Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 24 results for 'continuing rarely granting to have refuge'.
Other Suggestions:
containing rare granting to have reduce
containing rarity granting to have reduce
containing rare granting to have rebuke
continuing rarely grasping to have refuse
continuing rare grasping to have rebuke
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
)
Feature: Rubblebelt Refuge
You are intimately familiar with areas of the city that most people shun: ruined neighborhoods where wurms rampaged, overgrown parks that no hand has tended in decades, and the
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
the households of their genie parents.
Wild and Confident
Genasi rarely lack confidence, seeing themselves as equal to almost any challenge in their path. This certainty might manifest as graceful
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
good are all examples of rivals. A rival’s agenda changes over time. Though the characters engage in downtime only between adventures, their rivals rarely rest, continuing to spin plots and work against the characters even when the characters are off doing something else.
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
responsible for blocking tunnels to deter pursuit.
Kobolds feel a cool affinity or something like kinship for other members of their tribe, but they are rarely affectionate with each other. Two kobolds
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
brought back to life by any means. If the adventurers fail to convince Thunderwing to give up her life, she turns invisible and leaves the cave complex, taking refuge in the surrounding forest. Xanthoria re
return to Candlekeep, they find Zelyth eager to hear the tale of their harrowing experience. If the characters inform Zelyth that Xanthoria has been destroyed, Zelyth thanks them for granting Xanthoria
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
mines, but they rarely venture to the surface nowadays except to forage and hunt. Characters can find refuge among the dwarves, who are civil if not friendly, but must leave within a day or two, since
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
perpetually clogged with some amount of planar refuse, but sewage rarely backs up enough to flood well-to-do wards. Kuo-toa, troglodytes, and other aquatic folk live in the Drowned Nations, as do land
points along its mind-bending circumference, imprisoned creatures might spot their own backs or torchlight in the distance. Rarely, through determination or sheer luck, creatures do escape the Loop
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
a point that concerns more than Diancastra’s cleverness. In granting his daughter’s request for divinity, Annam acknowledges that the same chaotic, changeable potential exists within his sons and
of all kinds. A good saga, well-told, reveals a great deal about the teller. If you’re lucky and self-aware, it can also show you something about yourself. Only rarely does it tell you much worth
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
elves of Ansalon largely keep to themselves, half-elves are few and are rarely seen outside the elven nations. Silvanesti High Elves Silvanesti, the original elven kingdom, lies in southern Ansalon. For
together across the sea to Southern Ergoth, seeking refuge with the Kagonesti, while others refused to give up Silvanesti and sought to reclaim their ancestral home. As a Silvanesti high elf, you know
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
with the factions changes, granting them access to favors or provoking reprisals. Characters adjust their renown score once per adventure, and rarely by more than 5 points. The Renown in Kalakeri table
, and grudges rarely last long. As a result, the characters might walk the razor’s edge of loyalty and betrayal in hopes of furthering their own goals. Continual Conflict. Kalakeri’s factions are locked
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
when it comes to helping his friends.
Squiddly is a slim 9-year-old tiefling boy with an eye patch, a small bow, and a quiver of toy arrows. He rarely thinks before he talks or acts.
Jarlaxle in
a refuge fairly close by, in a cellar complex under the Southern Ward. “Laeral” suggests that the characters search for the stone there. (Jarlaxle doesn’t want Nar’l to know that he’s onto him, which
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
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
. Elsewhere, a squad of warriors stands at attention for an indeterminate time, after their failure to maintain proper formations during drills. Those incarcerated here are rarely supervised closely, but
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
duel, Halaster captured Manshoon and amputated his left arm at the elbow for reasons unknown. Manshoon escaped imprisonment and fled Undermountain, taking refuge in the city above. Attempts to
years ago by the two wizards who built it. The edifice is surrounded by a magical barrier that has the properties of a wall of force. Manshoon rarely leaves the towers and uses a teleportation circle
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
he rarely goes outside except to get food and post new notices calling for adventurers. Characters who knock on Harbin’s door hear his voice on the other side say, “If you’re a dragon, know that I’m
and take refuge in Axeholm. To that end, someone needs to open the fortress and make it safe for habitation. Once you accomplish these tasks, return to Townmaster Wester to collect a reward of 250 gp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle
journey, but only rarely will the cost exceed a half-dozen shards. Carriages The well-to-do — or those who want to ride in luxury during a day out — can hire a full carriage, many of which are as finely
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
its community behind for a number of reasons. A clan that is forced to relocate (perhaps because of invading creatures or a natural disaster) might decide to seek refuge or opportunity in a city or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
size that near the ancient ancestral mound of the Red Tiger tribe. The settlement was founded some time ago by members of the Black Lion tribe, who put down roots here rather than continuing to live
tribal settlements for food, plunder, and sport.
The Uthgardt are spread across the North, rarely found farther south than the High Forest. There is no nation of Uthgardt to which they belong
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
’ Alliance increases the party’s stature in the eyes of all other factions, granting additional bonuses. See “Chapter 9: Council of Waterdeep” and the Council Scorecard (appendix B) for more information
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
’ Alliance increases the party’s stature in the eyes of all other factions, granting additional bonuses. See “Chapter 9: Council of Waterdeep" and the Council Scorecard (appendix B) for more information
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
’ Alliance increases the party’s stature in the eyes of all other factions, granting additional bonuses. See “Chapter 9: Council of Waterdeep" and the Council Scorecard (appendix B) for more information
thick beard, a wild mane of hair, and a forceful manner. Rarely seen without his hand around a glass of strong spirits, he is a master manipulator and looks and behaves as a king should. Strong and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
miners haunt the caves and tunnels under Kelvin’s Cairn, rarely emerging except to trade ore for food. Most of Icewind Dale’s inhabitants, however, live in ten permanent settlements collectively known
catch sight of her in the sky overhead. Rarely does she condescend to meddle in the affairs of land dwellers; however, if one or more characters neglect to take cover, she swoops down for a closer look
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
incorporeal types such as wraiths, specters, and ghosts. These restless spirits seem content to remain in the forest and rarely trouble travelers who stay away from their territory. Waterdeep The City
bank is a walled citadel under the city’s control. Between them stretches a wide stone bridge. Travelers must move through the citadel and pass inspection before continuing west to Triboar or crossing
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
note is the Chanter, who is responsible for continuing the ongoing recitation of the prophecies of the great seer Alaundo, who once made his home here. I remember the first time I came upon the Endless
unknown for them to deal with adventurers directly when they need such services. While these scholars rarely have much coin to pay for the services of a company of venturers, they do possess the
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
died, the kenku raised her in undeath to prolong their cult, continuing to fill their city with glass statues. After Kwalish fled his first laboratory, he used the initial research of his expedition to
chapter 9 of the Player’s Handbook. O3. Street Level Several trails lead down into the city, granting a better view of the tableau beneath the ooze. Unlike the figures seen standing staidly along the edges