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Returning 35 results for 'group clothing locating'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
these kobolds to dwell among them for the most part. When the kobolds donât feel safe, they acquire heavy winter clothing and disguise themselves as humans by standing on one anotherâs
shoulders. Three kobolds in cold weather gear can pass themselves off as a clumsy human with a successful group Charisma (Deception) check, the DC of which equals the onlookerâs Wisdom (Insight) check result.
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONEâS SECOND-BEST FRIENDS
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
We spent three months tracking the green dragon before locating the forest in which it sought refuge. On our second day in that place, we woke to find the dragonâs head placed in the center
the groupâs needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
Hidden
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
distance. Once the characters get within 100 miles of the Purple Rocks, they have a base 10 percent chance per day of locating the Morkoth. This chance assumes that the characters are traveling in one
group or aboard multiple conveyances in fairly close formation. If multiple conveyances are searching for the Morkoth and they are so widespread as to be at least 30 miles apart, roll separately for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
) check. If the group check succeeds, the characters find a curious waymarker: a small pyramid of carefully stacked stones next to the mouth of an otherwise unassuming tunnel. After locating the
material components in the form of gems with a total value of 10 gp per Hit Die of the elemental summoned. Finding EntĂ©mochâs Boon Locating the tunnel that leads to EntĂ©mochâs Boon is a great service for
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
donât embrace evil. Food and Clothing Meals are considered sacred in Djaynai, and wasting food is a major breach of etiquette. Key ingredients of Djaynaiâs cuisine include banana, groundnut, milk from
peoples eschew eating meat. Djaynaian clothing combines rough-spun and delicate materials, and it is common to see linen with lace or damask with crocheted fabrics in the same outfit. Most Djaynaians wear
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
line, natural predators are eager to make the party their prey. A group of 1d4 + 3 winged kobolds harry the party at one point. These kobolds have resistance to cold damage. Whenever one of these
kobolds would deal 5 or more damage to a character with a single attack, it can instead damage the characterâs clothing, rendering it ineffective as cold weather gear until the clothing is mended. A
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters are working on locating the ritual site, they might use the explore territory franchise activity to interact with local customers and allies to strengthen the franchise. A group of
Downtimeâ section in chapter 2.
LOTTIE
Locating the Ritual Site As the endgame approaches, the time the characters have spent with the orrery and its component pieces can grant the necessary
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adornments in this chamber would be more at home in a drow city. Spider-themed tapestries, fine zurkhwood furniture, and racks of expensive clothing fill the area, all of it old and rotted. At the
characters can make a group Charisma (Persuasion) check to improve the gnomesâ attitude (see âChanging Svirfneblin Attitudesâ).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is owned and operated by Clan Battlehammer, and it provides most of the iron for the smithies in Ten-Towns. The dwarves wear cold weather clothing. Only their eyes are visible. Treat them as commoners
briefly described below: Hruna speaks for the group in a voice made raspy by years of smoking. She has lost her right ear and two fingers to frostbite. Korux stares in silence and doesnât talk much
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
caravan will need to spend the night outside. Looking around the room, the characters see just one group: an aristocratic judge and his entourage of three human dilettantes. They smirk at the characters
while making comments such as âsleep tightâ and âhave a pleasant eveningâ followed by insults muttered under their breath about the charactersâ mud-spattered clothing and low breeding. If characters
Magic Items
Infernal Machine Rebuild
you. You have disadvantage on Wisdom (Animal Handling) checks.
03
One weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it.
Your armor and clothing
, you drop one object you are holding (DMâs choice).
40
A group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
caravan will need to spend the night outside. Looking around the room, the characters see just one group: an aristocratic judge and his entourage of three human dilettantes. They smirk at the characters
while making comments such as âsleep tightâ and âhave a pleasant eveningâ followed by insults muttered under their breath about the charactersâ mud-spattered clothing and low breeding. If characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
tusk that juts out from his lower jaw, and for the way his warty skin contrasts with his fine, neat clothing. Vertheg is often responsible for carrying out quasi-legal dealings for Aubreck, so he is well
+ 3 days. If you want to spice up the trip, then about halfway through it a group of sahuagin stumble upon Soul of Winter and attempt to board it.
A band of 18 sahuagin, led by a sahuagin priestess
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
whaleâs arrival. They wear cold weather clothing and have brought four casks of oil with them. They intend to pour the oil through the hole in the ice, contaminating the water around Angajukâs Bell and
Angajukâs Bell. Scaring him off requires a successful DC 17 Charisma (Intimidation) group check, since heâs dead set on getting his ambergris. If the partyâs group check succeeds, Jendren and his fellow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
multiple party members are attempting the same task, have them make a group check instead. K2. Main Gate A fiery brazier casts its flickering light on the thirty-foot-high, spiked ramparts that frame
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spend 8 hours searching for the camp on their own, finding it with a successful DC 15 Wisdom (Survival) group check. If the group check fails, they can repeat it after another 8 hours of looking. Base
reach a steep, snow-covered incline dotted with jagged rocks. Lying facedown in the snow, barely conscious, is a humanoid in bloodstained cold weather clothing.
