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                                                    Halfling
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     colors.
Halfling practicality extends beyond their clothing. They’re concerned with basic needs and simple pleasures and have little use for ostentation. Even the wealthiest of halflings keep their
                                                
                                            
                                                
                                                     among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
                                                
                                            
                                                
                                                     and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an
                                                
                                            
                                                
                                                     unfamiliar style of clothing. Halflings are easily moved to pity and hate to see any living thing suffer. They are generous, happily sharing what they have even in lean times.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     had a special icon, you might wear a crude image of the creature somewhere inconspicuous on your clothing to serve as an identifying mark. Or perhaps your order’s icon does not have a physical form
                                                
                                            
                                                
                                                     the treetops are two of the reasons why your order admires the monkey. 2 Dragon Turtle. The monks of your seaside monastery venerate the dragon turtle, reciting ancient prayers and offering garlands of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     lit. One drow is present in each of the barracks caves at any time, resting in a meditative trance. A resting drow rises at any significant light or noise, ready to attack. Treasure The equipment of
                                                
                                            
                                                
                                                     20 bolts. Each chest also contains two sets of clothing and 1d4 items from the Trinkets table in chapter 5 of the Player’s Handbook.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Locathah Rising
                                                    
                                                
                                            
                                                     the threat until they’ve disturbed the creatures by making noise or by pulling back the blankets under which they lay. Characters who are aware of the undead, or that want to remain undetected in
                                                
                                            
                                                
                                                     worn by sailors in the Turmish navy. Since they died suddenly from drowning, their clothing is only slightly worn from exposure to the briny depths. Any conflict in this area will also attract the attention of the drowned undead in area 7, who join the fight at the end of the second round.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     noise of crashing walls and shattered timbers fades, replaced by the screams of people trapped in the wreckage.
 There are 1d4 + 1 people trapped in the collapsed building. All of them are commoners
                                                
                                            
                                                
                                                     Unrecognizable figures in cold weather clothing advance until they form a line twenty feet away from you. Each one clutches a handaxe threateningly. One of them points a gloved finger at you and shouts, “Kill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     rare among them and mustaches even more so. They like to wear simple, comfortable, and practical clothes, favoring bright colors.
 Halfling practicality extends beyond their clothing. They’re
                                                
                                            
                                                
                                                     of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don’t hear them (see “Surprise” in the Basic Rules). If the ruffians fight in
                                                
                                            
                                                
                                                     potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     Lingering fog 11–12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15–16 Clean streets and well-maintained buildings 17–18 Ancient ruins within the settlement
                                                
                                            
                                                
                                                       1d20 Type   1 Pawnshop 2 Apothecary 3 Grocer 4 Delicatessen 5 Potter 6 Undertaker 7 Bookstore 8 Moneylender 9 Armorer 10 Chandler 11 Smithy 12 Carpenter 13 Weaver 14 Jeweler 15 Baker 16 Mapmaker 17 Tailor 18 Ropemaker 19 Mason 20 Scribe  Olga Drebas  Joy Ang  Downloadable PDF
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    , and the like) and bags hang from the many pegs along the walls. Use the Giant’s Bag Contents table to randomly determine what’s inside any bag or sack the characters happen to open. Any noise the
                                                
                                            
                                                
                                                     DC 8 Dexterity (Stealth) checks for characters to enter this room without waking her, as well as when the characters do anything else that might make enough noise to rouse her. Any loud noise wakes her
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     characters are locked in battle with another foe. Or maybe the noise of the ongoing combat attracts the attention of nearby dungeon denizens. The new combatant might attack both the characters and
                                                
                                            
                                                
                                                     changing a battle’s terrain to introduce a new element and give combatants reasons to move around. Perhaps a powerful attack or an explosive spell topples a column, shatters a wall, or breaks up the
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     the characters fail to provide a satisfactory reason for their visit, the warden sees that their weapons and animals are returned to them before throwing them out. Legitimate reasons for coming to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     goblins and ogres, and they are trying to remain as quiet as possible for reasons that might not be readily apparent to the characters. Directly below this cavern is another similarly sized cavern
                                                
