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Returning 35 results for 'before burn defusing cities run'.
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Half-Elf
Legacy
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Species
Basic Rules (2014)
parents.
Diplomats or Wanderers
Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and
.
EXCELLENT AMBASSADORS
Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and
Backgrounds
Ghosts of Saltmarsh
organization, or might run a small smuggling vessel of their own. Smugglers live the lies they have told, and they have a natural ability to recall all the falsehoods and half-truths they have ever spouted
value on friendship. (Any)
6
Daring. I am most happy when risking everything. (Any)
D6
BOND
1
My vessel was stolen from me, and I burn with the desire to
Urchin
Legacy
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Backgrounds
Player’s Handbook (2014)
, and a pouch containing 10 gp
FEATURE: CITY SECRETS
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you
will run away from a fight.
2
Gold seems like a lot of money to me, and I’ll do just about anything for more of it.
3
I will never fully trust anyone other than myself.
4
I&rsquo
Backgrounds
Baldur’s Gate: Descent into Avernus
in, a pet mouse, a token to remember your parents by, a set of common clothes, and a pouch containing 10 gp
FEATURE: CITY SECRETS
You know the secret patterns and flow to cities and
important person, and I’m wanted for it.
6
No one else should have to endure the hardships I’ve been through.
d6
Flaw
1
If I’m outnumbered, I will run away
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Diplomats or Wanderers Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans
get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent
Yuan-ti Pureblood
Legacy
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Species
Volo's Guide to Monsters
’ serpent gods into their religions. These victories sent a constant influx of food, ore, and slaves back to the home cities.
The wealth of the empire allowed the ruling elite plenty of time to
some of their conquered enemies finally loosened the yuan-ti’s hold over nearby lands. The serpent people withdrew to their fortified cities and underground temples, ceding the rest of their
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
might make occasional nighttime forays up to the surface. Roughly one quarter of the towns and cities in the world have kobold communities living under them, but the kobolds are so good at staying
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Arriving in Anauroch Created by fearsome magic, the ancient desert of Anauroch hides ruined cities under its sands. The most famous include the lost cities of Netheril, an empire of wizards doomed by
body. The bone-dry air makes each breath burn hot and taste of the baked earth.
Below you, about fifty feet away, a camel watches two desert nomads unearth a hulking stone golem half-buried in the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
night. Locals swiftly burn bodies to prevent this. DARKONIAN CHARACTERS
Darkon boasts particularly varied human and nonhuman populations. While diverse groups of humans dwell in the domain’s cities
, the nation’s secret police, is particularly active in Darkon’s largest cities: Martira Bay and Il Aluk. The night after any Humanoid dies, its corpse rises as a mindless Undead that shambles into the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Chapter 1: A Tale of Two Cities Baldur’s Gate began as a harbor town where traders would meet with “ghost lighters” — folk along the Sword Coast who used lights to lure fogbound ships to shore. When
booty. In the years since, Baldur’s Gate has grown into a walled city. Today, its foggy streets run red with the blood of unfortunates who fall prey to evil opportunists, many of whom count themselves as
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
presence in its homeland. The house has expanded Zarash’ak dramatically over the last decade and is working on transforming other towns into cities. This has caused tension with a number of tribes
. And House Tharashk’s mining operations and its urban expansion always run the risk of disrupting Gatekeeper seals and unleashing ancient evils bound beneath the Marches.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
among the threads. Web-covered areas count as difficult terrain, but they’re not strong enough to restrain anyone. A character can use an action to burn a 5-foot cube of web with a torch or to cast a
detect intruders, one tries to run to area 5 to sound the alarm while the remaining two attack. On the second round of combat, the clamor attracts the spiders in area 4b. 4b. Phase Spider Lair Four phase
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Efreeti Genie of Fire Habitat: Desert, Planar (Elemental Plane of Fire); Treasure: Armaments Michael Broussard Efreet burn with the energy and unpredictability of fire. Their innate magic allows
Elementals. On many worlds, efreet dwell in sweltering deserts and volcanic regions. Those that make their homes on the Elemental Plane of Fire create incredible cities among seas of flame and molten
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
far from our cities. 7 I am interested in modern human culture, even as primitive as it is. 8 I await the day when we again conquer lands by force, as we did in the old times. Yuan-ti Ideals d6 Ideal
above those of our race. (Any) 4 Kinship. My allegiance is to my caste and my city. Other settlements can burn for all I care. (Any) 5 Inspiration. My actions set an example for the lesser castes to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
significant magical resources. Red dragons rarely pay attention to the nations and claims of smaller creatures, and they might consider entire cities part of their realm. Most red dragons are inattentive
liking, whole lands might burn. Adult Red Dragon Huge Dragon (Chromatic), Chaotic Evil
AC 19 Initiative +12 (22)
HP 256 (19d12 + 133)
Speed 40 ft., Climb 40 ft., Fly 80 ft.
Ability Score Mod
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
10. Ritual Chamber Purple Flames. Black wax candles set in niches along the walls of this 20-foot-high room burn with a purple flame, filling the room with dim light.
Cult Ritual. Six cult fanatics
black energy run between the pillars and the cloud.
