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Returning 35 results for 'before building drive chasing realms'.
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before binding drive chasing realms
Monsters
Forgotten Realms: Adventures in Faerûn
dracoliches, magically bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and
circle of the Cult of the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as
Monsters
Forgotten Realms: Adventures in Faerûn
bound dragons to his service, and learned how to drive dragons across Faerûn into a berserk rage. He considered his intellect beyond morality and became paranoid, resentful, and megalomaniacal
the Dragon, from whom he commands obedience.
Sammaster rarely remains in one place for long, as he thinks no one can oversee the Cult of the Dragon activities across the Realms as efficiently as he
Monsters
Fizban's Treasury of Dragons
fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on land.
Dragon Turtle Ideals
d6;{"diceNotation
Hook
1
A ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea
Tortle
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
The Tortle Package
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
watch a frog croaking on a lily pad, or to stand in a crowded human marketplace.
Tortles like to learn new skills. They craft their own tools and weapons, and they are good at building structures and
races
their mental faculties yet suffer daily to recall who they once were. Shades from the Shadow Realm are different from those of the mortal realms because they specifically lack most of their memories, and
the drive to find what was lost propels them. Newly born shades are difficult to distinguish from ghosts, but most settlements in the Shadow Realm are familiar enough with the phenomenon to recognize
Monsters
Fizban's Treasury of Dragons
out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms and talk endlessly with sailors and adventurers to stay current on the latest happenings on
1
A ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea and is now
Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
races
Basic Rules (2014)
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
. “All that haste, their ambition and drive to accomplish something before their brief lives pass away—human endeavors seem so futile sometimes. But then you look at what they have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chapter 5: Creating Campaigns Noor Rahman The arrival of a mind flayer nautiloid means trouble for
any world—and adventure for that world’s heroes! If encounters are the building blocks of a D&D
adventure, then adventures are the building blocks of a D&D campaign, for a campaign is what you get when you string two or more adventures together. A campaign setting is the world in which those
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chapter 5: Creating Campaigns Noor Rahman The arrival of a mind flayer nautiloid means trouble for
any world—and adventure for that world’s heroes! If encounters are the building blocks of a D&D
adventure, then adventures are the building blocks of a D&D campaign, for a campaign is what you get when you string two or more adventures together. A campaign setting is the world in which those
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chapter 5: Creating Campaigns Noor Rahman The arrival of a mind flayer nautiloid means trouble for
any world—and adventure for that world’s heroes! If encounters are the building blocks of a D&D
adventure, then adventures are the building blocks of a D&D campaign, for a campaign is what you get when you string two or more adventures together. A campaign setting is the world in which those
Monsters
Fizban's Treasury of Dragons
snippets of tunes I have overheard.
7
I swim alongside ships sailing through my domain, just out of arrow range, so they know I am watching.
8
I am fascinated by the politics of surface realms
ruthless shipping magnate has bribed a dragon turtle to attack competitors’ vessels and drive them out of business.
2
A curious dragon turtle swam upriver from the sea and is now stuck beneath
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chapter 1: A World of Your Own Your world is the setting for your campaign, the place where adventures happen. Even if you use an existing setting, such as the Forgotten Realms, it becomes yours as
you set your adventures there, create characters to inhabit it, and make changes to it over the course of your campaign. This chapter is all about building your world and then creating a campaign to take place in it.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Chasing the Children During the town meeting, two servants of the Morninglord are tasked with keeping an eye on a group of about twenty children between the ages of four and twelve. These kids belong
finished stone building in the town. These children, some of them terrified and missing their parents, others mischievous and too young to understand consequences (much like adventurers), decide to run
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fundamental conflict at the heart of Lorehold’s philosophy. This conflict revolves around the forces that underlie and drive history. Is the course of time driving toward a well-ordered ideal state or
—law, religion, economics, education, social class, and so on—and how those structures drive historical events. Order focuses on systemic changes and the actions of people collectively. The perspective
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fundamental conflict at the heart of Lorehold’s philosophy. This conflict revolves around the forces that underlie and drive history. Is the course of time driving toward a well-ordered ideal state or
—law, religion, economics, education, social class, and so on—and how those structures drive historical events. Order focuses on systemic changes and the actions of people collectively. The perspective
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
fundamental conflict at the heart of Lorehold’s philosophy. This conflict revolves around the forces that underlie and drive history. Is the course of time driving toward a well-ordered ideal state or
—law, religion, economics, education, social class, and so on—and how those structures drive historical events. Order focuses on systemic changes and the actions of people collectively. The perspective
Compendium
- Sources->Dungeons & Dragons->Monster Manual
years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange
be perfect beings. No matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-infested ruins. 2 Jackalweres are spotted outside a town before an Iwahhid holiday. The local emir asks the characters to drive them off, but the town priest believes the jackalweres merely want to join
the celebrations. 3 Emir Nur, Master Architect of Bijabad, accidentally unearths a trapped efreeti during a building project. Nur hires the characters to convince it to leave quietly. 4 The empress hosts a wyvern hunt, promising fabulous rewards to whoever tames the largest wyvern.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange
be perfect beings. No matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.
