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Returning 35 results for 'monsters some with only artisan from for lies'.
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Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
origin of Sweettooth Village. This eerie, abandoned town constructed of gingerbread and frosting lies deep in the wilds of Eldraine. Some say the fiendish candy monsters that prowl its butterscotch-lined
Monsters
Eberron: Rising from the Last War
least, salvaged for docents and other magic items. Here are locations where operational warforged colossi are rumored to dwell:
“Arkus” (Colossus WX-11) lies prone at the bottom of the
.
A colossus might be filled with monsters and secrets, in addition to the corpses of those who died inside it. In chapter 4, map 4.8 illustrates an inactive warforged colossus, and the text that
Folk Hero
Legacy
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Backgrounds
Basic Rules (2014)
tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool Proficiencies: One type of artisan’s tools, vehicles (land
)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Defining Event
You previously pursued a simple
Backgrounds
Baldur’s Gate: Descent into Avernus
their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere.
Skill Proficiencies: Animal Handling, Survival
Tool
Proficiencies: One type of artisan’s tools, vehicles (land)
Equipment: A set of artisan’s tools (one of your choice), a shovel, an iron pot, a set of common clothes, and a pouch containing 10 gp
Backgrounds
Sword Coast Adventurer's Guide
’s Handbook can be used for a character whose origin lies with one of the other barbarian tribes in Faerûn. You might be a fair-haired barbarian of the Reghed, dwelling in the shadow of the
Proficiencies: Athletics, SurvivalTool Proficiencies: One type of musical instrument or artisan’s toolsLanguages: One of your choiceEquipment: A hunting trap, a totemic token or set of
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Deneith. Gorgonhorn This fortified village lies close to the Mournland. Once it maintained the front line against Cyre. Now, the hobgoblins stationed here protect their people from the horrors that
fugitives and smugglers. Lhesh Haruuc dwells in a fortress known as Khaar Mbar’ost, the Red House. Wyvernskull If you’re a Ghaal’dar sailor or guild artisan, this small city—Darguun’s primary seaport—could be
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phenax’s Villains Servants of Phenax dot the world, largely staying hidden until they are needed to help spin the web of lies that advances his plots. His servants prefer to confront foes using guile
Phenax’s name.
3 The lies of a government functionary (noble) start a trade war between struggling settlements.
4 Phenax cultists establish a fake cult of Ephara in a bid to start a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Interesting Things About Droaam The city of Graywall lies on the border between Droaam and Breland. The second-largest city in Droaam, it is a center for trade, a haven for Brelish criminals, and a
place where monsters and humans can meet on largely neutral ground. The Venomous Demesne is city of tieflings on the western shore of Droaam. It is the largest tiefling community in Khorvaire, with
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Nevertheless, it was impressive, this kingdom of humanity’s.
Now I look at the map of Khorvaire with a touch of despair. Galifar lies shattered, the Five Nations irreparably divided. So many new
realms claim sovereignty—kingdoms of elves and goblins, and what of this nation of monsters called Droaam? Can it last, or will another war fracture us further? Should I dwell on such things when the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Tomb of Horrors In the far reaches of the world, under a lost and lonely hill, lies the sinister Tomb of Horrors. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
represent guild patrons. A guild could even embody a more sinister group, such as one that deals in terrifying wares like deadly monsters, dangerous knowledge, or souls. Roll or pick from the Guild Types
Guild Artisan background). These dues fund the guild’s services and activities. Accommodations. You can stay at your organization’s guildhall. The rooms are comparable to those in a comfortable inn, but
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Peoples of the North The Savage Frontier, or the North, is a harsh and untamed wilderness dotted with fortified settlements and the lairs of terrible monsters. In hundreds of bloodcurdling tales of
Frontier lies between the Sword Coast and the desert of Anauroch, extending as far north as Icewind Dale and as far south as the city of Waterdeep. The denizens of the North are accustomed to cool, mild
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
largest level of Khundrukar, the Glitterhame is an expanse of beautiful natural caverns now infested by troglodytes and other cave-dwelling monsters. The Sinkhole. Streams in the Glitterhame descend to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, mercenaries, treasure-seekers, spies—even monsters can have a profession. My advice? Pay them what they ask.” (True)
Guild House Features The guild house has the following features
Equipment. A character can hire an artisan to customize their equipment, such as emblazoning a Shield with a symbol of their choice or embellishing the binding of a Spellbook. The standard rate is 5 GP per
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
he doesn’t know of anyone else out this way. The hills are mostly uninhabited. Grave Occupants. If the characters excavate the graves, they find one male dwarf dressed in artisan robes (a smith from
asked, Larmon identifies the tower in the distance as Feathergale Spire. All he knows about the place is that “knights out of Waterdeep come up here sometimes, riding on flying monsters.” He adds, “They keep to themselves.”
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Background Elemental Evil is not a new threat in the world of Greyhawk. The Temple of Elemental Evil was built long ago and spawned hordes of bloodthirsty monsters that ravaged the lands between
sprawling surface ruins of the temple. Rivergard Keep lies on the bank of the nearby Imeryds Run. The missing delegation that serves as the adventure’s initial spur to action instead hails from the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to escape somewhere on their own. Alternatively, they may be investigative in nature, requiring the heroes to uncover what dark secret lies behind the mundane. Body Horror Plots d8 Plot
1
children of the city to transform into misshapen statues.