The cult fanatics are named Abberoch, Belora, Liana, Shanzo, Torfiana, and Uzalyn. They are performing a ritual designed to anchor one of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Warlords of the Avernian Wastelands As the characters cross the wastelands of Avernus, they will likely run afoul of petty warlords scavenging for soul coins and scrap metal to fuel and repair their
infernal war machines by restricting their access to soul coins, which the vehicles burn as fuel. A typical warlord has 2d6 soul coins and 2d6 flasks of demon ichor (see "Demon Ichor") at any given time.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Government In the feudal society common in most D&D worlds, power and authority are concentrated in towns and cities. Nobles hold authority over the settlements where they live and the surrounding
their positions because they already hold the respect of their fellow citizens. Within towns and cities, lords share authority and administrative responsibility with lesser nobles (usually their own
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Transportation All the standard modes of transportation can be found in Khorvaire. People use boats, barges, horses, coaches, and more. If something moves over land it’s likely run or licensed by
elemental engine pulls a train of linked coaches over a path of conductor stones, maintaining a speed of 30 miles per hour. The rail links most of the major cities of the Five Nations, though the
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
who serve Yurtrus and Shargaas. Some are sent forth into the cities dominated by humans, on dark missions. Beware them.
— Elminster
Search, Destroy, Repeat
When a tribe is on the move, orc
corpse’s ears for three days to ward off any retribution, and then bury or burn them.
Three ravens is always a good sign.
It is good luck to spit where you are about to sleep.
Gnome bones can
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, thus easily fulfilled by his minions. Mogis wants to unmake the world through savagery. Let every polis fall and the works of mortals burn—everything comes to ruin in time, and Mogis believes that
abiding disrespect, verging on hatred, for Ephara and Karametra. Ephara’s neat, orderly cities are a delight to destroy, especially given her fussy, precise adherence to rules. Likewise, Ephara’s close
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. From there, it’s a small step to suppressing the open worship of other gods, then trying to spread both policies to other cities. If the characters are champions of other gods, they might find
hubris of nobles who boast of having the best hounds, Heliod turns all dogs into wolves and monsters that kill and run wild.
4 Heliod arms a champion with his weapon, Khrusor, but the hero goes
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
cities stand on the brink of war, someone needs to make the arduous journey to convince a gold dragon to arbitrate the dispute.
2 A scholar has learned a secret so dangerous that a gold dragon
the dragon’s territory, which holds a deadly artifact at its center.
5 A gold dragon has decided to burn a plague- infected city to the ground, sacrificing the residents to limit the contagion’s
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
up and its units assigned to cities and strongholds across Breland. As an elite group of special forces, the Redcloaks don’t include inexperienced adventurers in their ranks. Considering that, there
run both ways. Among the Redcloaks, tensions still run hot regarding their former rivals, particularly those from the following nations: Darguun. The hobgoblins of Darguun fought alongside Brelish
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
circumstances. A person might burn incense to a hearth or family deity at a kitchen altar in the morning, pray to a deity of the hunt while hunting in the afternoon, and join a communal harvest feast at the
temple of an agricultural deity in the evening. Cities and large towns can host numerous temples dedicated to individual gods important to the community, while smaller settlements might have a single
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
Hotenow. NUMBER OF PLAYERS
You can run Dragons of Stormwreck Isle for one to five players. If you have four or five friends ready to play with you, each person can take one of the characters provided
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
when guild conflicts run hot, Ravnicans respect the sanctity of the Promenade as neutral ground. Beyond the core are an uncounted number of other districts, which originated as outlying cities that
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the soldiers claim—because time is short and the dead are coming. Falkovnia is a land besieged. Empty countryside surrounds ruined or crumbling cities. A few desperate pockets of civilization survive
of an attack, the Falkovnians burn their dead, repair what they can, and whisper that now might be the time to flee. Invariably, though, someone speaks too loudly and a so-called traitor is impaled
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
deep canyons lead to the dreaded Iron City of Dis. Minauros Acid falls like rain on putrid bogs and decaying cities. Phlegethos Obsidian fortresses bask in the heat of raging volcanoes and magma
rivers. Stygia Levistus’s prison is a frigid hellscape of jagged ice and cold fire. Malbolge An ever-crumbling mountain threatens to bury visitors. Maladomini Swarms of hungry flies plague dead cities
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Nocturnal Raiders If the drow kept to themselves in their subterranean cities and fortresses, few other creatures would care. The dark elves could indulge their evil practices until their caverns
slaves into long trains of chattel, kill everyone who resisted, burn everything to the ground, and set their sights on the next town in line. Most of the dark elves’ raids, however, are small, stealthy
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
horn sounds from the camp’s south gate. The sentries run toward the opposite side of the camp while the camp staff scatter. If the characters follow the sound, they see several tortured-looking
burn victims close in on the characters and attack. What the Soldiers Know If the characters defeat the wraiths, the camp’s commander, Captain Atoy, thanks the characters and welcomes them to rest
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and priests’ quarters containing skeletal remains complete this section. The halls are streaked with burn marks. Many of the rooms in this place are rubble-strewn and ruined. A passage leads to an
Villains Monsters who plot alone and criminals on the run or who engage in taboo behavior are often found in abandoned temples. Examples of such villains appear on the Abandoned Temple Villains table
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Waterdeep or south to Baldur’s Gate need escort or guarding, and can offer news of both of those cities (and the settlements between them). Several inns stand ready to accept visitors, except in the busiest
Baldur’s Gate. Lady Belinda Anteos (of the Waterdeep noble house) promises that her business is secure and that the bank’s magical means of communicating precise amounts of currency between cities
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Meetings with Sarusanda The characters occasionally reunite with Sarusanda as they explore Death House. Each time you roll this result on the Death House Encounters table, run one of the following
Death House. Séance Robson Michel Sarusanda interrogates a deceased cult member to learn more about the activities in Death House Pungent sticks of incense burn around this room’s perimeter. Sarusanda






