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Returning 35 results for 'return from crude'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
regular shift patrolling either the Lower City or the Outer City. In return, you have access to the Flaming Fist’s fortresses and a direct line of communication with Flaming Fist officers and
regular patrol in the Upper City or take a regular shift at its gates, and must report for training in the Watch Citadel once every ten days. In return, you have access to the Citadel and a direct line of
Orc
Legacy
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Species
Volo's Guide to Monsters
fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
opening appears devoid of life: The entrance to the gem mine is an open tunnel in a hillside. Empty carts are parked near the entrance, next to which a crude wooden sign has been propped up. Written on
like dragon!” “Trex smart! He speaks like human who knows a lot. He don’t speak Dragon no more.” “Trex says miners want their mine back. Trex wants something better in return.” “Trex says we be safer in town. There’s food in town!”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
opening appears devoid of life: The entrance to the gem mine is an open tunnel in a hillside. Empty carts are parked near the entrance, next to which a crude wooden sign has been propped up. Written on
like dragon!” “Trex smart! He speaks like human who knows a lot. He don’t speak Dragon no more.” “Trex says miners want their mine back. Trex wants something better in return.” “Trex says we be safer in town. There’s food in town!”
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use pigments to decorate and distinguish
crude symbols to convey basic information, such as “food stored here,” “danger close,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
have no noteworthy universal social traits, but some commonality does exist in the crude written communication that all orcs employ and in the way that they use pigments to decorate and distinguish
crude symbols to convey basic information, such as “food stored here,” “danger close,” or “go this way.” A orc raiding party might leave such a sign in its wake, as an aid to other warriors that travel
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their strength and bravery to the elders of the tribe. Even if space is available in the stronghold, they often live outside the entrance in crude bivouacs and roughshod fortifications, protecting
enclosed sleeping area is a shrine to Gruumsh consisting of a crude stone effigy of He Who Watches, surrounded by bloody offerings. Caves for Followers of Luthic Orcs who worship Luthic are
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their strength and bravery to the elders of the tribe. Even if space is available in the stronghold, they often live outside the entrance in crude bivouacs and roughshod fortifications, protecting
enclosed sleeping area is a shrine to Gruumsh consisting of a crude stone effigy of He Who Watches, surrounded by bloody offerings. Caves for Followers of Luthic Orcs who worship Luthic are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden cages, their lids held shut with heavy rocks. Two of the cages are empty, and each of the others holds a pair of frightened children.
A crude wooden statue stands between the cages. It bears
statue. Behind the statue, two maggot-ridden corpses hang from iron shackles bolted to the wall.
The ceiling here is 20 feet high. The statue is a crude depiction of Mother Night. Kneeling before
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wooden cages, their lids held shut with heavy rocks. Two of the cages are empty, and each of the others holds a pair of frightened children.
A crude wooden statue stands between the cages. It bears
statue. Behind the statue, two maggot-ridden corpses hang from iron shackles bolted to the wall.
The ceiling here is 20 feet high. The statue is a crude depiction of Mother Night. Kneeling before
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, read the following: A crude fieldstone arch forms the entrance to the burial chamber. In three branching alcoves are three scorched altars — one of a tiger, another of an elk, and another of a bear. In
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, read the following: A crude fieldstone arch forms the entrance to the burial chamber. In three branching alcoves are three scorched altars — one of a tiger, another of an elk, and another of a bear. In
. The Chieftain’s Return After the characters have a minute to look around, read the following: The temperature drops further, and with a crackling sound, frost coats the entire chamber. Flames on the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
other prisoners to a terrifying castle in the mountains. She helps the characters defeat Caradoc if the spirit is present, but she wants nothing more than to return home to Kalaman. S23: Mourning Sanctum
forty feet up.
At the chamber’s center, a massive brazier—easily ten feet tall and thirty feet across—roils with violet flames. A crude iron scaffold surrounds it, with uneven stairs climbing to a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
other prisoners to a terrifying castle in the mountains. She helps the characters defeat Caradoc if the spirit is present, but she wants nothing more than to return home to Kalaman. S23: Mourning Sanctum
forty feet up.
