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Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
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
and its siblings inherit whatever tools, weapons, and gifts their parents left behind. Each young tortle is expected to fend for itself. It leaves the place of its birth and finds its own corner of the
Monsters
Fizban's Treasury of Dragons
to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the dragon’s clutches
intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected Creatures
Topaz dragons rarely tolerate any
Monsters
Fizban's Treasury of Dragons
, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter who escaped the
destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected Creatures
Topaz
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
through palm trees, to 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 fortifications. They marvel at the works of other civilized creatures, humans in particular, and can lose themselves for years in a city, studying its architectural wonders and
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. The chapter opens with optional rules meant to help you run certain parts of the game more smoothly. The chapter then goes into greater depth on several topics — encounter building, random encounters
, traps, magic items, and downtime — which largely relate to how you create and stage your adventures. The material in this chapter is meant to make your life easier. Ignore anything you find here that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
nations are blinded by their civilized ways. You have heard the truth in the voices of croaking frogs and seen it in the shadows shifting on the water. Whether you’re loyal to the Gatekeepers, the
, building towns and working with steel. If you were raised in one of the clans, the ways of civilization aren’t that strange to you; you’ve seen the city of Zarash’ak and worked with House Tharashk. By
Backgrounds
Guildmasters’ Guide to Ravnica
basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Trading Post As the coastal mist clears, you get your first good look at the grippli trading post. Ramshackle shelters are clustered around a large permanent building. The low rumble of many voices
softly croaking can be heard as your ship pulls up to the dock, where grippli bearing weapons are waiting to meet its passengers.
The central structure of the trading post is a fortified stone and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor. Its shuttered windows are all closed. In places, the roof is overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys.
The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Outside the Lodge This ancient building has a wood and plaster upper floor over a fieldstone lower floor: its shuttered windows are all closed. The roof is completely overgrown with moss. A single
door stands slightly open. Smoke pours from one of three large chimneys. The lodge stands in a forest, among tall pines and in excellent hunting territory. The building can be accessed through the front
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and width of any building found in Ten-Towns.
The lodge has three tall openings on the east side. On the southern side of the building is a tunnel left behind by a remorhaz that raided the lodge’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
revealed to relate to a larger plot in the campaign. If most of your adventures are dungeon expeditions, shift gears with a tense urban mystery that eventually leads the party into a dungeon crawl in
an abandoned building or tower. If you run horror adventures week after week, try using a villain who turns out to be ordinary, perhaps even silly. Comic relief is a great variation on almost any D&D campaign, though players usually provide it themselves.
Backgrounds
Guildmasters’ Guide to Ravnica
1
I helped create a krasis that I love like a pet and would carry with me everywhere … except it’s the size of a building, and it might eat me.
2
In my laboratory, I
make a nice sideshow act.
9
I left the Selesnya — and a lover — behind when I joined the Simic.
10
Roll an additional Simic contact; you can decide if the contact is an ally or a rival.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
repair fishing equipment. At night, Leilon’s town council gathers within the building to discuss the construction of the town and active threats in the region. The current town council has the
dwarf architect in charge of rebuilding the town, whom everyone calls “The Growler” behind her back. Jack Torver, the newest council member (see “Torver’s Post” for more information). A job board outside
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
exterior of this two-story circular theater. People pass along the street, but all is dark behind the boards that cover the structure’s windows. A tattered awning shades the theater’s stout wooden
theater’s front entrance or investigates the windows can make a DC 15 Wisdom (Perception) check. On a successful check, the character hears a muffled voice within. Characters who spend time surveilling the building see figures furtively open the front door and slip inside once every 10 minutes or so.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Monsters
Fizban's Treasury of Dragons
from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching one treasure hunter
intent on destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath.
Connected
Monsters
Fizban's Treasury of Dragons
injured and stranded far from the sea, but the dragon is too proud to ask for help getting home.
6
A topaz dragon is building a tableau of desiccated creatures and has grown obsessed with catching
.
8
A topaz dragon is intent on destroying the homes of all intelligent creatures in the dragon’s territory, and desperate locals seek to find out what’s behind the dragon’s wrath
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
: Meeting. A Knight of Solamnia saves a group of elf travelers from ogre raiders. An elf woman falls into the knight’s arms. Behind him, the silhouette of a human woman turns and fades away. Disgraced. The
scenes have played out, skeletal visages leer at them from the flames, then vanish. Characters who recalled Lord Soth’s legend in the “Caught in the Act” section recognize that these scenes relate to his
Goblin
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
goblin tribe has to nobility is the caste of lashers — families of goblins trained in the ways of battle, and also possessed of key skills such as strategy, trap-building, beast taming, mining
new leader can act as the real boss. If the creature brushes aside such manipulation, the tribe falls into line behind the new tyrant—better to abide the new rule than conspire against it and be
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
sent Kurtulmak to retrieve it. Garl lured his pursuer into a maze-like cavern, then collapsed the exits behind him, trapping Kurtulmak for all eternity. Kurtulmak is a hateful deity, one who despises
behind from a kill, eating everything that’s edible and using the rest to make tools or adornments.
