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Returning 9 results for 'tools foreign down'.
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Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
with that of snakes, producing a caste-based society of hybrids in which the most snakelike are the leaders and the most humanlike are spies and agents in foreign lands.
Humans Transformed
The
people who became yuan-ti were one of the original human civilizations. Their society built great temples of stone and forged metal into armor, tools, and weapons. In their ceremonies they paid homage to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
truth and the tools wereravens have long used to combat evil. Among these are spirit boards (detailed in chapter 4), tarokka decks, Mist talismans, and piecemeal occult writings from various domains
. Some among the Keepers don’t know the true power of these tools, but this doesn’t dull their enthusiasm. Knowing the threats that Darklords and other evils pose, wereravens of the Keepers typically
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, however, endeavor to equip you with the tools to recognize nobility and to interact with the higher class. Spotting a Noble Nobility in Waterdeep are granted the right to bear arms. In the legal code
” — a heraldic device often borne on a shield, worn as a cloak pin, or affixed to a helmet. Others throughout the city, even foreign dignitaries, are permitted to retain only up to sixteen armed
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
by a foreign enemy, spurring you to travel the wider world in search of information and revenge. You might be guided by the spirits, who send you whispers and visions that lead you on your adventures
concept of “facts.” To you, everything is a story, and truth is in how you tell it. 7 You are annoyed by buildings and tools designed without consideration for small people. 8 You seek vengeance for a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
the Last War and you’ve remained with the comrades you met in the conflict. Maybe your tribe was wiped out by a foreign enemy—the Aurum, the Emerald Claw—and you are traveling the wider world in search
.
6 You don’t understand the concept of “truth.” To you, everything is a story and it’s all about how you tell it.
7 You are annoyed by buildings and tools designed without consideration for
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
in the Foreign Quarter to escape the pressures of high society and conduct business best kept out of sight. Shortly after the murder, the killer realized he was running out of options and holed up here
balcony and window are accessible with a ladder or other tools, if available. Lighting. The house has Darkness throughout its interior when the characters arrive. Making Noise. The Killer is sleeping in
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
also choose to run it strictly “rules as written,” though a low initiative roll for Bill could end the chase before it begins. The chase is a set of tools for you to use as you see fit.
Stat Block
finds the address of Anton’s townhouse in the Foreign Quarter. The Locksmith Rory Halfhand (Medium Warrior Veteran) runs Select Metalworks, a small specialty shop dedicated to implements with minor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
guards) are assigned to watch over them. Sheriff Southwell carries the key to the cell door, which can be picked open with thieves’ tools and a successful DC 15 Dexterity check. If the guards need to
foreign traders sell their wares. Tents and covered wagons provide some shelter against the cold wind, but not much. In a few places, campfires with people huddled around them crackle and smoke. One
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
ensure that Mirabar’s interests aren’t ignored. While the marchion handles foreign policy, true power within the city rests with the Council of Sparkling Stones, a group of dwarf elders that manages the
. Treasure At the back of the Hunt Lords’ banquet hall is a locked treasure chest. Amrath wears the key to it around his neck, but a character can pick the lock using thieves’ tools with a successful