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Returning 35 results for 'simple of rough does verdan'.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Ability Score Increase. Your Constitution score increases by 1, and your Charisma score increases by 2
. Age. Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation
classes
: Acrobatics, Athletics, Deception, Intimidation, Perception, Sleight of Hand, or Stealth
Weapon Proficiencies
Simple and improvised weapons
Tool Proficiencies
Choose one type of Gaming Set
live a rough and tumble life that leaves them full of determination and recklessness, either from overconfidence or desperation. In a fight, they channel this strength of character to dig deep and
Dwarf
Legacy
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Species
Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for the city’s derro slaves and remains a dark and dangerous ghetto. The East Cleft District was more recently settled after the derro earned their freedom, though it is only slightly less rough than
West Cleft. The homes of the derro are mostly burrows carved into the walls and simple structures piled atop one another. The dirty and cluttered streets of both districts formed as dwellings spread and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Foreword A simple question began rattling around in my head over two years ago as I was bidding farewell to Barovia, dragging myself out of the depths of Maelstrom, and planning a yearlong expedition
. We’ve visited Waterdeep before, but not like this. Clever heroes will respect the city’s rules. Those who get on the city’s bad side are in for a rough time, as the City of Splendors is home to some of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
be rented for baths by the hour. The menu of tavern fare is simple but satisfying; the establishment is best known for a flavorful, piping-hot stew called Salty Fish Surprise. (Where the fish comes
it to him. Lukas can give them a rough map of the village, though he notes a lot can change in seventy years. Personality Trait. “Every since me wife died, my life has been a dreary march toward death
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Bullywug Royal The largest and most intelligent bullywugs invariably end up leading their kind. These sneering specimens dress in robes made from leather, rough cloth, and bits of marsh plants. As
water.
Speak with Frogs and Toads. The royal can communicate simple concepts to frogs and toads when it speaks in Bullywug.
Standing Leap. The royal’s long jump is up to 20 feet and its high jump is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
regalia — the remains of long-dead thanes — stand in alcoves, their eyes wide and mouths agape. Set into the walls are three pairs of carved stone doors with simple stone hinges. The doors are 25 feet
area. They rise up and attack intruders, surprising those who have a passive Wisdom (Perception) score lower than 12. Behind each door is a rough-hewn chamber with a 50-foot-high ceiling. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother’s broad shoulders. She is using a chisel to smooth out some of the rough spots
simple matter, and she isn’t receptive to bribes. If one or more of her children are imperiled, Speleosa becomes calm and begins negotiating for their safe release. While the characters are dealing with
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the city of Neverwinter, a dwarf named Gundren Rockseeker asked you to bring a wagonload of provisions to the rough-and-tumble settlement of Phandalin, a couple of days’ travel southeast of the city
Rockseeker. Let the players concoct their own stories. If a player is hard-pressed to think of anything, suggest something simple. For example, Gundren could be a childhood friend or someone who helped the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spindle Cavern If the characters follow the tracks into the cave, read: The fifteen-foot-wide passage opens into a large, rough chamber with a sunken floor. A misshapen, vaguely oblong lump of metal
intelligence to be of assistance. The cyclopean ogre is a simple-minded brute who found the meteorite and brought it here. The ogre serves a powerful beholder named Kurrzot who, fortunately, lives
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Survivors A few of the abbey’s clerics and guards survived the pirate attack and now live a spartan life in the ruins. They made rough accommodations in the abbey’s cellars. The abbey’s vegetable
with his life. If the characters do not attack Odium immediately, they might be able to strike a deal with him. He will draw a rough map of the abbey ruins in return for 200 gp and safe passage off
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Skyway floats above the highest towers, while the tunnels of the Cogs stretch out below the lower city. Sharn is a vertical city, and height is a simple indicator of status and wealth. Each quarter is
aristocratic, and rough adventurers may be treated with suspicion. Violence is rare; the City Watch is active in these areas, and if they’re corrupt, they’re at least taking bribes from people richer than you
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rush to attack. Track Turntable. The mine track turntable can be controlled from a panel at its center, but it was damaged during the cave-in. A character who uses an action to operate the simple
given way. Openings into rough-hewn caves line the northern wall.
Characters who have a passive Wisdom (Perception) score of 14 or higher notice signs of combat and bloodstains along the tunnel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
creatures in area 43 investigate any disturbance in the garden after 3 rounds. 43. The Great Hunter’s Abode The floor of this rough cavern is stained and smells of blood and animal musk. Light from
herbalism kit and a set of alchemist’s supplies. Northwest Chamber. Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
simple (requiring 1 action to pick) and of good quality (DC 15). A barred window six inches long and four inches high allows visibility into the room beyond. The cell contains a neatly made bed and a
uneven ceiling is roughly 20 feet above water level. M35: Damp Stairs A flight of damp, rough-hewn stairs leads down from the bodyguards’ quarters (area M25) to a dark, partially flooded cave (area M34
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
keyed to map 1.6. O1. Bunker This stone bunker stands fifteen feet tall. The rough edges of its construction indicate that it was cut from a single piece of stone.