The figure in the snow is Garret Velryn
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
characters are selling, the Sacred Stone monks donât want any of it. A group of strangers that knocks on the door is turned away. Insistent visitors are told, âThe abbess doesnât allow visitors to
â clothing and disguise themselves. Characters disguised as Sacred Stone monks can move about the monastery without being challenged, as long as they avoid talking too much. The gargoyles in areas M8 and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Your group has been ordained as templars and sent into war against the forces of evil. As templars of the Silver Flame, you have distinctive silver tabards to wear over your other clothing or armor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
holes in the roof allow dim light to enter this large room that extends the length of the house. Two large sacks lie heaped in the northwest corner.
The sacks contain old clothing and rags. A group of
stuffing protrudes. Under the window sits a large wooden chest, the timbers split and its lid closed.
The chest is not locked and opens easily. Inside is a pile of moldy, ragged clothing in styles that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, or spare clothing. Though the beggars arenât thieves, some of them clutch at the charactersâ sleeves and hands in a way that might be misinterpreted as attempts at picking a pocket or purse. If
theyâre given food or a few coins, any of the beggars can answer basic questions about the Styes and specific locations in the district. 3 A group of 2d6 pickpockets (spies) gathers around the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
encouragement and advice on grooming and self-confidence. As it does so, the illusion shows the creature looking into the mirror, but changing and grooming its skin, hair, makeup, and clothing as
investigate the portal or go after the missing acolyte, Lorris goes to one of the libraryâs Great Readers to report Falthrax missing, and she mentions having met a group of adventurers in the library. The Great Reader then summons the characters and beseeches them to look into the matter.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
. Tlincallis see themselves as great hunters. If a tlincalli tribe encounters a more powerful hunter, such as a blue dragon, the tribeâs leader must decide whether the group becomes obedient to the superior
hunter, moves on, or fights to the death to defeat it. Makeshift Weapons and Objects. Tlincallis are uncivilized and donât build cities, make clothing, or mine metals. Instead, they scavenge what they
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
undersized gnome with a hunched back and a sinewy frame springs from the earth. The creature has a pointed leather cap, clothing of similar material, heavy iron boots, and a heavy bladed weapon. From the
the same site could attract the entire group to serve as cohorts, emulating that individualâs murderous handiwork. Some hags and wicked mages know methods to call redcaps out of the Feywild and might
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
power in Waterdeep. Rumor has it a group of them are hiding in the Yawning Portal. Root them out and rid the city of them if you can.â The characters need to confront âBonnieâ the doppelganger and, with
grell. This aberration was latest seen snatching up an old woman in the Dock Ward. Unless we intervene, she wonât be the last.â Locating the grell requires a successful DC 18 Intelligence
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
skills before leaving to find another group to toy with. The characters must find another way to gain Uvasharâs favor or ingratiate themselves to another pit master. Stables The racetrackâs stables are
locating Sunshroudâs stall, a character must succeed on a DC 25 Dexterity (Sleight of Hand) check to pour the potion into the feed bucket. On a failed check, Sunshroud and its jockey notice the character
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
through the woods, the characters must succeed on three DC 14 group Dexterity checks to avoid crossing the sunbeams. Each character gains a +2 bonus to their check if a ranger or druid is with the
spiked nuts and both types of spores assails the character. Stopping to rest does not forgo the need to make a group check, as the sun moves across the sky and the sunbeams shift around. If the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
possible. The contest ends when the majority of one team canât hold their handstands and either give up or fall over. Resolve the contest using DC 10 Strength (Athletics) group checks: each team
repeats the group check until one team fails it.
3 Shrub Pulling. Two frozen shrubs of roughly equal size are located nearby, and each team picks a champion. Whichever champion uproots their shrub
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brotherhood. She is cocooned in cold weather clothing, her face all but hidden behind a wool muffler. Her snowy owl familiar is perched on her shoulder. Her sled has two Icewind kobold zombies riding
is pulled by six strong dogs (use the wolf stat block). Vellynne was searching in Ten-Towns for a group of adventurers to help her complete a personal mission when she learned about the characters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
of the ordinary, such as an approaching ship or group of visitors or a monster flying overhead, one guard descends into the tower to alert the rest of the prison while the others stay at their post
Compendium
- Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
private event, gathering her loyal and indebted associates. She refers to this group as the Family. As she deeply exploits these entitled young nobles, she leads them to believe theyâre key to
hateful spirits walk the streets then. Using Madame Eris. Madame Eris is a human noble. Her body is permanently invisible, but her cosmetics and clothing arenât. It takes her at least 10 minutes and copious
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and widespread of the four, and has dominated the business of crime in Sharn for centuries. The group called Daask is on the rise, directly challenging the Boromars. The Tyrants and House Tarkanan are
organizations has a core of operatives and enterprises under the direct control of its leaders. But each also has a network of secondary relationships. For example, the Little Fingers are a group of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
characters to share how âthe systemâ has wronged them and offer a potion of healing if a character has need. 3 A silent green slaad insistently tries to take a characterâs flashiest article of clothing
spiral stairs, is the red slaad Kythkyr. The group is hostile to trespassers and demands they leave. The group attacks the following round. The quadrones favor using their Shortbow attacks, while
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.
Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the charactersâ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
valley that extends from the base of Kelvinâs Cairn. The characters cross paths with a group of 1d6 + 2 shield dwarf prospectors or fishers wearing cold weather clothing, goggles, and snowshoes. The
. Convincing a neutral awakened beast to travel with the party requires an offering of food or shelter accompanied by a successful DC 10 Charisma (Persuasion) group check. If the group check succeeds, the






