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Returning 35 results for 'dwarves push'.
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dwarves path
dwarves past
dwarves pass
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hammerthorn
The conflict began in ages past, when the world was new. Almost all the dwarves were more than content to make their homes inside the mountains and hills that were filled with ore and other
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hammerthorn
The conflict began in ages past, when the world was new. Almost all the dwarves were more than content to make their homes inside the mountains and hills that were filled with ore and other
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hammerthorn
The conflict began in ages past, when the world was new. Almost all the dwarves were more than content to make their homes inside the mountains and hills that were filled with ore and other
valuables, not digging too far beneath the surface. The dwarves of clan Duergar, however, became obsessed with delving deep into the Underdark. The clan’s miners continually insisted that a great trove of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 7: Escape from the Underdark This chapter marks the midpoint of Out of the Abyss and sees the characters finally make their way out of the Underdark. Before their final push to freedom
. Though the characters don’t yet know it, their exploits in the Underdark will bring them to the attention of the dwarves of Gauntlgrym, setting the stage for chapter 8 and a new call to adventure. By the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 7: Escape from the Underdark This chapter marks the midpoint of Out of the Abyss and sees the characters finally make their way out of the Underdark. Before their final push to freedom
. Though the characters don’t yet know it, their exploits in the Underdark will bring them to the attention of the dwarves of Gauntlgrym, setting the stage for chapter 8 and a new call to adventure. By the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 7: Escape from the Underdark This chapter marks the midpoint of Out of the Abyss and sees the characters finally make their way out of the Underdark. Before their final push to freedom
. Though the characters don’t yet know it, their exploits in the Underdark will bring them to the attention of the dwarves of Gauntlgrym, setting the stage for chapter 8 and a new call to adventure. By the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
three questions. Rare or Mundane? Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The
role these races play in your setting should determine the kinds of reactions that such characters meet. Don’t be afraid to push things to an extreme. An orc character might have to venture into town
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
three questions. Rare or Mundane? Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The
role these races play in your setting should determine the kinds of reactions that such characters meet. Don’t be afraid to push things to an extreme. An orc character might have to venture into town
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
three questions. Rare or Mundane? Consider how common orc, goblin, and similar adventurers are in your setting. Are they regarded as no stranger than elves or dwarves? Are they met with suspicion? The
role these races play in your setting should determine the kinds of reactions that such characters meet. Don’t be afraid to push things to an extreme. An orc character might have to venture into town
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
doors are unlocked and push open to reveal a dark, dusty room strewn with treasure accumulated by the dragon (see “Treasure” below). Arch Gate to Level 6. A door in the northeast corner leads to a
smaller chamber with an arch gate set into the back wall (see “Gates”). The arch is engraved with images of dancing dwarves. The rules of this gate are as follows: Standing within 5 feet of the arch and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
clan seeks to establish here. Threats to the livelihood of the dwarves earn her wrath. Flaw. Manistrad has little patience; she tends to push for quick results over a more measured approach. The
crown and value the good of the kingdom before the good of the region. The town guard, the dwarves, and the local farmers are generally loyalists. The loyalists care about security. They want to keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
clan seeks to establish here. Threats to the livelihood of the dwarves earn her wrath. Flaw. Manistrad has little patience; she tends to push for quick results over a more measured approach. The
crown and value the good of the kingdom before the good of the region. The town guard, the dwarves, and the local farmers are generally loyalists. The loyalists care about security. They want to keep
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
clan seeks to establish here. Threats to the livelihood of the dwarves earn her wrath. Flaw. Manistrad has little patience; she tends to push for quick results over a more measured approach. The
crown and value the good of the kingdom before the good of the region. The town guard, the dwarves, and the local farmers are generally loyalists. The loyalists care about security. They want to keep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) check is needed to push open the heavy door. V5. Secret Room This dust-filled room has lain untouched since the time of the Delzoun dwarves. Green copper urns on platforms overflow with coins, gems
sets of doors at the northern end of the west wall push open to reveal area V3 beyond. V3. Stairs and Fresco This hall has the following features: At the south end of this chamber, expertly carved
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) check is needed to push open the heavy door. V5. Secret Room This dust-filled room has lain untouched since the time of the Delzoun dwarves. Green copper urns on platforms overflow with coins, gems
sets of doors at the northern end of the west wall push open to reveal area V3 beyond. V3. Stairs and Fresco This hall has the following features: At the south end of this chamber, expertly carved
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
levels of the mine, watching over eleven shield dwarves and seventeen rock gnomes (all commoners). The prisoners are split into groups of two or three. Some use picks or shovels, while others push carts
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
levels of the mine, watching over eleven shield dwarves and seventeen rock gnomes (all commoners). The prisoners are split into groups of two or three. Some use picks or shovels, while others push carts
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
