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Returning 35 results for 'continued recorded goblin to have requires'.
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Backgrounds
Guildmasters’ Guide to Ravnica
, Intimidation
Tool Proficiencies: One type of gaming set
Languages: Choose one of Celestial, Draconic, Goblin, or Minotaur
Equipment: A Boros insignia, a feather from an angel&rsquo
)
2
Justice. Achieving justice requires establishing fair, equitable, and compassionate relationships within a community. (Good)
3
Protection. It isn’t right for innocents to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. But the messengers failed—the kingpriest and his followers dismissed the warnings as the work of evil and continued on their path. As the hour of the kingpriest’s ritual to attain godhood arrived
, here are my notes, compiling a rough introduction to the histories recorded here at the Great Library of Palanthas.
Nikkas of Palanthas, Assistant to the Librarian
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
. Arthur continued his thriving business and lived a quiet, contented life alone at Holrow Homestead. SECRET OF HOLROW HOMESTEAD
The animals and plants that grow on and around the hill at Holrow
of Grolantor magically enhances plant and animal growth around it, resulting in rich crops and thriving livestock. Arthur never learned this secret, but he recorded his suspicions in a book in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
with a gemstone-like sheen, this ovoid stone was covered in strange furrows. The stone seemed ritualistic in nature, but it matched no recorded historical practices, and no one could identify its
Natural History offered a generous price for the stone, it was soon whisked from the dig site to the museum. Dr. Dannell continued to research the strange stone. Her concern turned to dread when she found
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, twenty feet above the floor.
Any character who can see the bridge in area 5 might also notice the goblin guarding the bridge. Doing so requires a Wisdom (Perception) check contested by the goblin’s
Dexterity (Stealth) check. The goblin notices the characters if they carry any light or don’t use stealth as they approach the bridge. The goblin does not attack. Instead, it attempts to sneak away to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
participant has to pin an unarmed goblin (lawful good), while a Medium participant has to pin one goblin while wrestling two of them. Winning the game requires a successful Strength (Athletics) check contested
Dexterity Catch the Dragon by the Tail
Wisdom Gnome Poetry Contest
Charisma Goblin Wrestling
Strength Guess the Number of Feathers
Intelligence Outstare the Cyclops
Constitution If a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
structure as well as a metaphorical one: the Pyrgnos is a glowing stone tower standing near the coast. It is literally formed from the collected learnings of the polis, recorded on carved stone tablets and
demolished by a kraken that attacked the city, but it has been repaired and continues to grow, reflecting the continued learning of the polis’s citizens. The Dekatia Meletis boasts many centers of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Karkolohk Locations (K8-K13) K8. Goblin Huts Ramshackle huts cling precariously to the rock face, their rope ladders swaying with every gust of wind.
These huts are secured to the rock face with
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Goblin Bazaar In this monstrous market live forty goblins. Half of them are guards, and the other half are traders. The goblin boss and his retinue lurk in area 1e. 1a. Bazaar Side Entrance
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
11. North Barracks The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10
Wisdom (Perception) check hears gruff voices speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of this barracks, which is lit and heated by a glowing iron brazier in
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I'll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger
but hold its energy, which you release with your reaction when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell's magic requires concentration
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
move up to your speed in response to it. Examples include "If the cultist steps on the trapdoor, I’ll pull the lever that opens it," and "If the goblin steps next to me, I move away." When the trigger
when the trigger occurs. To be readied, a spell must have a casting time of 1 action, and holding onto the spell’s magic requires concentration (explained in chapter 10). If your concentration is
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for signs of trouble, but the goblins prefer to stand around the brazier for warmth. One goblin has a horn that it can blow to sound an alarm, putting the entire fortress on alert. Since visitors aren’t
goblin. North and west of the higher bridge, resting in the snow, are three large, wooden cages, currently empty.
The wooden cages were built to hold the polar bears that pull the goblins’ wagons
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and so on—the goblins in area H2 notice and attack them through the thicket, which provides three-quarters cover. H2: Goblin Guard Post When the characters cross to the east side of the stream, they
can see around the screening thickets to area H2. This is a goblin guard post, though the goblins here are bored and inattentive. On the east side of the stream that flows from the cave mouth, a small
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
obelisk to the west, north, and east. They contain a dozen goblin beds made of bundled rugs and torn fabric. (The beds have nothing of value.)