                                            
                                                
                                                     filled with thousands of bats. Any loud noise in either cavern agitates the bats. When the bats become agitated, have the characters roll initiative. On initiative count 10, the bats fly up the pit and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     discovery with potential rivals, nor does he trust surface-dwellers. For these reasons, characters can’t persuade Yilsebek to join forces with them. Treasure. The source of the room’s heat is a thermal cube
                                                
                                            
                                                
                                                     higher. For every 3 additional feet of height you gain, your Strength increases by 1, to a maximum of 23. Armor and clothing you are wearing and weapons you are carrying magically increase in size to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     loud crack from higher up the mountain, followed by a rumbling noise as the ground starts to shake. It’s an avalanche!
 The party finds itself in the path of an avalanche (see “Avalanches”). The
                                                
                                            
                                                
                                                     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->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     doors lead into the carriage house. They make considerable noise when opened, alerting the creatures inside. A character who listens at these doors and succeeds on a DC 14 Wisdom (Perception) check
                                                
                                            
                                                
                                                     unlock the door by using Yurl’s key or succeeding on a DC 16 Dexterity check using thieves’ tools. O7: Pantry This pantry is crammed with supplies, ranging from hardtack and clothing to weapons and armor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . They also can’t trust the moronic squidlings to accomplish such a delicate task. For these reasons, the gnome ceremorphs need help. They have built a device that can detect the presence of psi
                                                
                                            
                                                
                                                     willing to part with their laser pistols and the magic items in area N9. If the characters want to search for a psi crystal, Dredavex gives them a handheld box that emits a clicking noise while a psi
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     in the deep, tritons wear little clothing unless armored for battle. They fashion most of their clothes and other items from materials found in the ocean: coral, seaweed, shells, bone, sea urchin
                                                
                                            
                                                
                                                     of the winds, the rustle of leaves, the ingenuity of land-dwelling inventors, or any of countless other surface-world charms, every triton living beyond the waves does so for their own reasons. In some
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     of where they’re located relative to each other. When the adventurers engage in combat or any other noisy activity, assume that nearby creatures hear the noise and are alerted to the adventurers
                                                
                                            
                                                
                                                     have reason to believe their lair is likely to be invaded might set up a defense. Reasons to set up a defense include the following: Adventurers invaded the lair recently and retreated. Scouts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     clothing made by surface artisans with surface materials. The human Ghazrim DuLoc leads the Zhentarim enclave in Mantol-Derith and also holds the key to finding the library of Gravenhollow. 7a. Zhentarim
                                                
                                            
                                                
                                                     secret door in the west wall opens to reveal a wide tunnel beyond (area 1e). The secret door makes a lot of noise when opened, alerting the warehouse’s occupants. Storage Sheds. The contents of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     they have clothing to wear while in humanoid form. They occasionally stash magic items of evil repute here until better hiding places can be found for them. Adventurers who come to the chalet
                                                
                                            
                                                
                                                     with scarlet sashes tied about their waists, and assure the characters that they mean no harm. They assume that the characters have come for one of two reasons: either to loot the chalet or to use the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     within easy reach, while the other two quite alert. The chamber has a rude table, a bench, two stools, and four cots. Torches light the place. Nine pegs on the walls hold clothing and six giants
                                                
                                            
                                                
                                                     two stone giants who have been working for King Snurre as engineers. The room, lit by torches, contains four cots, a large table, other furnishings, and pegs that hold clothing and two giants’ bags
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     family might provide baked goods, while another one cobbles shoes or knits clothing. Generally, halflings in a village don’t produce goods for sale to outsiders, but they do love to trade, especially with
                                                
                                            
                                                
                                                     its community behind for a number of reasons. A clan that is forced to relocate (perhaps because of invading creatures or a natural disaster) might decide to seek refuge or opportunity in a city or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     attached to it by rusty hinges, stands against the west wall of this chamber. Trapped inside the cage are two shivering humans in cold weather clothing. They look fearfully at you.
 Garagai built the
                                                
