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Returning 35 results for 'band barriers diffusing courts roving'.
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Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
for a season or a few months at a time by bandits, and a few overgrown ruins of the ancient elven kingdom of Rilithar. Recently, a roving band of Elk tribe barbarians (see “The Uthgardt Tribes” below
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Band Irina Nordsol A small band of hill giants hunts
across a ruin-studded landscape
The giants most commonly encountered in the world are bands of two to four who are united by a common
the service of a god (whether a member of the Ordning or an interloper god) and pursuing that god’s interests in the world. A band could also be a group of young giants who want to experience the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Band Irina Nordsol A small band of hill giants hunts
across a ruin-studded landscape
The giants most commonly encountered in the world are bands of two to four who are united by a common
the service of a god (whether a member of the Ordning or an interloper god) and pursuing that god’s interests in the world. A band could also be a group of young giants who want to experience the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Band Irina Nordsol A small band of hill giants hunts
across a ruin-studded landscape
The giants most commonly encountered in the world are bands of two to four who are united by a common
the service of a god (whether a member of the Ordning or an interloper god) and pursuing that god’s interests in the world. A band could also be a group of young giants who want to experience the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
for a season or a few months at a time by bandits, and a few overgrown ruins of the ancient elven kingdom of Rilithar. Recently, a roving band of Elk tribe barbarians (see “The Uthgardt Tribes” below
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
for a season or a few months at a time by bandits, and a few overgrown ruins of the ancient elven kingdom of Rilithar. Recently, a roving band of Elk tribe barbarians (see “The Uthgardt Tribes” below
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, unambiguous foe. Mogis’s followers could be anything from a disgraced politician seeking revenge against their enemies to a roving band of minotaurs pillaging the countryside. Mogis’s faithful tend to
sports.
2 A band of minotaurs directed by a champion of Mogis forges a trail of devastation through the countryside.
3 A serial killer (assassin) stalks the streets of the polis, taking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, unambiguous foe. Mogis’s followers could be anything from a disgraced politician seeking revenge against their enemies to a roving band of minotaurs pillaging the countryside. Mogis’s faithful tend to
sports.
2 A band of minotaurs directed by a champion of Mogis forges a trail of devastation through the countryside.
3 A serial killer (assassin) stalks the streets of the polis, taking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, unambiguous foe. Mogis’s followers could be anything from a disgraced politician seeking revenge against their enemies to a roving band of minotaurs pillaging the countryside. Mogis’s faithful tend to
sports.
2 A band of minotaurs directed by a champion of Mogis forges a trail of devastation through the countryside.
3 A serial killer (assassin) stalks the streets of the polis, taking
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human
basic physiology, the centaur bands are commonly associated with their own distinct traits. Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
close to the temporary lair of a band of bullywugs. Bullywug scouts patrol the area and, unless spotted, return to the larger group after identifying the adventurers to organize an ambush. Bullywug
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
close to the temporary lair of a band of bullywugs. Bullywug scouts patrol the area and, unless spotted, return to the larger group after identifying the adventurers to organize an ambush. Bullywug
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human
basic physiology, the centaur bands are commonly associated with their own distinct traits. Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the far-traveling Lagonna band and the proud raiders of the Pheres band. These bands occupy territories situated between the three major human poleis, making them common sights to those who travel human
basic physiology, the centaur bands are commonly associated with their own distinct traits. Lagonna band centaurs tend to be sleek and muscular, with powerful legs built for endurance rather than
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
close to the temporary lair of a band of bullywugs. Bullywug scouts patrol the area and, unless spotted, return to the larger group after identifying the adventurers to organize an ambush. Bullywug
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acceptance in the human courts. Today, Valenar forces continue to raid the Talenta Plains and Q’barra on a regular basis, in stark defiance of the Treaty of Thronehold. A Valenar warband is unlikely to
contain members of races other than elves and perhaps half-elves, but such a band could make an interesting military party. Running Your Own. Rather than join an existing force, you might choose to form
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acceptance in the human courts. Today, Valenar forces continue to raid the Talenta Plains and Q’barra on a regular basis, in stark defiance of the Treaty of Thronehold. A Valenar warband is unlikely to
