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Returning 11 results for 'druids invent are buildings'.
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Kenku
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Species
Volo's Guide to Monsters
structures that would collapse beneath a human or an orc.
Some thieves’ guilds use kenku as lookouts and messengers. The kenku dwell in the tallest buildings and towers the guild controls
. Most kenku use a combination of overheard phrases and sound effects to convey their ideas and thoughts.
By the same token, kenku have no ability to invent new ideas or create new things. Kenku can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Towering Wood? Are you comfortable in buildings, or do you prefer the open air? As a child of the forest, you might take the outlander background, or perhaps you became a folk hero by defending
independent. They broke with Aundair, and they bow to no monarch. The folk of the Reaches value talent over titles. The Eldeen people respect the guidance of the druids, but they all work together to solve their problems; no one gives orders to a Reacher.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
Snobeedle Orchard and Meadery in Undercliff. The walls of Phaulkonmere enclose fabulous gardens, and the buildings are covered with moss and ivy. The place is owned by descendants of two wealthy families
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Hands, dedicated to Gond, presents an altogether less peaceful experience. Here, all the great innovative minds of the city invent and experiment, attempting to create everything from flying machines
walls leading into an alley that passes under the surrounding buildings. At night, these tiles glimmer dimly with the blue light of foxfire. More than one route leads into the Blue Alley, as this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Tairnadal, the warrior elves who seized control of Valenar. Although much of their population now resides in Valenar, many Tairnadal noncombatants—children, artisans, and the druids who raise their
of wonders. Stand on the steps of the Grand Temple and look down upon the High Street and you’ll see fountains of light casting shadows across buildings that have stood for over ten thousand years
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
accommodate broad stone parapets with buildings atop them. Each parapet features a 30-foot-tall stone pagoda topped by a weather vane. A wooden statue of Chauntea stands in the middle of each pagoda
often leaves the livestock pens to hang around Northfurrow’s End. He returns to the pens at night to check on the animals. G6. Town The buildings that house most of the residents of Goldenfields are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
on the island, but the inhabitants don’t allow the characters into any buildings. 2 The inhabitants like the characters and give them advice to help them impress the island’s leader. 3 Some unhappy
4 1d6 druids and 5d10 tribal warriors 5 3d10 centaurs 6 3d10 scouts and 5d10 commoners Welcoming Island Story Hooks d4 Story Hook 1 The island is a colony or outpost sponsored by a nation or
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, convenient to the graveyard and as far as possible from the wealthy neighborhoods. Hissing Stones This low stone bathhouse in the Seatower neighborhood is one of the oldest buildings in the area
and let the river carry its problems elsewhere. As the city grew, however, this began to dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the Seatower neighborhood is one of the oldest buildings in the area. Built in the Chessentan style, it features heated pools, echoing halls, and gorgeous tile mosaics. The Hissing Stones hold a
dangerously pollute the river, leading a coalition of druids and patriars to construct the Sewer Keep. A series of three towers built into the walls at the western end of the Seatower neighborhood, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Aurilssbarg are paved with logs laid side by side, and its buildings are low wooden structures whose pitched roofs are covered in sod. The heart of Aurilssbarg is Green Hall, a spacious tavern with a lengthy
people here are beholden to the mysterious Dusk Circle, a group of druids who reside in hermitages in the surrounding mountains and forest. Folk in Kheldell log, hunt, plant, and harvest when and where
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Red Larch Locations Here follow brief descriptions of important locations in town. Buildings shown on the map that don’t have a number and a description are houses, sheds, or outbuildings. They
were marked by a strange symbol, like a bowl. The Amnian merchant paid Thorsk well and talked about a big gathering of druids he was heading to, hoping to sell kegs of beer and various trinkets






