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Returning 18 results for 'directions ideals are bloody'.
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Backgrounds
Guildmasters’ Guide to Ravnica
needs warrant. For example, you can have a message carried across a neighborhood, procure a short carriage ride without paying, or have others clean up a bloody mess you left in an alley. The DM
’t think of anything to look forward to.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Wealth. I will do whatever it takes to
Backgrounds
Guildmasters’ Guide to Ravnica
in my communication.
Ideals
d6
Ideal
1
Guild. My guild is all that really matters. (Any)
2
Change. All life is meant to progress toward perfection, and
My research builds on my parents’ work and takes it in interesting new directions.
2
If a serious problem confounds me, I can count on my mentor to provide clarity of thought.
3
A
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Avernus abhors the structure and has surrounded it in a bloody scab, earning it the name the Bleeding Citadel. This scab has also engulfed a demon named Crokek’toeck that was sent by the demon lord
directions to this location from Bel or Olanthius in chapter 3. Yeenoghu’s demons carve tunnels through the scab as they search for a way to free Crokek’toeck and break into the Bleeding Citadel, which is
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Purphoros’s Villains Though Purphoros’s ideals are shared by many, the methods he uses to advance them can be brutal. His belief that creation necessitates destruction, combined with his cavalier
Purphoros turns to Mogis to enhance his craft, engaging in bloody rituals to produce exquisite cursed weapons.
2 An aging veteran seeks to replace her body with living bronze and enlists a genius
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet per round. The inhabitants of other nearby areas go about their business. The stone floors and walls are covered with bloody tiles. The ceiling is 10 feet high throughout. 17a. Western Guard
are told to seek out Rojkarn Ironhead, the captain of the guard. “He wears a big helmet,” one says with a sneer. The other can provide directions to area 6c, where Rojkarn’s office is located
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
farming implements have the same statistics as scimitars. Any character who engages the farmers sees their eyes swirl with crimson, resembling bloody, unshed teardrops. Characters have no way of knowing it
more if the characters return her goddaughter to Promise safely. Aunt Dellie gives the characters directions to the Rattle, but she doesn’t know exactly where Kianna’s farm is. The characters must search for it once they reach the Rattle.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Blades, a local warmonger who conscripts warforged to his bloody cause of wiping out anyone who opposes him. If the characters offer to help the pilgrims, Mercy suggests they meet at the pilgrims
Spear, Kalyth gives the party directions to Ialos (see “Ialos” earlier in this chapter). She adds that the town’s most prominent structure is a large metal windmill that glints faintly in the mist
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
, particularly frost giants. Part of his appeal is his willingness (when bribed with bloody offerings) to inspire his worshipers with ferocity and bloodlust. More than any other demon lord, what he
offers his followers—raw strength and fury in battle—appeals directly to the values shared by many frost giants, making him appear as an exemplar of the giants’ ideals. The fury of Kostchtchie in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. Characters who question Thorsk can get directions to Scarlet Moon Hall (see chapter 3). 6. Chansyrl Fine Harness The pungent smell of tanned and oiled leather fills this crowded workshop, and the walls
grizzled dwarf prospector who warned them away from Lance Rock “because there’s plague there.” Maegla has no idea what they’re talking about, but the children can provide directions to the ravine the dwarf
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Myla’s alchemical fire. The kobolds of Dragon’s Rest are lawful good, sharing Runara’s ideals of justice and compassion. Since they are sensitive to sunlight, they work at night and avoid moving about
directions to channel it. He loves to ask questions about everything other people are doing. Kilnip has terrible insomnia and sleeps only a few hours each day. She is always tired but an eager
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
rule like tyrants. Priests and Rites. Good-aligned giants who appreciate her ideals pray to Iallanis for peace, unity, and mercy. Her priests often officiate weddings among giants, even evil ones
childhood accomplishments to bloody battles that ended only when their father or one of their siblings intervened. Other myths describe cunning Surtur leading his brother on dangerous adventures
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
worth by its size. The small folk are beneath my concern. 7 The small folk are vermin. I enjoy torturing and killing them. 8 Good or bad, Annam’s sons represent the ideals that we, as giants, must
strive to uphold. Giant Ideals d6 Ideal 1 The Ordning. Annam created the ordning for the good of all giants, and it’s our duty to uphold his vision. (Lawful) 2 Skill. What sets my clan apart is its
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
for a living, and their work is dangerous and bloody. Both men are grim and have haunted looks in their eyes. These two are dour fellows, but they seldom pass up an opportunity to earn coin. If the
woods and valley well. They’re willing to serve as guides for 5 gp per day, or to provide directions to important landmarks in exchange for free drinks. They think it’s foolish to travel “this cursed
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
bit, he was simply called Screve. However, he had more than a few other names throughout his career as a slinger of magic, including Brutar the Bloody, Murst the Merciless, and That Wizard Who Fried
until destroyed. Buzz Saw of Doom. The cylindrical object in the room’s center looks like two barrels placed atop one another, with sharp, circular blades jutting out in various directions. When the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
directions, trying to overwhelm the adventurers and drive them from the castle. Trap. The dusty plaster and rubble before the door leading to area C8 conceal a copper tripwire connected to linchpins
condition for 1 hour. Sildar’s Gear. The equipment piled among the supplies includes a bloody suit of chain mail, a shortsword in a leather scabbard, a heavy crossbow, and an unsheathed longsword with the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
.
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
and the Triboar Trail supply provisions for the castle. Old casks of salted meat and sacks of rotting grain fill this storage area. Among the supplies, you see a bloody suit of chain mail, a heavy
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
piece of bloody cloth.
The iron grate covers a pit that’s 5 feet square and 3 feet deep. The openings in the iron grate are 5 inches square. A character who can reach the harp can carefully tilt it and
from the pit but fell victim to the trap on the grate. The trap tore away half of the cultist’s jacket—the bloody cloth now at the pit’s bottom—and papers tumbled from the cultist’s pocket and through
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
as they enter. The tapestries displayed between the torches are rendered in bloody colors and show victorious fire giants. The door guard is hidden in the alcove (area 1A). 1A. Alcove The tapestry
four heads to watch in all directions. If the guard at the gate sounds the alarm, these creatures move to hold the mouth of the entryway until help arrives from area 3, area 18, or areas 21–25. The






