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Returning 9 results for 'defeating inhabit are beating'.
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Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
leads from the lower portion to the upper ledge. The air is hazy with the smoke of a cooking fire, and pungent from the smell of poorly cured hides and unwashed goblins.
Six goblins inhabit this den
(southern) part of the cave. Sildar Hallwinter, a human warrior, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The goblins have been beating and tormenting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Faceless Lord. Juiblex, the Faceless Lord, oozes out of the Abyss and into the Underdark. The characters hear from subterranean folk who need help defeating the demon lord and its minions. School of
different world where whimsical tales unfold—or perhaps some version of the modern world. Gamma World. The characters inhabit a post-apocalyptic wasteland that is largely medieval in feel, but isolated
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
last resort. The Harpers were instrumental in defeating Tiamat and ending the tyranny of dragons, and with reports of giant attacks on the rise, they see giants as an emergent threat to peace in the
hundreds of years ago on the Purple Rocks. The humans who inhabit these islands cast their young into the sea as part of a ritual to appease Slarkrethel. These sacrificed offspring resurface and return
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sending a slice of the pirates’ profits to Fort Beluarian, which would end the alliance with Liara Portyr and probably be self-defeating; the pirates could keep more of their profit, but they’d take
reef sharks inhabit the water below the cage. Third, the only place escapees can go is the jungle, which is more cruel than the pirates. Whether any prisoners are in the cell when characters arrive at
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
insect rotates slowly on a spit.
Two fomorians inhabit this cave. The beds, fire pit, and utensils are all sized for Huge creatures. The fomorians are cruel, violent, and bored. When the giants
Underdark lake. The lake and the creatures that inhabit it are beyond the scope of this adventure, but you can flesh them out as you see fit. L15: Basilisk Den Oddly shaped chunks of rock are strewn
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
pungent from the smell of poorly cured hides and unwashed goblins.
Five goblins and two goblin bosses inhabit this den. The southern half of the cave is 10 feet higher than the northern end. Sildar
Hallwinter is being held prisoner in this chamber. He is bound on the southern ledge of the cavern. The goblins have been beating and tormenting him, so he is weak and has 1 hit point. One of the goblin
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
of the cave.
Two hideous giants squat near a circle of hefty stones enclosing a crackling fire. Above the roaring flames, a charred giant insect rotates slowly on a spit.
Two fomorians inhabit
inhabit it are beyond the scope of this adventure, but you can flesh them out as you see fit. L14: Basilisk Den Oddly shaped chunks of rock are strewn about this cave, which reeks of ammonia. Scattered
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Hand) check. On a failed check, the captain and crew members spot and prevent the theft, and each character takes 3 (1d6) bludgeoning damage from the beating they endure as they escape through the
) are trying to reach the captain but face twelve zombies in their way (or half that number if the hammer was abandoned). Defeating the zombies helps to unite the pirates, the characters, and the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leading them in various meditations. At any given time, four Sacred Stone monks (see chapter 7) practice with her. Hellenrae’s instruction consists of beating her followers senseless, so the two monks are
the characters kill this group of monsters and leave the dungeon without defeating Hellenrae, within 1d3 days she replaces these guards with six duergar. The duergar also arrive if the characters kill






