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Returning 35 results for 'some of reside distant various'.
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Species
Player’s Handbook
Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the ability
Gnome
Legacy
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Species
Basic Rules (2014)
most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone else might or might not stick
over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who are “stuffy” about
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
follows: First Floor. The city council and governor meet and hold events on the first floor. Various government offices, a small library, and the armory are also here. Second Floor. Military command
and officer lodgings fill the second floor. Third Floor. Castle guards lodge on the third floor. Most other soldiers reside elsewhere in the city or in the castle’s ancillary structures. Fourth Floor
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Giantkind The descendants of Annam are the various creatures of the Giant creature type. The precise details of genealogy linking Annam to these Giants are a matter of mythology, and myths vary from
world to world and from one teller to another. Most tellings make a distinction between the main families of giants who are descended from the sons of Annam and the various other creatures whose
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Who Dwells Here? This version of the Tomb of Horrors takes place in the distant past, when various legendary figures of in-game history (Acererak included) still operate as mere mortals. Several of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
for one cult member to sound the alarm simply by yelling. If an alarm is raised, the following cult members are tasked with defending the castle: Twelve cultists of various races and genders, who
normally reside on the ground floors of the guard towers (area C4). Two cult fanatics (a human named Huarwar Mulphoon and a tiefling named Fel Suparra), who normally guard the gatehouse (area C6).
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
earliest monastic orders in Faerûn arose in the southern lands of Amn and Calimshan, their practices migrating north and east at the same time similar practices filtered westward from distant Kara-Tur
themselves with worldly affairs. As most monastic orders in Faerûn arose from human nations, the majority of monks in those communities tend to be human. Monasteries have long been sanctuaries for foundlings and outcasts of various sorts, so nonhuman monks are not unheard of.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Classes at Morgrave Morgrave’s physical education classes cover everything from acrobatics and athletics to archery, dueling, and various other forms of combat. The arcane studies program covers the
, or even to distant countries or lands. Although Morgrave professors are experts in their fields, this doesn’t mean they have all the abilities of high level player characters! Just because that
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Gnome Names Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone
else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Gnome Names Gnomes love names, and most have half a dozen or so. A gnome’s mother, father, clan elder, aunts, and uncles each give the gnome a name, and various nicknames from just about everyone
else might or might not stick over time. Gnome names are typically variants on the names of ancestors or distant relatives, though some are purely new inventions. When dealing with humans and others who
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identifies the location of the nearest creature that has Artus’s blood flowing through its veins. Artus has many living relatives, and a few of those reside in the North. The blod stone has pointed Storvald
another. Even divination won’t reveal the ring’s current whereabouts. Over the years, various Harpers have dedicated resources toward finding Artus Cimber and the ring, to no avail. If the Harpers
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
peasants, but it doesn’t mention the Cyran special forces and elite war mages who now reside in High Walls. As Brelish, we all want to show compassion to the truly innocent, but let us never forget that
, Tavick’s Landing offers a host of opportunities to enjoy food and entertainment from distant lands. Or you might find yourself here for one of a few specific reasons, such as: Take a chance. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
channel. As the cave mouth swallows you, you hear music over the echo of a distant waterfall.
The cave’s ceiling rises high above your heads, and dancing lights bob around hanging stalactites. The
river winds through the casino floor, splitting the cavernous chamber in two and passing under arched stone bridges at various points. Card tables and other gaming stations surrounded by chattering
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Goliath HINCHEL OR Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
islands so distant, characters won’t be able to reach the Morkoth on the backs of griffons, hippogriffs, or similar creatures, since the mounts have nowhere to land and rest when they tire. Dragons don’t
scoundrel with a sharp wit. His crew includes fifteen sailors (N male and female human bandits of various ethnicities) and a cheery, overweight medic named Tharkil Morn (LG male Tethyrian human priest of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Goliath Towering over most folk, goliaths are distant descendants of giants. Each goliath bears the favors of the first giants—favors that manifest in various supernatural boons, including the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
connected to one another by long, mostly unprotected rivers and roads. Human settlements rely on various industries for survival. For example, most of the humans of Ten-Towns and Port Llast are
. In generations past, most human settlers of the North were light-haired and light-skinned. Since then, the riches and promise of the Savage Frontier have attracted distant foreigners, and several
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
provides various locales to tie to your character’s backstory. Ancient Giant Ruins You grew up amid the ruins of one of the giants’ civilizations. Perhaps the history of your home settlement is well-known
-forgotten memory or distant dream. Underground Quirk. Your time spent underground has changed you in some way, as determined by rolling on the Underground Quirks table. Underground Quirks d6 Quirk 1
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
?”
