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                        Returning 27 results for 'gnome continue lifting'.
                    
                
                        
                            
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                                        gnome continue living
                                    
                                
                                    
                                        gnome continues living
                                    
                                
                                    
                                        gnome continue letting
                                    
                                
                                    
                                        gnome continues lasting
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Going to Blingdenstone  Blingdenstone is an obvious destination for characters seeking refuge from their drow pursuers and a way out of the Underdark. The deep gnomes continue to have regular
                                                
                                            
                                                
                                                     dealings with the surface world. Among the party’s fellow escapees, the deep gnome Jimjar is the most enthusiastic about visiting Blingdenstone, and he can lead the adventurers there. Topsy and Turvy also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Launch Delayed or Aborted If the characters use the lever in area B4 to delay or shut down the launch, they can continue exploring the tower and its underlevel without fear of the Barn Door launching
                                                
                                            
                                                
                                                     launching rocket ships in Candlekeep. But the gnome and his minions are forbidden from entering the Barn Door thereafter, and the structure is placed under the protection of a guards and wards spell to discourage further exploration of the place.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     giant lifting a rock above its head A frost giant chopping down a great pine A cloud giant flying among birds in the sky A flying storm giant hurling lightning bolts at a ship A stone giant climbing a
                                                
                                            
                                                
                                                     snow thins out and disappears after about 100 feet. The tracks of the humans continue east into the dungeon complex.
                                                
                                            
                                        
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     who study its ebb and flow to expect the stalemate to continue. A different view is put forth by the archmage Tzunk, who notes that Maglubiyet has never faced a foe as ferocious and protective as
                                                
                                            
                                                
                                                     corpse’s ears for three days to ward off any retribution, and then bury or burn them.
Three ravens is always a good sign.
It is good luck to spit where you are about to sleep.
Gnome bones can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     spell out “Old Xoblob Shop.” If the characters check out the shop, continue with “Old Xoblob Shop.” If they don’t, they find the tavern without further incident; see “The Skewered Dragon” below. Old
                                                
                                            
                                                
                                                     painted purple, and every dusty knickknack on the shelves is dyed a deep violet. The hairless old gnome sitting cross-legged on the counter wears plum-colored robes. His cheeks are decorated with nine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     1d8 custard damage. Subtract custard damage from the contestant’s hit points as normal. Any contestant reduced to 0 hit points by custard damage is unable to continue, loses the contest, and has custard
                                                
                                            
                                                
                                                     functions like a potion of invisibility. The whole cupcake must be eaten to gain its benefit. Ellywick Tumblestrum This gnome bard (“Tumblestrum” to her friends) is in the Feasting Orchard when the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . A plaque on the door reads “ENGINE ROOM” in Common and Gnomish. The room has the following features: The engine room is filled with machines that hiss, whir, and clatter constantly. A rock gnome
                                                
                                            
                                                
                                                     again makes this “window” go away. When the wall is transparent, creatures in the cabin can see out, but creatures outside the submarine can’t see in. Wooden Trunk. The trunk isn’t locked. Lifting
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     are causing trouble in the Cairn Hills. They’re raiding merchants, hoping the dragon will allow them to return home as its loyal servants. Hook. A merchant named Nondy Barducks (a Lawful Neutral, gnome
                                                
                                            
                                                
                                                     remaining kobolds try to flee. Any captured kobold explains the situation. Kobold Supplicants. If the characters continue on their way without pursuing the kobolds, twelve Kobold Warriors (including any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     Contact The easiest approach is to have Kwalish in area O7 when the characters arrive — an elderly gnome arcane inventor (use the evoker stat block from Volo’s Guide to Monsters) working on his latest
                                                
                                            
                                                
                                                     bit of special material to fuel his experiments and continue his work — a piece of the characters’ souls, extracted by his machinery. With a successful DC 15 Charisma (Persuasion) check made to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     The Outlands’ most renowned cartographer is Melvin Manyroads, an energetic conjurer (chaotic good, gnome mage) who dwells in a turquoise tower with a marigold roof. Peppy and loquacious, he roams the
                                                
                                            
                                                
                                                    . Melvin’s maps aren’t always cheap—or accurate, for that matter—but his atlas is brimming at the seams. The hospitable gnome claims to have mapped hundreds of locations throughout the planes, including
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    , rerolling duplicates.  Mountain Encounters   d8 Encounter   1 Border Patrol 2 Dragon Flight 3 Fire Giant 4 Gnome Vale 5 Hermit 6 Rockslide 7 Troll Cave 8 Wyvern Roost  Border Patrol A group of human
                                                
                                            
                                                
                                                     mountains and succeed on a DC 15 Charisma (Persuasion) check, the soldiers invite the characters to camp with them for the night. On a failed check, the soldiers dismiss the characters and continue their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
                                                    
                                                
                                            
                                                     lifting a light object doesn’t require heroic effort, so no d20 roll is necessary.
 When the action is somewhere between easy and impossible, trying to do it could lead to success or failure. That’s when
                                                
                                            
                                                
                                                     into a part of the ongoing story. What does it look like when a monster is defeated? What does the Gnome Barbarian say or do if the heavy boulder blocking the cave doesn’t budge? These points in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Jimjar Deep gnome with a gambling problem Ront Orc bully Sarith Kzekarit Drow accused of murder Shuushar the Awakened Kuo-toa hermit and mystic Stool Myconid sprout Topsy and Turvy Deep gnome wererat
                                                
                                            
                                                