A duergar named Brojk stands guard in
simple pull-chain mechanism in times of danger. This hall is devoid of decoration. A frozen well stands hear a hallway to the east, and three iron cages are pushed against one wall. One contains a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
tied up at this pier. Cargo is offloaded using the crane at the warehouse (area 4). The pier is covered in slick moss and perpetually in need of repair. Two small boats are kept here. One is a simple
pilings, and a crane on the platform serves to lift cargo up to the warehouse. Thrust into the rough-hewn back wall of the warehouse are scores of rusty blades — old longswords, shortswords, rapiers
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
flooded cave, the characters must wade or swim into the water that fills it. This cave has a twelve-foot-high ceiling and rough, natural walls. The clear water that flows into the cave is four feet
did not wake when the tide came in. Their spirits, corrupted by this horrific death, lie in wait. If a character interacts with either corpse beyond simple examination, the half-elves’ restless
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
take in the sights and move on: Eight columns of rock reach skyward, forming a ring around a deep crater lake. Rough-hewn steps spiral up each of the columns, and a rowboat is moored on the lakeshore
beacons.” The simple goal of lighting the beacons has been repeatedly thwarted by the perytons, who revel in Alagarthas’s despair. Each time he lights a beacon, the perytons snuff it out, yet
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
you have this charm, you suffer unsettling but harmless dreams of ravenous dragons. You also permanently gain the ability to speak Draconic if you couldn’t already.
S15: Draconian Garrison Simple
paper.
Six sivak draconians (see appendix B) are here reviewing the battle plan for the assault on Kalaman. On the table in front of them are rough sketches of Kalaman’s leadership, including
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
personal affairs of other townsfolk. Development. The miners that frequent the Sleeping Giant are a rough lot, and could become a competent and formidable force if stirred up and pointed at a target
), the situation is not that simple. No king or council owns the lands of or around the town. Eminent domain is neither implied nor accepted. In most of the smaller settlements along the Sword Coast, the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
center of this room. Battered pots and kettles are stacked all over; clearly, this space serves as a crude kitchen. You feel a distinct draft drawing the smoke up through a rough hole in the ceiling
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mold covers this area like carpeting. A pile of rubble slopes upward to form a rough stairway.
In addition to brown mold’s usual effects, the areas of brown mold in this chamber are difficult terrain
in the northeast corner slopes downward to form a rough stairway.
Stone walls once separated this basement level into four rooms, but the Cataclysm destroyed the north and west chambers. The standing
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
characters using the rope, but requires a successful DC 10 Strength (Athletics) check by anyone climbing down the rough stone walls. On a failed check, a character tumbles down the sloping fissure and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
. Three deathlock wights (see appendix B) oversee six skeletons. They attack intruders. Aura. A detect magic spell reveals a transmutation aura on the whole area, which is a simple magical effect to control
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
Triboar Trail a few days ago. R8: Crevasse Cave The characters likely arrive here by one of three routes: the tunnel from area R1; the storeroom at area R7; or the rough-hewn passage to the south
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
hall are scorched. Cracks in the panels reveal bare stone. Three mystic circles have been scribed in the floor, each edged with rough runes.
Locked Doors. These steel double doors are locked. Tarul
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
The River Quarter The River Quarter began as a simple road linking the wharves on the Selintan River to a bustling market in front of the Black Gate, long before the Old City was walled. Its rapid
gathers at the inn looks like the rough-and-tumble sort, with an air of danger and joviality, a strange mix for newcomers. Its patrons are just as much an odd mix; university students, bargefolk, some
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fried meat. Characters can find little of value here except three large butcher knives (treat as daggers). The scroll tube on the spice shelf contains a scroll of simple recipes (flatbread, fish stew
, and boxes. There is a rough cot in one corner and a great deal of clutter everywhere. Except for the cot, this appears to be nothing more than a disorganized storage room.
Until unknown voices or the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium. The baths are run by Laril Zazzkos, a githzerai uniter (see Morte’s Planar Parade), and her staff of rough
topped with bioluminescent blight, and a deceptively simple chocolate tart that carries the sweet taste of revenge. The owner frequently hires adventurers to track down rare ingredients to delight and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square pool set into the floor of this chamber. Torn cushions, rugs, tapestries, and clothing have been piled in one corner as a makeshift bed, while twigs and scraps of deadfall form a simple
Piles of straw and moth-eaten blankets have been set up in this area as rough beds, and broken furniture and garbage is scattered around. In contrast to the squalor, four fine paintings hang along the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
wildfire as they march forward. More broadly, they favor the direct approach and the simple plan to more oblique machinations. That’s one reason they loathe the cultists of elemental water, with all their
., one target. Hit: 5 (1d4 + 3) piercing damage.
Vanifer Vanifer’s rough childhood has hardened her heart against others. The world is a corrupt, painful place, she thinks, and deserving of a fiery end
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
are made of silver. The platter and the carafe are worth 10 gp each, while the goblet is worth 5 gp. All three are engraved with a simple pictograph showing a lizard standing proudly with its forked
locked behind them after they depart. 42. Guard Post Four lizardfolk are on guard here. An iron-bound wooden door stands in the southwest corner of this area. A rough wooden bench sits next to it, set
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
after the wave shaper makes its escape. Treasure. There are thirty-six coffers in this room. A long search of all the coffers turns up a total of 390 ep, three dozen leather harnesses with simple copper
way. A rough platform carved into one wall serves as a bed.
This cell is unoccupied. 50b. Sea Lion Cell Angry snarls arise from this cell. Inside, an angered sea lion roars and thrashes in the