levels of the mine, watching over eleven shield dwarves and seventeen rock gnomes (all commoners). The prisoners are split into groups of two or three. Some use picks or shovels, while others push carts
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
) check is needed to push open the heavy door. V5. Secret Room This dust-filled room has lain untouched since the time of the Delzoun dwarves. Green copper urns on platforms overflow with coins, gems
sets of doors at the northern end of the west wall push open to reveal area V3 beyond. V3. Stairs and Fresco This hall has the following features: At the south end of this chamber, expertly carved
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Blizzards”). Oobok’s Remains When the characters arrive at the location where the dwarves were forced to abandon their sled, read: You crest a snow-covered ridge and see a frozen, dismembered corpse
surprise. The sled weighs 300 pounds, and the iron ingots add another 600 pounds of weight to it. A single goblin can push or drag 240 pounds, so it takes at least four of them to move the sled. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the middle of the month to inform the characters of new spirits that the guild has to offer, and to give them a list of which ones to push hard. To test the extent of their willingness to cooperate
Ulkoria once owned the tavern in Trollskull Alley. She sold it to a family of shield dwarves, who fell on hard times and sold it to a woman who made it into an orphanage. “Turned out to be a hag who was
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Blizzards”). Oobok’s Remains When the characters arrive at the location where the dwarves were forced to abandon their sled, read: You crest a snow-covered ridge and see a frozen, dismembered corpse
surprise. The sled weighs 300 pounds, and the iron ingots add another 600 pounds of weight to it. A single goblin can push or drag 240 pounds, so it takes at least four of them to move the sled. If
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
“Blizzards”). Oobok’s Remains When the characters arrive at the location where the dwarves were forced to abandon their sled, read: You crest a snow-covered ridge and see a frozen, dismembered corpse
surprise. The sled weighs 300 pounds, and the iron ingots add another 600 pounds of weight to it. A single goblin can push or drag 240 pounds, so it takes at least four of them to move the sled. If
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the middle of the month to inform the characters of new spirits that the guild has to offer, and to give them a list of which ones to push hard. To test the extent of their willingness to cooperate
Ulkoria once owned the tavern in Trollskull Alley. She sold it to a family of shield dwarves, who fell on hard times and sold it to a woman who made it into an orphanage. “Turned out to be a hag who was
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the middle of the month to inform the characters of new spirits that the guild has to offer, and to give them a list of which ones to push hard. To test the extent of their willingness to cooperate
Ulkoria once owned the tavern in Trollskull Alley. She sold it to a family of shield dwarves, who fell on hard times and sold it to a woman who made it into an orphanage. “Turned out to be a hag who was
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the area. Deep in the Starmetal Hills, a group of dwarves devoted to Marthammor Duin (the dwarven god of explorers, travelers, and outcasts) established the village of Twilight Tor, on the shores of a
cold, crystal-clear lake known as Lake Glorfindar. Few but the dwarves know of this place. Travelers of good will are welcome, and the stargazing is excellent. Stone Bridge A gigantic stone archway
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the area. Deep in the Starmetal Hills, a group of dwarves devoted to Marthammor Duin (the dwarven god of explorers, travelers, and outcasts) established the village of Twilight Tor, on the shores of a
cold, crystal-clear lake known as Lake Glorfindar. Few but the dwarves know of this place. Travelers of good will are welcome, and the stargazing is excellent. Stone Bridge A gigantic stone archway
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the area. Deep in the Starmetal Hills, a group of dwarves devoted to Marthammor Duin (the dwarven god of explorers, travelers, and outcasts) established the village of Twilight Tor, on the shores of a
cold, crystal-clear lake known as Lake Glorfindar. Few but the dwarves know of this place. Travelers of good will are welcome, and the stargazing is excellent. Stone Bridge A gigantic stone archway
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Drannor came to the aid of the Dalelands and helped push back Sembian forces. On the Sword Coast, the Hosttower of the Arcane rose again in Luskan, along with the Arcane Brotherhood. In Waterdeep and
can leave their mark. Students of history and those elves and dwarves who recall the past that short-lived humans see as distant perceive a world much like it was over a century ago. For most folk, wild
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Drannor came to the aid of the Dalelands and helped push back Sembian forces. On the Sword Coast, the Hosttower of the Arcane rose again in Luskan, along with the Arcane Brotherhood. In Waterdeep and
can leave their mark. Students of history and those elves and dwarves who recall the past that short-lived humans see as distant perceive a world much like it was over a century ago. For most folk, wild
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
little they know about her plans or Dragon’s Blessing. Any investigation of the bodies in the room reveals them to be humans and dwarves, some only a few months deceased. A character who succeeds on a DC
becoming a steep slope with metal rungs bolted to the sandstone walls. The passageway ends in an iron grate that requires a successful DC 12 Strength check to push open. If Tulao escaped using this
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
little they know about her plans or Dragon’s Blessing. Any investigation of the bodies in the room reveals them to be humans and dwarves, some only a few months deceased. A character who succeeds on a DC
becoming a steep slope with metal rungs bolted to the sandstone walls. The passageway ends in an iron grate that requires a successful DC 12 Strength check to push open. If Tulao escaped using this
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Drannor came to the aid of the Dalelands and helped push back Sembian forces. On the Sword Coast, the Hosttower of the Arcane rose again in Luskan, along with the Arcane Brotherhood. In Waterdeep and
can leave their mark. Students of history and those elves and dwarves who recall the past that short-lived humans see as distant perceive a world much like it was over a century ago. For most folk, wild