A detect magic spell reveals a faint aura of divination
38, the two-headed statue in area 39a, and the stairs west of the statue that lead down to level 2. Casting dispel magic on the obelisk renders it nonfunctional. Toppling the obelisk requires a
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Overkill Attacks Powerful weapon attacks can kill more than one minion in a single maneuver called an overkill attack. As already discussed, a weapon attack requires only 1 point of damage to reduce
of goblin minions (each with 6 hit points). She hits a goblin minion with her longsword and uses Divine Smite, dealing 8 slashing damage and 11 radiant damage to the target for a total of 19 damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
this room can hear someone rummaging through the kitchen (area 8b). Lying on the floor in the middle of the room is a dead goblin with a crossbow bolt sticking out of its chest. The goblin fell prey
determine that the wound is fresh, indicating that the goblin has been dead only a few minutes. If the characters linger here, Kella tries to eavesdrop on their conversation and learn more about them without
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
southern nation long since buried by sand and time. Whatever his origin, scholars have recorded that Halaster brought with him seven apprentices to Mount Waterdeep. With the Seven guarding his back
less and less of their enigmatic master. Halaster continued to use fell creatures from distant planes for tunneling and other construction beneath his tower, and the wizard kept the nature of most of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Azrok’s Hold d10 Encounter 1 Halaster’s scrying eye (see “Halaster’s Lair”), which observes the characters silently for a minute before disappearing 2 A goblin child (noncombatant) eating a dead rat 3 A
goblin hauling a bucket of garbage to area 17e 4 1d4 goblins with shovels, either digging through rubble or heading to a dig site 5 1d3 bugbears who sneer at visitors and make rude comments as they
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
only recently has Baalzebul worked off all those transgressions and been returned to his former humanoid form. In all that time, he has not told a lie to another devil, and his continued honesty is
other document in the Nine Hells is recorded, copied, and filed away in Maladomini’s archives. These storehouses are buried deep underground, so that they would remain intact if the layer is ever again
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and an allied pair of ogres lurking in the caves. The villagers were ambushed, captured, and brought before Hark, the goblin boss. Hark interrogated them, learned of the giant attack on Nightstone
pick them off one or two at a time. A goblin that is alone and outnumbered might try to flee if it takes damage, at your discretion. If possible, the goblin retreats to the temple (area 5). See the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
her AC 9. She speaks Common, Giant, and Goblin, though her vocabulary is limited to monosyllabic words. An unarmed goblin, Snert, is stuck in the folds of Guh’s flesh. While stuck, the goblin is
, figure out how to sever a wagon axle with a single hit, causing the wagon bed to fall and spilling Guh onto the floor. Hitting the axle just right requires a successful melee or ranged attack against AC
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
focus 85–86 A Batiri goblin mask made of painted wood, set with nine gemstones (10 gp each) 87–88 A spyglass (1,000 gp) 89–90 A lute (35 gp) with one broken string 91–92 A set of thieves’ tools (25 gp
) 93–94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock’s key is missing) 95–96 Jar of Keoghtom’s ointment 97–98 Horn of blasting 99–00 Wand of secrets
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Whelm Weapon (Warhammer), Artifact (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume
communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin. Personality. Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
airship with the needle disengages once the needle has been successfully deployed or destroyed. As it departs the scene, the characters spot a smirking goblin with one pale eye looking out at them
Inc battle balloon airworthy again for the continued journey. Any Six operatives captured during the fight are keen to earn their freedom by telling everything they know. They were hired by Splugoth
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Evil kite 5 Goblin procession 6 Goblin shadows 7 Pageant wagon 8 Tornado Astronomer’s Throne The characters come across a throne hewn from a boulder and etched with astronomical symbols. A detect
.) The third goat says, “The fool’s scepter is the key.” (This statement refers to the scepter that belongs to Stagefright the goblin, which can be used to open the stone door to area M17.) After speaking
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your
your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Incorporated!” Peering through the rails of the second-floor balcony is a smirking goblin with one pale eye who towers over you in your present forms. “Listen up, bugs! And welcome to the most important
bargaining session of your lives.” The goblin walks haughtily toward the stairs. “I am Splugoth the Returned. Surely you know who I am?”
Splugoth can’t conceal being pleased if the characters know that he
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
collapsed. No monsters dwell here, but the goblin sentries in area C3 are supposed to be keeping watch. They glance only occasionally through the arrow slits, however, so characters who move quietly
the ceiling.
If the goblin sentries in area C3 raised the alarm, then the goblins and hobgoblins in areas C4 and area C6 run through the north and south doors at the same time. They attack from both
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your
during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sundered doors lies a shadowed hall. Round towers loom over the entranceway, with dark arrow slits looking down on the terrace.
No monsters dwell here, but the goblin sentries in area 3 are supposed to
.
If the goblin sentries in area 3 raised the alarm, the goblins and hobgoblins in areas 4 and 6 come running out of the north and south doors at the same time. They attack from both directions