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Returning 34 results for 'consisting readily grabbing to have reason'.
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Backgrounds
Sword Coast Adventurer's Guide
possibilities.)
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving
civilization. Silent Rain. Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either
monsters
expend a use to take one of the following actions. Shub-Niggurath regains all expended uses at the start of each of its turns. If Shub-Niggurath is unable to use legendary actions for any reason, it
represents burgeoning life unburdened by the demands of ethics, laws, or society. Her worshippers exist in isolated enclaves, largely consisting of families, isolated villagers, or exiles who renounce the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
trees that is an important meeting-place for the Emerald Enclave. Foes of the enclave have to fight to reach it, but members can readily find aid, healing, and advice in the grove. Reason to Visit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
trees that is an important meeting-place for the Emerald Enclave. Foes of the enclave have to fight to reach it, but members can readily find aid, healing, and advice in the grove. Reason to Visit
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
). Reason to Visit. The “Dark Dealings in Yartar” side trek (chapter 6) brings the characters here. More broadly, characters affiliated with the Lords’ Alliance can readily receive support in Yartar, and Harpers and Zhentarim can get aid, too, if they’re discreet and know how to contact an agent in town.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
). Reason to Visit. The “Dark Dealings in Yartar” side trek (chapter 6) brings the characters here. More broadly, characters affiliated with the Lords’ Alliance can readily receive support in Yartar, and Harpers and Zhentarim can get aid, too, if they’re discreet and know how to contact an agent in town.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.) Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.) Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wonderful traveling companion. Green Imsa (Female Human Traveler). The reason behind Imsa’s name is obvious: she is green from head to foot. Her skin, hair, eyes, nails, teeth—everything about her is green
. She readily admits that she is traveling to Waterdeep in search of a remedy for her condition. The coloration doesn’t seem to bother her, but she becomes flustered if anyone asks how she came to be
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
wonderful traveling companion. Green Imsa (Female Human Traveler). The reason behind Imsa’s name is obvious: she is green from head to foot. Her skin, hair, eyes, nails, teeth—everything about her is green
. She readily admits that she is traveling to Waterdeep in search of a remedy for her condition. The coloration doesn’t seem to bother her, but she becomes flustered if anyone asks how she came to be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
characters give the aboleths a reason to be paranoid (which is easy to do, given their natural inclinations), these creatures attack. L3. Landgrave’s Pit The light that fills the pit originates in the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when
the bidding of their guild superiors. Most adventuring characters, though, prefer more independence. You can roll a d6 or choose from the options in the table below to establish a reason for the freedom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. The characters can’t proceed into the temple without some means of breathing underwater, such as caps of water breathing or the potions found in area T6. Potions of water breathing are also readily
characters give the aboleths a reason to be paranoid (which is easy to do, given their natural inclinations), these creatures attack. L3. Landgrave’s Pit The light that fills the pit originates in the
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
elves, for example, belong to the Golgari, Selesnya, or Simic guilds, but a majority of goblins are guildless. Loxodons tend to have a strong sense of community, so they readily join guilds. And when
the bidding of their guild superiors. Most adventuring characters, though, prefer more independence. You can roll a d6 or choose from the options in the table below to establish a reason for the freedom
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
pragmatic, willing to do whatever necessary to achieve their ends. But they have no need to terrorize the folk of Darkhold Vale, for one simple reason: they already control them. In years past, these folk
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occupation in a relatively flat and defensible valley called Darkhold Vale. Darkhold Vale contains a small settlement of the same name, consisting mostly of shepherds who tend their flocks in the high
pragmatic, willing to do whatever necessary to achieve their ends. But they have no need to terrorize the folk of Darkhold Vale, for one simple reason: they already control them. In years past, these folk
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remains of his life here. Characters who take pity on him earn his trust, and he readily tells them where to find things in Azrok’s Hold. If information is what the characters seek, Salt Nose suggests they
door depicts a goblin chomping down on a rat sandwich. Inside, three goblins busily assemble packs of rations consisting of baked mushrooms, rat jerky, cakes of dry moss, and other underground edibles
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
remains of his life here. Characters who take pity on him earn his trust, and he readily tells them where to find things in Azrok’s Hold. If information is what the characters seek, Salt Nose suggests they
door depicts a goblin chomping down on a rat sandwich. Inside, three goblins busily assemble packs of rations consisting of baked mushrooms, rat jerky, cakes of dry moss, and other underground edibles
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
