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Returning 15 results for 'being brutally diffusing consist religious'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
brutally stamp down anything that resembles theft or looting. Characters moving through the Bazaar have at least one encounter with a drow patrol consisting of two drow mounted on giant riding lizards (see
, which arrive in 1d4 rounds. These reinforcements consist of 3d4 drow on foot and 2d4 giant spiders that scuttle down from nearby rooftops.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
brutally stamp down anything that resembles theft or looting. Characters moving through the Bazaar have at least one encounter with a drow patrol consisting of two drow mounted on giant riding lizards (see
, which arrive in 1d4 rounds. These reinforcements consist of 3d4 drow on foot and 2d4 giant spiders that scuttle down from nearby rooftops.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
brutally stamp down anything that resembles theft or looting. Characters moving through the Bazaar have at least one encounter with a drow patrol consisting of two drow mounted on giant riding lizards (see
, which arrive in 1d4 rounds. These reinforcements consist of 3d4 drow on foot and 2d4 giant spiders that scuttle down from nearby rooftops.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
everything else. Alchemists’ Quarter The Alchemists’ Quarter is the northeast section of the Styes. Long ago, it was the seat of the district’s scholastic and religious leadership, but its once-fine temples
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
everything else. Alchemists’ Quarter The Alchemists’ Quarter is the northeast section of the Styes. Long ago, it was the seat of the district’s scholastic and religious leadership, but its once-fine temples
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
created by ancient spells used to lift the floor of the bay above the water. Others consist entirely of huge boardwalks supported above the brackish water by decaying pilings. The district is made up
everything else. Alchemists’ Quarter The Alchemists’ Quarter is the northeast section of the Styes. Long ago, it was the seat of the district’s scholastic and religious leadership, but its once-fine temples
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
better off under their rule. There are ancient and primordial forces at work in Eberron. But there are also misguided patriots, religious extremists, and dragonmarked houses looking to wring a few more
adventure — battling incarnations of evil on the deck of a burning airship! On the other end you have gritty hard-boiled action in the alleys of Sharn, a brutally human scenario where there’s no easy choices
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
better off under their rule. There are ancient and primordial forces at work in Eberron. But there are also misguided patriots, religious extremists, and dragonmarked houses looking to wring a few more
adventure — battling incarnations of evil on the deck of a burning airship! On the other end you have gritty hard-boiled action in the alleys of Sharn, a brutally human scenario where there’s no easy choices
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
better off under their rule. There are ancient and primordial forces at work in Eberron. But there are also misguided patriots, religious extremists, and dragonmarked houses looking to wring a few more
adventure — battling incarnations of evil on the deck of a burning airship! On the other end you have gritty hard-boiled action in the alleys of Sharn, a brutally human scenario where there’s no easy choices
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and passengers. Passenger Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and passengers. Passenger Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and passengers. Passenger Passenger ships carry travelers. Such vessels are chartered for journeys or pleasure cruises or carry refugees, religious missionaries, or some other peaceful group traveling
passenger ship generally consist of commoners and nobles, though many creatures have the need to travel by ship. Fishing Fishing ships include commercial vessels that catch fish and crustaceans to sell
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occasional large events (such as the ascension of a new chieftain, or certain religious gatherings) for all members of a single tribe to come together in one place. Instead, the Uthgardt tend to travel in
bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occasional large events (such as the ascension of a new chieftain, or certain religious gatherings) for all members of a single tribe to come together in one place. Instead, the Uthgardt tend to travel in
bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
occasional large events (such as the ascension of a new chieftain, or certain religious gatherings) for all members of a single tribe to come together in one place. Instead, the Uthgardt tend to travel in
bands, groups of tribesfolk that number between a dozen and a hundred, usually twenty to fifty. These bands generally consist of several family groups, each led by a matriarch or patriarch. In many ways