contain members of races other than elves and perhaps half-elves, but such a band could make an interesting military party. Running Your Own. Rather than join an existing force, you might choose to form
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
acceptance in the human courts. Today, Valenar forces continue to raid the Talenta Plains and Q’barra on a regular basis, in stark defiance of the Treaty of Thronehold. A Valenar warband is unlikely to
contain members of races other than elves and perhaps half-elves, but such a band could make an interesting military party. Running Your Own. Rather than join an existing force, you might choose to form
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
and order, civilization and discipline. It is filled with perfect cities and carefully ordered fields, with immortal courts and endless archives holding every law ever imagined. Dal Quor: The Region
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
and order, civilization and discipline. It is filled with perfect cities and carefully ordered fields, with immortal courts and endless archives holding every law ever imagined. Dal Quor: The Region
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
eldritch machines or interaction with extraplanar entities. There are also manifest zones: places in the material plane where the barriers are thin and where some aspects of a plane can bleed through
and order, civilization and discipline. It is filled with perfect cities and carefully ordered fields, with immortal courts and endless archives holding every law ever imagined. Dal Quor: The Region
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
across the world. Already its assassins have slain those who might oppose their sinister plans. In almost every court in the land, from the most remote backwater barony to the imperial courts of world
sinister means to turn an important member of another faction into an ally. 17–18 A small band of escaped slaves arrives in town. They claim that several sailors at the docks once worked as slave traders
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
campaign: Evil Adventurers. An evil band of experienced adventurers wields power and influence to oppress hapless folk. Evil Weapon. A knight under the influence of a sentient, evil weapon terrorizes a
royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such as escaping from a prison cell block or searching storm sewers to find a villain’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
campaign: Evil Adventurers. An evil band of experienced adventurers wields power and influence to oppress hapless folk. Evil Weapon. A knight under the influence of a sentient, evil weapon terrorizes a
royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such as escaping from a prison cell block or searching storm sewers to find a villain’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
across the world. Already its assassins have slain those who might oppose their sinister plans. In almost every court in the land, from the most remote backwater barony to the imperial courts of world
sinister means to turn an important member of another faction into an ally. 17–18 A small band of escaped slaves arrives in town. They claim that several sailors at the docks once worked as slave traders
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
across the world. Already its assassins have slain those who might oppose their sinister plans. In almost every court in the land, from the most remote backwater barony to the imperial courts of world
sinister means to turn an important member of another faction into an ally. 17–18 A small band of escaped slaves arrives in town. They claim that several sailors at the docks once worked as slave traders
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
campaign: Evil Adventurers. An evil band of experienced adventurers wields power and influence to oppress hapless folk. Evil Weapon. A knight under the influence of a sentient, evil weapon terrorizes a
royal courts, and aboard seafaring vessels. Nevertheless, the heroes might end up in classic dungeon situations, such as escaping from a prison cell block or searching storm sewers to find a villain’s
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
techniques that aid your infiltrations. Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them. Roving Aim. Your Speed
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
techniques that aid your infiltrations. Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them. Roving Aim. Your Speed
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
techniques that aid your infiltrations. Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them. Roving Aim. Your Speed
barriers both physical and psychic. These Rogues discover psionic power within themselves and channel it to do their roguish work. As a Soulknife, your psionic abilities might have haunted you since
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants if necessary. 3 An especially harsh winter is accompanied by roving bands of frost giants and winter wolves preying on travelers. 4 Fire giants send hell hounds into mine tunnels to chase the
other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo. 6 A frost giant leads a mixed band of weaker giants in a campaign of bloodlust to
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
giants if necessary. 3 An especially harsh winter is accompanied by roving bands of frost giants and winter wolves preying on travelers. 4 Fire giants send hell hounds into mine tunnels to chase the
other and against nearby Humanoids. Eliminating the giant will return the volatile situation to an uneasy status quo. 6 A frost giant leads a mixed band of weaker giants in a campaign of bloodlust to