4 Stop whatever is killing the sea life and transforming them into monsters.
5 End the curse that is leaving the beasts of forests dead
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Amphail Amphail lies on the Long Road, about three days’ ride north of Waterdeep. The town is named after Amphail the Just, one of Waterdeep’s early warlords, who is said to haunt the surrounding
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Neverwinter The city of Neverwinter lies on the Sword Coast, west and north from the Dessarin Valley. Once known as the Jewel of the North, Neverwinter was badly damaged when nearby Mount Hotenow
is far from complete, however. Entire sections of the city still lie in rubble, plagued by brigands and monsters, and sinister factions scheme to take over the place. Neverwinter is part of the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mournland A wall of dead-grey mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In
. The Mournland is a vast open grave. In the Mournland, the wounds of war never heal, vile magical effects linger, and monsters mutate into even more foul and horrible creatures. Arcane effects
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
from Phandalin so that he doesn’t have to pay the outlandish “devastation tax” that Neverwinter applies on essential goods. The challenge lies in getting the supplies safely through Neverwinter Wood
territory in Neverwinter Wood. The anchorites have hidden a totem in his camp that has attracted ankhegs. The burrowing monsters caught the loggers by surprise, killing all twelve of them. Tibor survived by locking himself in his office, where he intends to remain until someone rescues him.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Chapter 4: Wave Echo Cave Fifteen miles east of Phandalin, Wave Echo Cave lies in the deep vales of the Sword Mountains. The rich mine of the Phandelver Pact was lost five hundred years ago during
, where the human mages of old Phandalin enchanted dwarven weapons and gnome gadgets. However, the Spider’s exploration has been hindered by the dangerous monsters that lurk in Wave Echo Cave. The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Part 4: Wave Echo Cave Fifteen miles east of Phandalin, in the deep vales of the Sword Mountains, lies Wave Echo Cave. The rich mine of the Phandelver’s Pact was lost five hundred years ago during
of Spells, where the human mages of old Phandalin enchanted dwarven weapons and gnome gadgets. However, Nezznar’s exploration has been hindered by the restless undead and dangerous monsters that lurk
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to get lost in the temple’s twisting, never-finished halls, minor eruptions pose a constant threat, and former temples ruined by eruptions now connect to dark places that monsters call home. Despite
.
9 Destroy a near-indestructible item in the volcano’s forges.
10 Rescue an artisan lost in the temple’s twisting halls.
Volcano Temple Map The volcano temple shown in map 4.14 is reached
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
must find clues or evidence pointing in that direction. In this adventure, three creatures know that the cause of the death curse lies in Omu: Grandfather Zitembe in Port Nyanzaru, Valindra Shadowmantle
underground temple (chapter 4). Not far from the yuan-ti temple is the entrance to the Tomb of the Nine Gods (chapter 5). The Soulmonger lies deep within the tomb, which is riddled with puzzles
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Nine Dread Princes reside, with each of these dungeons stocked with enough monsters and hazards to advance the adventurers two or three levels. The adventurers spend their whole careers fighting the
organization, for example. Wherever their allegiance lies, the adventurers are motivated by loyalty and the goal of protecting whatever it is they serve. The characters’ overarching mission might be
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
of Leilon were content to leave his tower and the monsters within alone. The Spellplague, a divine phenomenon that twisted Faerûn’s magic, corrupted the tower’s defenses. The creatures sealed within
adventurers called the Swords of Leilon. When the House of Thalivar released its monsters, the Swords fought to cover the escape of the townsfolk. They died, becoming ghosts bound to Leilon’s ruins
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve
those actions.
Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
captured an orc warrior left for dead by its comrades and brought it back for questioning. Under the influence of a charm person spell, the orc divulged the location of the monsters’ lair, a lonely
Blasingdell lies about 30 miles south of the Stone Tooth, a journey of three days on foot or two days on horseback due to the surrounding rugged terrain and dense forests. Although it isn’t close enough
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
constrained by walls and doors around them, but in the wilderness, adventurers can travel in almost any direction they please. Therein lies the key difference between dungeon and wilderness: it’s much
dangerous world, but they too offer opportunities for adventure. Encounters with monsters might seem unlikely within a city’s walls, but urban settings have their own villains and perils. Evil, after all
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
Legend of the Tomb Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Githyanki and Githzerai The githyanki city of Tu’narath lies in the Astral Plane, while the githzerai have established their stronghold in the chaos of Kythri. If you wish to have traffic between
from gith stock and turned these monsters against their own people. So it was the mind flayers who destroyed the gith—but worse still, the mind flayers are themselves a twisted reflection of the gith
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, saying that I would accomplish great things. 6 I have always stood up for those who are weaker than I am. Guild Artisan d6 I became a guild artisan because … 1 I was apprenticed to a master who
taught me the guild’s business. 2 I helped a guild artisan keep a secret or complete a task, and in return I was taken on as an apprentice. 3 One of my family members who belonged to the guild made a
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
never received one in life. Merle lies in the casket but occasionally sits up to hear his own eulogies. The Dusters ask the characters if they’d like to say anything on behalf of the deceased. 6 A lost
flowers in an underground garden. Four stench kows† graze nearby and protect the farmers, who attack if the characters pluck any flowers or interfere with their work. †Monsters marked with a dagger
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
War. 3 You’re a simple hunter, but you’ve decided to seek your fortune or a real challenge in the world beyond the Marches. 4 Your village was destroyed by monsters from Droaam, so you’re looking for a
new place in the world. 5 As a cultist of the Dragon Below, you believe that slaying powerful foes is the only way to earn your passage to the paradise that lies deep within the hollow world. You’ve