                                            
                                                
                                                     tunnel quietly by succeeding on a DC 15 Dexterity (Stealth) check. On a failed check, the noise alerts the mammoth in area L5. L5. Garagai’s Icy Tomb This oval chamber with high walls of glittering ice
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     bats hanging from the 20-foot-high ceiling. If bright light is shone at them or if someone makes a noise louder than a whisper, the bats coalesce into three hostile swarms of bats. These swarms were
                                                
                                            
                                                
                                                     meenlocks and left to rot. Heaped piles of bones, clothing, boots, rusted blades, and splintered bows and arrows rest within the recessed portions of the walls. Treasure. Most of the items in the refuse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    . Characters with a passive Wisdom (Perception) score of 18 or higher notice hints of figures wearing red-and-black clothing among the tree branches ahead in area P2. These are Dragon Army soldiers
                                                
                                            
                                                
                                                     taken great delight in Onyari’s destruction and seeks to punish any who would reclaim the city. If alerted to the party’s presence by noise from area P2, he conjures a water elemental and hides underwater
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
                                                
                                            
                                                
                                                     other corpses are scattered on the floor. Some have been picked down to bone, their clothing and armor discarded nearby, while others have hardly been touched.
 The walls are uneven, with small ledges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     The noise of moving the boulder that closes the place off from the rest of the complex awakens a mated pair of young white dragons that are kept here, along with a great pile of treasure. If they
                                                
                                            
                                                
                                                     supposed treasure room, they succeed only in making a lot of noise—no passage beyond can be unearthed. 4B. Hungry and Hopping Six giant ice toads (see appendix B) lair in the northern extreme of this chamber
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    .
 The piles of fur are beds used by the ogres in area E5. If the characters make a racket here, the guards in area E7 investigate. The hobgoblins in area E10 also come once it’s clear the noise isn’t
                                                
                                            
                                                
                                                     simply the ogres being rowdy. The hobgoblins might wait until any noise has died down, then just peak in. Treasure One ogre has hidden a small pouch in a pocket of a fur-lined cloak piled amid its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     councillors, Thornwell, has her own reasons for wanting Mr. Dory humiliated, bankrupted, or — better yet — killed. She has been keeping an eye on her enemy as a result (see the “Adventure Hooks
                                                
                                            
                                                
                                                     and a lot of noise.  D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the crane’s arm, fifty
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     corpse is slumped along the northern wall of the stirges’ chamber, and the glint of gold and gems can be seen through tattered clothing and a rotting purse. Treasure. Characters who brave the stirges
                                                
                                            
                                                
                                                    . At this height, any significant noise in the shaft alerts the pterafolk in area 4 to the presence of intruders. Level 4. Pinnacle The spire’s pinnacle is flat and roughly 40 feet square. The edges are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     of days but can’t leave: one passage from this room ends at a deep chasm and the other leads to the flying monsters’ lair. They’ve been trying to weave their clothing into a rope to traverse the
                                                
                                            
                                                
                                                     from the gibbering mouthers in area J9, as it finds the noise soothing. Successful Save. On a successful saving throw, the cloaker shows no effects. It attacks intruders while ranting telepathically
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . The satchel contains some valuable items (see “Treasure” below). Development. The bandits in area R2 notice if the characters make a lot of noise here. They burst into the room, gaining surprise if
                                                
                                            
                                                
                                                     satchel hidden in the cistern contains a potion of healing, a potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is Glasstaff’s emergency kit. R2: Barrack Most of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     remain in the roost are Indifferent and fight only if the characters make a lot of noise nearby or ascend to the wyverns’ roost. If the characters get in a fight here, the hunting wyverns return to
                                                
                                            
                                                
                                                    , flowing from the west down a passage to the east. The noise of falling water echoes from the eastern passage. A frost giant sits on an icy boulder on the north side of the room, his right hand to his
                                                
                                            
                                        






