyrmdoom chieftain, either by killing Ogolai and taking it from her or by forcing Ogolai to surrender it. Arn aims to use the characters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, the chieftain of Wyrmdoom Crag, get a different version of the story (see "Wyrmdoom Crag"). If the characters portray themselves as neutral arbiters seeking to end the conflict between the clans, Arn
suggests they end the conflict by bringing him the cloak of the Wyrmdoom chieftain, either by killing Ogolai and taking it from her or by forcing Ogolai to surrender it. Arn aims to use the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into their grotto. The grotto is roughly circular, 40 feet in diameter, and filled with water 20 feet deep. The surface of the water is 5 feet below the floor of area T4. A submerged tunnel connects
in the submerged chamber below this area. Development. Sgothgah recognizes that accomplished adventurers would be highly useful servants in its conflict against the aboleths sent from the Endless
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into their grotto. The grotto is roughly circular, 40 feet in diameter, and filled with water 20 feet deep. The surface of the water is 5 feet below the floor of area T4. A submerged tunnel connects
in the submerged chamber below this area. Development. Sgothgah recognizes that accomplished adventurers would be highly useful servants in its conflict against the aboleths sent from the Endless
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
nobles, Cormyr is recovering from its war with Sembia and Netheril — a conflict that cost the nation much, but left the kingdom standing, and which, in the end, Netheril didn’t survive. The pride of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
nobles, Cormyr is recovering from its war with Sembia and Netheril — a conflict that cost the nation much, but left the kingdom standing, and which, in the end, Netheril didn’t survive. The pride of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
flying snake to return with further instructions. If the characters interrupt the negotiations, both evil forces attack them. Regardless of the outcome of the conflict, Gundahella is furious that the
smaller wrecked ships in the harbor roughly 60 feet from shore. Frost giants have already attacked the town once in the past month; this is their second raid. Twenty frost giants have descended upon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
flying snake to return with further instructions. If the characters interrupt the negotiations, both evil forces attack them. Regardless of the outcome of the conflict, Gundahella is furious that the
smaller wrecked ships in the harbor roughly 60 feet from shore. Frost giants have already attacked the town once in the past month; this is their second raid. Twenty frost giants have descended upon
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Stairs The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie
-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Stairs The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren’t dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie
-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations