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Hobgoblin
Legacy
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Species
Volo's Guide to Monsters
little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of hobgoblin law are swift and merciless. Beauty is something
Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own.
Hobgoblins donât build temples to their gods, lest
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Lingering fog 11â12 Noise and smoke from smithies and forges 13 Canals and bridges 14 Cliffs on one or more sides 15â16 Clean streets and well-maintained buildings 17â18 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->Out of the Abyss
.
Sound. A small waterfall pouring into the cavern creates a constant background noise, negating the caveâs tendency to amplify and carry sounds. Checks made to hear things in the cavern are made normally
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of undead. When anyone passes near, the undead rush up out of the sand and attack. The skeletons are impossible to avoid by stealth because they can detect intruders by noise, vibrations caused by
turn. They are encrusted with sand but unhindered by it, so they retain their normal speed while in the dunes. For example: The characters enter a numbered square marked â7.â Seven skeletons rise and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
purse off another person or slip something out of another person's pocket. Stealth Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away without
you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always try to hide. Signs of its passage might still be noticed, and it does
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Restrained by the trap can free itself by cutting the rope or by slipping out with a successful DC 15 Dexterity (Acrobatics) check. If the trap is triggered, the noise alerts the ogre in area E2, who
den (cave G). Cultists later animated Zurfâs half-eaten corpse, which now guards the cultistsâ lair (cave K). Oggdug now shuns both caves. Treasure. The filthy bearskins conceal a pile of equine bones
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, whether the watchers on the ship are alerted to possible danger (a previous incorrect response to the signal), and whether the characters have taken all precautions to conceal their approach. Between the
similar implements applied with vigor. This undertaking takes 5 minutes, but the noise alerts the smugglers. Two of them are sent to investigate and raise the alarm. The rest of the crew rapidly converge
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
purse off another person or slip something out of another personâs pocket. Stealth. Make a Dexterity (Stealth) check when you attempt to conceal yourself from enemies, slink past guards, slip away
presence.
You canât hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase. An invisible creature can always
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
brood mates and a couple of interesting new creations or discoveries. They retain their gnomish curiosity and love of tinkering, now blended with the illithidsâ drive for control and experimentation
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->Volo's Guide to Monsters
. These trappings of civil society do little to conceal an underlying brutality that hobgoblins practice on each other and perfect upon other races. Punishment for infractions of hobgoblin law are
. Although both deities are ultimately beholden to Maglubiyet, the greater god allows them to retain a measure of their influence over the hobgoblins because their philosophies are in line with his own
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
directions, trying to overwhelm the adventurers and drive them from the castle. Trap. The dusty plaster and rubble before the door leading to area C8 conceal a copper tripwire connected to linchpins
noise of the collapse puts the creatures in areas C3, area C7, area C8, and area C9 on alert. C3: Archer Post This small room is littered with debris. The arrow slit opposite the door offers a fine
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
open.
Belak prepares various experimental concoctions in his laboratory and the small chambers that lead off it (see the sections below), with the fumbling aid of goblins that serve him. Any noise
dispatched in area 54, are spread about the grove. After moving 50 feet into the cavern, the characters come upon 1d4 of the hostile creatures. Any significant noise, such as from combat or clearing the briars
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters conceal their arrival, they are noticed before they reach the foot of the stairs. The stairs descend into a barracks. At the foot of the stairs, an archway leads out of the area to your
. The fish swim away if released. 50. Torture Chamber and Dungeon The characters hear muted noise at the crossroads of areas 50 and area 53. From the south come the sounds of spectators in the arena
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is thunderous, drowning out the noise from the casino. Above the waterfall is a stone overlook bounded by three-foot-high railings.
The waterfall is 100 feet tall and plunges into water that is 30
casino chips equivalent to 15 gp. Quentinâs letter to Verity reads as follows: It is such a disappointment when one attempts to conceal their lack of skill by sending others to do their dirty work
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, for the storage of any additional gifts during the celebration. After that time, Thoman Dhargun will retain one key and Horn Enclave shall retain the other.â
Rizwin then grows suddenly stern. âPlease
requires restarting the process. After three overall failures, the door to the vault gives off a loud ringing noise and four guards come to investigate. The DC is reduced to 10 if the character has one of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
establishment as a front to conceal his dark dealings without the dukeâs knowledge. Jabaz knows the location of the secret door in area D4 but wonât volunteer that information, fearing Mortlockâs
lies between them. A rough-hewn staircase to the left leads down to another torchlit chamber.
These three necromites of Myrkul are playing dead. They conceal their skull-headed flails underneath
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, mumbling about how Ilvaash wouldâve told it if guests were expected. B15: Mental Tension Tattered canvas hangs from the ceiling to conceal a central area twenty feet across. A high-pitched whine, as
wires vibrate and whine under the otherworldly strain. If any of the wires are touched, one snaps with a discordant noise. Each creature in this room must make a DC 18 Wisdom saving throw, taking 27
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
makes enough noise to alert any orcs in area 5. 8. Orc Commons Haphazard stacks of crates, barrels, sacks, and bundles crowd this long cavern. To the north, two finished stone passageways open to the
hexes and curses in Orc. The markings conceal another secret door, which requires a successful DC 12 Wisdom (Perception) check to find. Treasure. The mundane supplies have a total value of about 20 gp
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
The door is unlocked. Simply opening the door, without making any other
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
steps to conceal themselves, the residents pick up their weapons and attack. Twenty-five sahuagin, five sahuagin coral smashers, and three sahuagin champions (see appendix C) occupy this large common
upward past the sahuagin. Two large and squirming sacks flank the altar.
A massive two-headed shark, its fins adorned with bands of pearl and gold, swims in circles above the altar.
Noise of combat