Kobolds shed teeth as they wear out and grow new ones their entire lives. Many wear their own
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Demon Ruin The Lords of Dust maintain a variety of safe houses and sanctums across Eberron, but their most tightly bound locations are the ruins left behind from the Age of Demons, scattered across
construction evident even in the broken remains of the building, the place carries the unmistakable air of anguish and torment. Map 4.7: Demon Ruin View Player Version Demon Ruin Adventures The Demon
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
suffering considerable losses against the undead, they proved to be in such a vengeful mood that they set fire to the abbey. With the structure aflame, they didn’t bother looting the building or searching
for the cellars being buried by the burning debris. After the battle, the pirates gathered what loot they could and abandoned the ruins, unaware that they were leaving survivors behind. When the smoldering wreckage cooled, the survivors made their way out through the rubble.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
E1. Bildrath’s Mercantile The sparse light from this building spills out from behind drawn heavy curtains. A sign over the door, creaking on its hinges, reads “Bildrath’s Mercantile.” The
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Rose Stage A popular outdoor performing space, the Rose Stage holds benches for spectators, an orchestra pit, and a large main stage decorated with a huge rose. An enclosed annex building behind
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.”
The mill is about 500 feet from the keep. The distance is
) or Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
hope to achieve as an adventurer? Have you left Valenar behind, or are your aspirations tied to the kingdom? As a half-elf with Valenar blood, do you want to be recognized as a true Valenar—granted a
bond to a patron ancestor, a place in a warband, and a chance at immortality? Or are you more interested in building a homeland for your own people? As a native, do you want to work with the elves or do you want to drive them out—and if so, who do you want to replace them?
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
can set it aflame. You’ll need to defend it until our force arrives to take over, but it shouldn’t be more than fifteen minutes behind you.” The mill is about 500 feet from the keep. The distance is
Charisma (Performance) checks. If successful, a character realizes that the raiders are making a demonstration of starting a fire, but it’s for show. A few fires are burning around the building, but
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
for 1 minute. L4. Infirmary A stone sign depicting a crutch hangs above the entrance to this one-story building. The double door below the sign is ajar, revealing a hallway beyond.
Beyond the double
door is a long, dark hallway with three small examination rooms on one side of it and three small storage rooms on the opposite side (see “Treasure” below). At the far end of the hall, behind another
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
masters of their environment. They show the same building talent in their traps and snares. Inside, longhouses are roomy and well ventilated. The ground is covered with reed mats, and the interior is
apparent, the warriors instructed their families to stay behind. Thus, they have far more longhouse space at the castle than they need. Characters observing the area from hiding and judging solely from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
requires a successful DC 15 Strength (Athletics) check to force open. Piled behind the doors are broken chairs, shattered benches, and empty chests. Inside the building, characters find the following: Arch
the room. An iron chandelier with melted wax candles is suspended from a rafter above it by a rope tied off to a hook near the northern door.
Dead Halfling. Tucked behind an iron stove in the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
masters of their environment. They show the same building talent in their traps and snares. Inside, longhouses are roomy and well ventilated. The ground is covered with reed mats, and the interior is
apparent, the warriors instructed their families to stay behind. Thus, they have far more longhouse space at the castle than they need. Characters observing the area from hiding and judging solely from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
fighting for the common people. Dreams. Have you left Valenar behind, or are your aspirations tied to the new kingdom? As a half-elf with Valenar blood, do you want to be recognized as a true Valenar
—granted a bond to a patron ancestor and a chance at immortality—or are you more interested in building a homeland for your people? As a human whose land the elves reclaimed, do you want to work with
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
pounding come from behind the kitchen door.
The characters can attempt to rescue the imperiled villagers. While they do, passersby outside finally heed Vatri’s shouts and begin throwing water on the
Commoner), lies limp across the bar. A Corsair smashed an empty bottle over Nelida’s head. She is uninjured but has the Unconscious condition. A character can carry Nelida out of the building; once
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with them, these hunters can relate how the camp dissolved within hours after the discovery of the captured half-elf’s escape. Crates carried from the cave were loaded onto wagons or animals and hauled
(Perception) check after the first hour. A successful roll means the character realizes that while quite a bit of material has been left behind, it’s all trash: cracked pottery, rusty knives, soiled