Until recently, Liara Portyr commanded a Flaming Fist outpost called Fort Beluarian on the distant tropical peninsula of Chult. Her uncle is Duke Dillard Portyr of Baldur’s Gate, one of the city’s two
to help Baldur’s Gate. Although she must focus her efforts on various threats to the city’s security, she makes it possible for the characters to leave Baldur’s Gate when they’re ready, going as far
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Whale Hunt This is an optional encounter you can use to help the characters earn Angajuk’s trust. Hunters from distant Waterdeep have come to the Sea of Moving Ice to harvest ambergris, a precious
is popular among perfumers as well as mages who use the greasy substance in various arcane rituals. The raw form of ambergris is a waxy lump approximately 2 feet long. The Whale Hunters Five whale
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Rookledust (neutral good rock gnome) moved to Nightlund decades ago from the distant gnome homeland of Mount Nevermind. She uses the acolyte stat block, but the effects of her Spellcasting manifest from
various tools and tiny devices she always carries with her. Rookledust talks rapidly and is always formulating new ideas for her next overdesigned contraption. Though many of her creations are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Ten stone giants reside in Deadstone Cleft when the adventurers arrive, including Thane Kayalithica. With the exception of the giant in area 6, who checks on the roc, the giants remain in
Blue Bear scouts and 1 Uthgardt shaman (see appendix C) bearing news from other Blue Bear clans 91–95 1 stone giant carrying a sack of nonmagical, human-sized weapons and armor collected from a distant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
meet the griffon and its trainer outside the River Gate the following morning shortly after dawn. (The griffon and its trainer normally reside in Peaktop Aerie atop Mount Waterdeep, but most civilians
and speed. Zord visits the distant island of Lantan about once a year. During his last visit, he purchased four nimblewrights from a Lantanese wizard. He keeps two aboard his flagship, and one aboard
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside
mere pretense on the part of the self-important marids. Marids treat all others — including other genies — as inferiors of various grades, ranging from poor cousins to petty annoyances. They tolerate
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, worth 1 gp each Eleven pewter serving pieces of small worth Twenty-four various weapons (a +2 dagger among them) Nine shields Eight suits of armor (including a silvered set of +2 chain mail) Twenty
map also shows a passage leading south from this chamber (along the way now blocked by rubble), which after some 60 feet reaches a complex of caves and caverns, including various barracks room, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
court of King Hekaton!” HEKATON’S CONCHS
King Hekaton crafted magic conch shells and gave them to various giant lords so that they could appear before him at his imperial summons. When he wanted to
, to distant spires. There, on a cold mountainside, you’ll find a village of yakfolk and below that, Ironslag — the forge of the fire giant duke. The conch you seek is in his quarters.”
“Distant
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
Themes: Reliable guides, stories from various lands, travel between domains
Known throughout the Land of the Mists, Vistani (singular: Vistana) have a unique understanding of the Domains of Dread
and the hidden paths between them. Following itinerant traditions, many Vistani and their adopted family members travel between domains, learning of distant lands, the many faces of evil, and strange
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reside in Bytopia and on other planes far from the Material Plane, locales where they can access and harness powerful energies. They have unlocked secrets of the multiverse that enable them to fashion
purveyors of madcap mayhem. Despite losing body parts or gaining scars from various accidents, nothing stops the tinker gnomes’ insatiable quest to experiment and discover.
Go Big or Go Home. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
This district was once a caravan yard between Waterdeep’s two northernmost walls, kept free of settlement to serve as a killing field in times of war. As refugees from various calamities settled there
merchants, the signpost magically directs travelers to well-known distant locations when the names of those locations are spoken into a crystal on the post. The magic of the Waymoot writes the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
she talks with the characters, Lynx relates that several of the missing components are mentioned in various legends surrounding the Tomb of Horrors, but recent expeditions sent to the tomb have all
Guides” section below for information on Eludecia’s statistics. The construct travels with the characters, and can magically teleport them to either the Tomb of Horrors or the Temple of Moloch, transporting the party to either location in the distant past.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wall and takes its name from the various statues that rest in its niches and perch atop its battlements. Unseen beyond the sealed Basilisk Gate, a dirt road stretches through the Outer City slums to
the bridge known as Wyrm’s Crossing, then to distant realms beyond.
Dozens of Flaming Fist soldiers are trying to control an angry mob of commoners eager to leave the city. Armed with only a vague
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, agreeing to exchange his soul for a boon that enables him to escape to safety. With nothing to do in his tomb other than answer distant entreaties from the Material Plane, Levistus has attracted the
threat of attack, helps commanders assess their troops and place them into the various legions as appropriate for the skills they demonstrate. The presence of so many creatures native to the Material
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
.
— Omin Dran
Majordomo A majordomo administers a franchise headquarters. They typically reside within the headquarters and seldom leave it, sending out communications through a dedicated messenger (at no
entire group. Those hirelings could all shave their heads zealously, be brawny but absentminded, play various musical instruments, use colorful oaths and exclamations, and so on. Group ideals, bonds
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
first stop when exploring the distant land of Xen’drik. This book describes the shadowy ruins, sinister organizations, and treasure-laden dungeons of Stormreach. In addition to providing Dungeon
location maps. Dragons of Eberron (3.5E): This supplement delves into the mysterious Draconic Prophecy. It explores the continent of Argonnessen, homeland of the dragons, and describes various new adventure
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with purple crystals. The tunnel echoes with strange voices and far-off sounds, as if originating from distant places … or perhaps even distant worlds.
The tunnel is unlit. A successful DC 12
(Perception) check, a character notes that a great amount of that detritus appears to be shredded parchments and bound books — all works destroyed by Raah in various fits of pique. Either before or