                                                     escape from the drow so he can continue his holy work. Buppido is happy to consider his fellow prisoners allies until such time as he no longer needs them, or becomes convinced that the omens point
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     arrested by the City Watch and held in Castle Waterdeep while he waits to be questioned by the Lords of Waterdeep about the Black Network’s operations in the city. The characters continue to receive
                                                
                                            
                                                
                                                    . 3rd “There’s a shop in the Trades Ward called Weirdbottle’s Concoctions. The gnome who runs it is a friend of ours named Skeemo. He’s made some potions of mind reading for a client. Pick up the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     repulsive. 15 Giant. The item is larger than normal and was crafted by Giants for use by their smaller allies. 16 Gnome. The item is crafted to appear ordinary and well used. It could also incorporate gears
                                                
                                            
                                                
                                                     item’s use. 7 Painful. You experience a harmless flash of pain when using the item. 8 Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     frost giants continue hunting for Sirac. If the characters allow Sirac to accompany them, assume that any frost giants that appear in a random encounter are searching for him. If they travel to
                                                
                                            
                                                
                                                     Hundelstone. She suggests they make contact with a gnome named Thwip Ironbottom, who lives there year-round. If one or more of the party members are Harpers, she tells them that Thwip serves as the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     gemstones, a torn-up suit of gnome-sized leather armor with a tiny electrum music box (worth 50 gp) tucked inside one of its many pockets, a dagger with an obsidian blade (worth 75 gp), a gold-plated helm
                                                
                                            
                                                
                                                    : General Features” sidebar for rules on opening doors and lifting portcullises). From the room beyond comes the sound of rushing water from the nearby river. The passage leads to a cold, dark, and vast
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     freckled gnome Hands of Havoc fire starter with a penchant for destruction. If reduced to 0 hit points while disguised as an alter ego, Farrow reverts to their true form. Any excess damage carries over to
                                                
                                            
                                                
                                                     it’s their funeral; the Harmonium will continue to return in greater numbers until the enforcers succeed, and next time, Farrow might not be there to bail out the characters.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     confine a strange gnome with gray skin and a bald head.
 A Black Earth priest (see chapter 7) named Erione is establishing a shrine here atop the wreckage of an ancient dwarven chapel. She is joined by
                                                
                                            
                                                
                                                     porous rock obelisk. It seeps forth on her command. Erione has manacled a female deep gnome named Rukhelmoth “Rukh” Glitterstone to the stone post at the foot of the obelisk and intends to offer him as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     level by the bowl of magical fire in the east offering room (area P4) might be disoriented and not know which direction is north. Magnetic Trap. Lifting any of the levers along the walls triggers a
                                                
                                            
                                                
                                                     count 20 (losing initiative ties), creatures between the walls take 22 (4d10) bludgeoning damage and have the restrained condition as they’re slowly crushed by the walls. The walls continue to compress
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     carved with simple reliefs showing dwarf and gnome miners at work. Nearly two dozen skeletons in rusted scraps of armor are scattered across the cavern floor. Some are dwarf skeletons, while others
                                                
                                            
                                                
                                                     magic of these caverns to enchant well-made dwarven arms and gnome gadgets. The northernmost door is scorched and cracked, its iron hinges partially melted; forcing it open requires a successful DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     Jester cards, and the floor is scattered with soft cushions. The door to the north bears the Fates card. A section of wall-cards shuffles aside, admitting a gnome-like man before shuffling closed
                                                
                                            
                                                
                                                     beasts in area 7 or the spies in area 15) here to attack them. Treasure. If the characters continue to trade riddles with Bindle, answering at least one of his own while also asking one or more, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     hearts of all who knew ye.” Lifting a sarcophagus lid requires a successful DC 20 Strength check. Treasure The dry-rotted remains of a smaller coffin sits within each sarcophagus. The gold and silver
                                                
                                            
                                                
                                                     continue to help the characters as described in area E11. None of the armor and weapons currently being forged here is near enough to completion to be used effectively. An iron talking tube runs between the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     wights (one per coffin), minus any that have been teleported away (see “Teleport Traps” at the start of this section). Lifting a coffin’s lid requires an action and a successful DC 15 Strength check
                                                
                                            
                                                
                                                     on the north, east, and south walls are three unlit torches in iron brackets. When a creature enters this tomb for the first time, the torches burst into flame and continue to burn until they are spent or extinguished. Examination of the skull and bones reveals that they are plaster facsimiles.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     wall, and several pallets lie nearby.
 The kobolds used the natural passage to first enter the Sunless Citadel, and they continue to travel through it for hunting and gathering forays into the
                                                
                                            
                                                
                                                     gnome lies in the cage, which is almost too small for him. It’s easy to untie the kobolds. Freeing the caged gnome requires either a successful DC 15 Strength check to bend the bars or a successful DC 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     too big to be picked using thieves’ tools. A Small character can squeeze inside the locking mechanism and pick the lock with a successful DC 16 Dexterity check. Lifting the heavy lid requires a
                                                
                                            
                                                
                                                     gp) rests on a 15-foot-tall shelf, alongside fragments and bits of machinery from some sort of large device or metallic vehicle (a gnome-built submarine, although the characters have no way to know
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     moved by any creature smaller and weaker than a stone giant, but multiple Small or Medium creatures lifting in tandem can move the stone if at least five of them succeed on a DC 20 Strength
                                                
                                            
                                                
                                                     antagonize them, the giants hurl rocks at them. If the characters flee, the giants don’t pursue, opting instead to continue their work. The giants carry no treasure. Great Worm Cavern The spirit mound of
                                                
                                            
                                        