At the chamber’s center, a massive brazier—easily ten feet tall and thirty feet across—roils with violet flames. A crude iron scaffold surrounds it, with uneven stairs climbing to a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the Feywild reluctantly agrees to return Star to his parent, but only if the characters help him free the remaining children that are trapped in Loomlurch. Displacer Beast Kitten Small Monstrosity
a real unicorn and a make-believe one. To reach the lake themselves, the kids created a crude unicorn costume under which they can hide. (They keep the costume in their treehouse and can lend it to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of the Feywild reluctantly agrees to return Star to his parent, but only if the characters help him free the remaining children that are trapped in Loomlurch. Displacer Beast Kitten Small Monstrosity
a real unicorn and a make-believe one. To reach the lake themselves, the kids created a crude unicorn costume under which they can hide. (They keep the costume in their treehouse and can lend it to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
locations of all nine spirit mounds. He can take an hour to draw a crude map that shows where the spirit mounds are located relative to key landmarks and terrain features. He doesn’t know what relics are
such declaration before leaving the oracle chamber, the bas-reliefs disappear and reappear when one or more characters return. After making their choice, characters in the oracle chamber gain the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trees and gnarled bushes are incapable of supplying the wood for even a crude canoe or raft. The survivors have no control over the undead of the Skull Dunes and would have to fight their way through
known for fear the pirates will return and finish them off. Even though the survivors desperately want to leave the island, their superiors would not approve of their abandoning the island to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
locations of all nine spirit mounds. He can take an hour to draw a crude map that shows where the spirit mounds are located relative to key landmarks and terrain features. He doesn’t know what relics are
such declaration before leaving the oracle chamber, the bas-reliefs disappear and reappear when one or more characters return. After making their choice, characters in the oracle chamber gain the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their way toward Ten-Towns with the gnome squidlings in tow. Roleplaying the Gnome Ceremorphs Vorryn and Dredavex want to leave Icewind Dale and return to the stars they call home with their squidling
but also has a dry sense of humor. Dredavex is industrious and likes to ease tension by telling crude jokes it has learned from eating goblin brains. If they or any of the gnome squidlings are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
their way toward Ten-Towns with the gnome squidlings in tow. Roleplaying the Gnome Ceremorphs Vorryn and Dredavex want to leave Icewind Dale and return to the stars they call home with their squidling
but also has a dry sense of humor. Dredavex is industrious and likes to ease tension by telling crude jokes it has learned from eating goblin brains. If they or any of the gnome squidlings are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
trees and gnarled bushes are incapable of supplying the wood for even a crude canoe or raft. The survivors have no control over the undead of the Skull Dunes and would have to fight their way through
known for fear the pirates will return and finish them off. Even though the survivors desperately want to leave the island, their superiors would not approve of their abandoning the island to the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself while
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hunger has a name — Juiblex. And its power . . . oh, such great and terrible power! It grants the gnome the ability to command the little hungers — his children — so that they can return to the place
a black gem that clatters as it tumbles across the tunnel floor. The gem is picked up by a gray-skinned dwarf, who inspects it closely.
The vision shifts to a brightly lit cavern full of crude
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
maintain an uneasy peace, although skirmishes occur. The troglodytes usually use the old orc tunnel (see area 21) to hunt on the surface and leave the orcs alone. In return, Great Ulfe’s followers rarely
. The remnants of butchered game animals hang from crude wooden stakes along the cavern walls, and you spot a pair of orc corpses treated in the same fashion.
The grisly trophies that decorate the room
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
hunger has a name — Juiblex. And its power . . . oh, such great and terrible power! It grants the gnome the ability to command the little hungers — his children — so that they can return to the place
a black gem that clatters as it tumbles across the tunnel floor. The gem is picked up by a gray-skinned dwarf, who inspects it closely.
The vision shifts to a brightly lit cavern full of crude
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
fraught with tests of strength, fierce competition and nothing in the way of maternal or paternal love. From the time a child can wield a stick or a crude knife, it asserts itself and defends itself while
ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within. A heavily laden wagon that requires the strongest orcs to return it to the lair is a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
maintain an uneasy peace, although skirmishes occur. The troglodytes usually use the old orc tunnel (see area 21) to hunt on the surface and leave the orcs alone. In return, Great Ulfe’s followers rarely
. The remnants of butchered game animals hang from crude wooden stakes along the cavern walls, and you spot a pair of orc corpses treated in the same fashion.
The grisly trophies that decorate the room
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
from within the southeastern passageway, and a crude wooden cage door closes off the southern exit. The floor is covered with sleeping furs, crates, sacks, and rubbish.
The second orc raiding party
arrive at the Stone Tooth), they take up residence here. Add four orcs to this room after their return. 6. Prisoner Cave The orcs occasionally capture miners, settlers, and merchants traveling through
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
characters explore Icewind Dale using the random encounter table in the “Icewind Dale” section in chapter 3. After encountering one or more frost giants, they can return to Bryn Shander and report to the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the Dungeon Master’s Guide, and any other magic items by rolling on Magic Item Table A. Markham Southwell’s Quest The sheriff asks the characters to patrol Icewind Dale and return at once if they see
characters explore Icewind Dale using the random encounter table in the “Icewind Dale” section in chapter 3. After encountering one or more frost giants, they can return to Bryn Shander and report to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
from within the southeastern passageway, and a crude wooden cage door closes off the southern exit. The floor is covered with sleeping furs, crates, sacks, and rubbish.
The second orc raiding party
arrive at the Stone Tooth), they take up residence here. Add four orcs to this room after their return. 6. Prisoner Cave The orcs occasionally capture miners, settlers, and merchants traveling through
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
persuaded to return to Targos if the characters restore all his lost hit points and vow to search for the three missing members on his behalf. Garret describes the missing explorers as follows: Mokingo
hide armor, a greataxe, and the skulls and bones of three mountain goats. Seven other crude niches in the walls hold the frozen heads of humanoids previously decapitated by the yetis. One belongs to a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the following text: A shallow stream fills only a fraction of the riverbed. At a bend, an unnatural arrangement of mud-caked stones juts from the exposed riverbank. It appears to be a crude stone lintel
lies there.
These crypts hold the bodies of Phenax worshipers who were expected to return from the afterlife. None did. Brazier. The brazier that once lit this hall is sculpted with faces
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
persuaded to return to Targos if the characters restore all his lost hit points and vow to search for the three missing members on his behalf. Garret describes the missing explorers as follows: Mokingo
hide armor, a greataxe, and the skulls and bones of three mountain goats. Seven other crude niches in the walls hold the frozen heads of humanoids previously decapitated by the yetis. One belongs to a