present. Unless they have reason not to be, four hobgoblins are sleeping, while the other two are sitting at the fire with their captain. Sleeping hobgoblins wake and spend their first turn standing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
towers closest to the bridge. If the characters approach the gatehouse and give a sound reason for being here, the erinyes open the way (see “Doors” and “Portcullises” below), escort the characters to
doors at each end are readily visible from inside the hallway and don’t require an ability check to find. B13: Prison Cells The door to this chamber bolts from the outside. Inside, bundles of rags have
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 2d10 fire damage. The razerblasts have immunity to fire damage. Development If the characters defeat these guards and leave the area, a replacement watch consisting of the cultists from
present. Unless they have reason not to be, four hobgoblins are sleeping, while the other two are sitting at the fire with their captain. Sleeping hobgoblins wake and spend their first turn standing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
(Intimidation) check, but the check is made with disadvantage if Lord Gralhund has reason to believe his wife can see or overhear the conversation: “The Stone of Golorr is some kind of ancient creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
remaining) are fighting off an attacking force of Zhents consisting of three thugs (each with 20 hit points remaining). The Zhents are trying to get to area G16, but the guards are blocking them. If the
(Intimidation) check, but the check is made with disadvantage if Lord Gralhund has reason to believe his wife can see or overhear the conversation: “The Stone of Golorr is some kind of ancient creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
), commander of Everlund’s army and a windbag High Sorcerer Vaeril Rhuidhen (NG male sun elf archmage), a quiet voice of moderation and reason who keeps the peace between the council’s more fractious
feet tall, its surfaces worn smooth by time. The enormous basin surrounding the altar mound is shaped like the silhouette of a leaping elk stag, although this image isn’t readily apparent when the area
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby orcs and goblins that are willing to treat with them peacefully. They aren’t fools, however, and
the issuing government uses, regardless of origin, except for Zhentil Keep — for some reason, all Zhent coins have unflattering epithets associated with them.
Amn: fander, taran, centaur, danter
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
demonstrate strange quirks in speech or behavior. The people of Thesk trade readily with any folk, even nearby orcs and goblins that are willing to treat with them peacefully. They aren’t fools, however, and
the issuing government uses, regardless of origin, except for Zhentil Keep — for some reason, all Zhent coins have unflattering epithets associated with them.
Amn: fander, taran, centaur, danter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
merchants. For some, it’s the reason they come to Red Larch. Chansyrl’s is a steady supplier for many a settlement up and down the Long Road. Key NPCs. Phaendra Chansyrl (female Tethyrian human scout
warned them about (see “Lance Rock” in chapter 6). 8. Lorren’s Bakery This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
merchants. For some, it’s the reason they come to Red Larch. Chansyrl’s is a steady supplier for many a settlement up and down the Long Road. Key NPCs. Phaendra Chansyrl (female Tethyrian human scout
warned them about (see “Lance Rock” in chapter 6). 8. Lorren’s Bakery This aromatic, tidy building’s ovens and mixing bowls are in use day and night. The bakery has a hanging sign consisting of a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
-foot-long, curved wooden pole with a mobile consisting of three ornaments dangling at the top of it. Each ornament appears to be a triangular piece of white wood with an Elvish letter carved into it
gift to Iggwilv from the archmage Mordenkainen and is worth 2,500 gp. Its pieces mutter under their breath when they are taken off the board. The chessboard is one reason why Nemesatra and Trizzian
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
-foot-long, curved wooden pole with a mobile consisting of three ornaments dangling at the top of it. Each ornament appears to be a triangular piece of white wood with an Elvish letter carved into it
gift to Iggwilv from the archmage Mordenkainen and is worth 2,500 gp. Its pieces mutter under their breath when they are taken off the board. The chessboard is one reason why Nemesatra and Trizzian
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
by a griffon-shaped indentation in the earth, the form of which isn’t readily apparent until one takes to the air or climbs to the top of the rocky spire. The stone giants smashed the marble altar to
Long Road. They are so named because the area has been the target of several meteor showers over the millennia. The hills are haunted by various tribes of Uthgardt, giving few others reason to visit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
incoherent, self-aggrandizing speech to a group of sycophantic underlings consisting of ten human bandits and two duergar who have never seen Xanathar’s true form. These minions clutch tankards of Wyrmwizz
and weapons. If Hyustus has died for whatever reason, replace him with a female human Watch officer named Cressa Galavarco (LG female Tethyrian veteran with no armor or weapons). Whoever is here has a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
incoherent, self-aggrandizing speech to a group of sycophantic underlings consisting of ten human bandits and two duergar who have never seen Xanathar’s true form. These minions clutch tankards of Wyrmwizz
and weapons. If Hyustus has died for whatever reason, replace him with a female human Watch officer named Cressa Galavarco (LG female Tethyrian veteran with no armor or weapons). Whoever is here has a