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Half-Elf
Legacy
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Species
Basic Rules (2014)
friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as
.
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
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Flight to Steel Springs Assuming the characters head to Steel Springs, they arrive as Kalaman’s forces engage the Dragon Army. However, Kalaman received faulty intelligence, and its troops are badly
, continue with the following section. WARRIORS OF KRYNN: SCENARIO 4
The characters reach the battlefield as the conflict turns against Kalaman’s forces. Read the introduction to scenario 4 in Dragonlance
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
22 (4d10) poison damage plus 22 (4d10) fire damage from the noxious gas and flames roiling across the battlefield. After making these ability checks, the characters stumble into a battle between six
.
Two hezrous break off from this melee to attack the characters. The other fiends continue fighting Lucille. By the time the characters deal with the hezrous attacking them, Lucille has destroyed the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
22 (4d10) poison damage plus 22 (4d10) fire damage from the noxious gas and flames roiling across the battlefield. After making these ability checks, the characters stumble into a battle between six
.
Two hezrous break off from this melee to attack the characters. The other fiends continue fighting Lucille. By the time the characters deal with the hezrous attacking them, Lucille has destroyed the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are chanting in unison. Each one stands next to a black stone pillar and is focused on a roiling fog cloud, 8 feet in diameter, that floats at the center of the room 10 feet above the floor. Lines of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
22 (4d10) poison damage plus 22 (4d10) fire damage from the noxious gas and flames roiling across the battlefield. After making these ability checks, the characters stumble into a battle between six
.
Two hezrous break off from this melee to attack the characters. The other fiends continue fighting Lucille. By the time the characters deal with the hezrous attacking them, Lucille has destroyed the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
If the characters move farther into the room so they can see the features in the south end, continue: The
wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is human skeleton in black chain mail that is badly rusted and damaged. The skeleton’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
If the characters move farther into the room so they can see the features in the south end, continue: The
wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is human skeleton in black chain mail that is badly rusted and damaged. The skeleton’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
If the characters move farther into the room so they can see the features in the south end, continue: The
wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is human skeleton in black chain mail that is badly rusted and damaged. The skeleton’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
them again. In the Coffin. Kevetta’s coffin still bears her name, but not her body. Instead, the coffin’s bottom is a roiling swirl of silvery-purple energy. Eldon confirms what the characters might
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
them again. In the Coffin. Kevetta’s coffin still bears her name, but not her body. Instead, the coffin’s bottom is a roiling swirl of silvery-purple energy. Eldon confirms what the characters might
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
them again. In the Coffin. Kevetta’s coffin still bears her name, but not her body. Instead, the coffin’s bottom is a roiling swirl of silvery-purple energy. Eldon confirms what the characters might
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
sincere in their attempts to engage the deep crow, you can decide that successful roleplaying and a reasonable number of successful ability checks let them gain Raah’s trust. On a badly failed check or
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with “Shipless Pursuit” below. Otherwise, skip ahead to “Aboard the Second Wind.” Shipless Pursuit Without the
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with “Shipless Pursuit” below. Otherwise, skip ahead to “Aboard the Second Wind.” Shipless Pursuit Without the
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
disposed of. Giving Chase If the Second Wind was destroyed earlier in the adventure, continue with “Shipless Pursuit” below. Otherwise, skip ahead to “Aboard the Second Wind.” Shipless Pursuit Without the
ship. Firing on the Last Breath If the characters seem determined to fire on the Last Breath from a distance, Gargenhale discourages this course of action: “My ship is badly damaged and brimming with
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
others. (The puzzle’s answer isn’t included in the journal.) Marthungrim planned to destroy the restless ghosts that haunt the crypt so they could rest in peace. Badly wounded by a creature he
described as “roiling heaps of tentacles,” Marthungrim returned here. His last entry describes his wounds getting worse. If the characters share the journal’s information with Gwyn, she recalls heroic tales
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hold Access. A wooden grate covers a hole in the deck that leads down to area 12. The grate is badly rotted and covered in webs, and its unsafe nature can be noticed only by a character who probes the
or half-orc character makes this check with advantage. Once Krell is safe he slips away to continue his foul worship. Treasure. All the cultists’ ceremonial objects and treasure are stored in a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hold Access. A wooden grate covers a hole in the deck that leads down to area 12. The grate is badly rotted and covered in webs, and its unsafe nature can be noticed only by a character who probes the
or half-orc character makes this check with advantage. Once Krell is safe he slips away to continue his foul worship. Treasure. All the cultists’ ceremonial objects and treasure are stored in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each
whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each
whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Hold Access. A wooden grate covers a hole in the deck that leads down to area 12. The grate is badly rotted and covered in webs, and its unsafe nature can be noticed only by a character who probes the
or half-orc character makes this check with advantage. Once Krell is safe he slips away to continue his foul worship. Treasure. All the cultists’ ceremonial objects and treasure are stored in a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
stronghold (including materials and labor) and the amount of time it takes, provided that the character is using downtime to oversee construction. Work can continue while the character is away, but each
whirlwind romance. Roll a d20. On a 1–5, the romance ends badly. On a 6–10, the romance ends amicably. On an 11–20, the romance is ongoing. You determine the identity of the love interest, subject to your
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
has no idea. (He is wrong, but Runara finds the situation amusing and lets Mumpo continue to believe in her ignorance.) Myla (lawful good kobold tinkerer ) is a winged kobold whose brothers, Mek and
Minn, now follow Sparkrender, the blue wyrmling in Clifftop Observatory (see chapter 4). When Myla’s wings were badly injured in an attack by stirges (which she describes as “hungry, icky, blood
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
has no idea. (He is wrong, but Runara finds the situation amusing and lets Mumpo continue to believe in her ignorance.) Myla (lawful good kobold tinkerer ) is a winged kobold whose brothers, Mek and
Minn, now follow Sparkrender, the blue wyrmling in Clifftop Observatory (see chapter 4). When Myla’s wings were badly injured in an attack by stirges (which she describes as “hungry, icky, blood
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
has no idea. (He is wrong, but Runara finds the situation amusing and lets Mumpo continue to believe in her ignorance.) Myla (lawful good kobold tinkerer ) is a winged kobold whose brothers, Mek and
Minn, now follow Sparkrender, the blue wyrmling in Clifftop Observatory (see chapter 4). When Myla’s wings were badly injured in an attack by stirges (which she describes as “hungry, icky, blood
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
pillars, all carved of black jet. Glowing arcane runes surround the top edge of this shrine. Between the pillars, an unconscious humanoid is suspended in a roiling field of golden light.
Thereafter, you
fight goes badly for him, he surrenders. He offers his skeleton key and one piece of lore if he’s allowed to flee to the gatehouse. Curse of Fortune. High and low d20 results matter more in this area






