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Returning 19 results for 'before border defusing continent remaining'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
nuances of royal courts half a continent away and shockingly ignorant of what life is like for the poor outside their own doorsteps.
This combination of worldly savvy and local blindness characterizes
Position of Privilege feature. One of your commoner retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to knighthood. Your two remaining
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setting Khorvaire is a sprawling continent with plenty of thinly settled frontiers, so it’s relatively easy to find a good place to set Princes of the Apocalypse. Here are a few examples: In western
Aundair, the wilderness around the town of Wyr is a good choice; the Eldeen Reaches function as the High Forest does in this adventure. In Breland, the small city of Xandrar on the northern border can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
The Five Nations In the modern age, the greatest power was the kingdom of Galifar, which covered most of the continent of Khorvaire. The Five Nations—Aundair, Breland, Karrnath, Thrane, and Cyre
remain divided today, sharing Khorvaire with the new nations established by the Treaty of Thronehold. The remaining Five Nations remain the largest and most powerful countries in Khorvaire. The Treaty of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
and the remaining gods. Takhisis the Dragon Queen in Her Human Guise During the thousand years before the Cataclysm, known as the Age of Might, several human nations flourished, conquering vast
swaths of the continent of Ansalon in the name of good. But the triumph of the Age of Might sowed the seeds of its downfall. Over the centuries, the city of Istar in eastern Ansalon grew into a continent
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the family at the expense of the other two 2 Deneith Act as bodyguards for a prominent or wealthy person Serve as mercenaries in a lingering border conflict Enforce the law across national borders as
prospectors 12 Vadalis Capture wild animals and tame them Prevent magebred specimens from upsetting a delicate ecosystem Handle the animals drawing a massive caravan across the continent
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
All but one of Tsien Chiang’s daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party’s path and silently begs for help.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
roads leading toward farmlands near the Estwilde border. The characters are ordered to follow the road east and see what they find. Twenty miles east of Kalaman, where the road crosses the Raiding Rill
introduction, in the coming days, Cudgel allies herself and her remaining troops with Kalaman’s military. Other Survivors. At your discretion, other folk from Vogler who were lost during the Dragon Army’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
failed save, or half as much damage on a successful one. If this effect reduces a creature to 0 hit points and there is damage remaining, the creature is turned to ashes if the remaining damage equals or
the party is dead and trapped as a spirit in the Border Ethereal, nothing more can be done with the device until someone else comes along who can attune to it. Fortunately for the characters, they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Faerûn The vast central continent of Toril, Faerûn is a land mass divided by a great sea known as the Inner Sea, or the Sea of Fallen Stars. The lands beyond the North can be roughly divided into
rebellion following his disappearance. They overthrew the genie lords of Calimport and Memnon, casting the remaining genies out of the cities and back to their elemental homes or into the depths of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
this tumult, conflict broke out in many regions of the continent. The orcs of Many-Arrows warred against the dwarfholds of the North and their allies. Sembia invaded the Dalelands, and Cormyr raised an
army to come to the aid of the Dalesfolk. Netheril brought forces to Cormyr’s border, and Cormyr was drawn into a war on both fronts. Throughout this period, tales began to spread of individuals who
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
maintain strongholds along the border with Ket, most of their energy is spent defending against giants and dragons in the western mountains. The Watchers are sworn to an ascetic and disciplined code
. Separated from Eastern Oerik by the Tilva Strait, Hepmonaland is a relatively small continent that few people of the Flanaess known much about. Those who have explored the north spur of Hepmonaland
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time to cast shillelagh on the quarterstaff he wields, barkskin for defense, and produce flame in preparation for a confrontation. The phase spider spends its time in the Border Ethereal. It attempts
and used it for food storage. Then, after their supplies ran low, several of them barricaded themselves in this room to seize control of the remaining supplies. In response, the rest of the cultists
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
retain them for the sake of remaining aware of the enemy they describe: a drow god who would spirit away all of Lolth’s worshipers to the surface world. The matron mothers warn those who go to the
Dark Six) are one and the same. Drow from the jungle continent of Xen’drik ritually tattoo themselves using scorpion venom, leaving white scars etched into their skin. Drow of other worlds rarely know
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
3rd-level spell slots trying to reach Dzaan with sending spells, to no avail, and has expended other spell slots to help it survive the perils of the spire. It uses its remaining spell slots sparingly
(4d6 + 3) necrotic damage.
Etherealness. The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, two miles from end to end and four hundred feet tall at its apex, comfortably spans the Dessarin River and the plain around it, remaining high and dry during even the worst springtime floods. The Stone
world from the Border Ethereal and attacks any trespassers that it sees, first using its Horrifying Visage action, and then its Possession and Withering Touch. If it succeeds in possessing a creature
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across ice or wading through frigid waist-deep water toward the docks, eager to raid and pillage. The remaining eight frost giants remain aboard the ship. As townsfolk retreat to the mines or flee across
to form the west border of the Silver Marches. Mithral Hall, one of the strongest dwarfholds of the North, lies deep within the Frost Hills, as do various Uthgardt encampments. Gauntlgrym Once a great
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and an Uthgardt shaman (see appendix C). The berserkers and three of the tribal warriors huddle around the campfire in the northeast corner and are visible in the firelight. The remaining warriors are
Road hugs the west border of the valley, which is hemmed in on the east by the High Forest and the Forlorn Hills. The valley is dotted with settlements, farms, and isolated homesteads, yet most of it