Compendium
- Sources->Dungeons & Dragons->Monster Manual
years when their dreams fixate on death, morbid apotheoses, or journeys to realms inhospitable to life. Some death tyrants rise from the corpses of slain beholders or result from exposure to strange
be perfect beings. No matter how death tyrants come into being, bizarre impulses drive their deathless existences. Their motivations tend to be extreme or beyond the reason of living creatures.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-infested ruins. 2 Jackalweres are spotted outside a town before an Iwahhid holiday. The local emir asks the characters to drive them off, but the town priest believes the jackalweres merely want to join
the celebrations. 3 Emir Nur, Master Architect of Bijabad, accidentally unearths a trapped efreeti during a building project. Nur hires the characters to convince it to leave quietly. 4 The empress hosts a wyvern hunt, promising fabulous rewards to whoever tames the largest wyvern.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
-infested ruins. 2 Jackalweres are spotted outside a town before an Iwahhid holiday. The local emir asks the characters to drive them off, but the town priest believes the jackalweres merely want to join
the celebrations. 3 Emir Nur, Master Architect of Bijabad, accidentally unearths a trapped efreeti during a building project. Nur hires the characters to convince it to leave quietly. 4 The empress hosts a wyvern hunt, promising fabulous rewards to whoever tames the largest wyvern.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
The Inner Planes Elemental forces and the building blocks of reality originate from these Inner Planes: Elemental Plane of Air. Winds blow clouds and floating islands across this boundless sky
Plane of Water. This bottomless ocean churns with mysterious sea life. Elemental Chaos. Here on the fringes of the Inner Planes, elemental forces clash unpredictably. Para-Elemental Planes. In these borderlands between the Elemental Planes, elemental forces combine into realms of ash, ice, magma, and ooze.
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 1: Feywild Overview Domains of Delight are to the Feywild what Domains of Dread are to the Shadowfell: sequestered realms governed by powerful beings. Whereas a Domain of Dread is ruled by a
accessory helps you create Domains of Delight and the archfey who rule them, building on the information about the Feywild that appears in the Dungeon Master’s Guide. The ideas, tips, and tables in this
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 1: Feywild Overview Domains of Delight are to the Feywild what Domains of Dread are to the Shadowfell: sequestered realms governed by powerful beings. Whereas a Domain of Dread is ruled by a
accessory helps you create Domains of Delight and the archfey who rule them, building on the information about the Feywild that appears in the Dungeon Master’s Guide. The ideas, tips, and tables in this
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
boil up from below to repel the invaders out of Avernus, back to the juncture where the Styx enters the Hells. This drive by the devils attracts the attention of more demons from the Abyss, which pushes
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
boil up from below to repel the invaders out of Avernus, back to the juncture where the Styx enters the Hells. This drive by the devils attracts the attention of more demons from the Abyss, which pushes
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
boil up from below to repel the invaders out of Avernus, back to the juncture where the Styx enters the Hells. This drive by the devils attracts the attention of more demons from the Abyss, which pushes
the Nine Hells. Whether by cosmic chance or the design of some unknown power, the dark waters of the Styx provide passage between the two planes, but pathways to other realms are at best fleeting and
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
Chapter 1: Feywild Overview Domains of Delight are to the Feywild what Domains of Dread are to the Shadowfell: sequestered realms governed by powerful beings. Whereas a Domain of Dread is ruled by a
accessory helps you create Domains of Delight and the archfey who rule them, building on the information about the Feywild that appears in the Dungeon Master’s Guide. The ideas, tips, and tables in this