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Returning 35 results for 'being built diffusing cormyr ranger'.
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being build diffusing cormyr ranger
Monsters
Fizban's Treasury of Dragons
future.
2
An ancient crystal dragon is stalked by a villainous ranger who has already claimed a dozen draconic trophies.
3
An ancient crystal dragon follows a pod of whales from one sea to
has spent considerable time shaping the pinnacle of the tallest mountain in a local range, transforming it into a series of gleaming spires. Though visitors are rare, the dragon has built a roadway
Shifter
Legacy
This doesn't reflect the latest rules and lore.
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races
Eberron: Rising from the Last War
shifter might be a massive brute built like a bear. While a shifter’s appearance might remind an onlooker of an animal, they remain clearly identifiable as shifters even when at their most feral
ready for change or opportunity.
Shifters have a natural inclination toward classes with a primal connection. A shifter barbarian draws their rage from the beast within. A shifter ranger indulges
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
shipping business.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon
alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near underground lakes.
Deep
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
.
4
A talented young ranger is kidnapped by a deep dragon who wants a hunting partner.
5
A friendly young copper dragon seeks an entourage, hoping to impress the deep dragon holding the
with whom they have alliances or enmities. Their lairs are highly individual. Some are woven from networks of living fungus. Others are built upon the ruins of ancient cities or carved into caves near
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
around an ancient monument to an elven ranger. Residences and the village temple are built into the upper boughs of the forest. The elves string rope bridges between these sites and construct circular
Investigation at Altand Altand is primarily a wood elf settlement, blending almost seamlessly into the forest around it. The village exists on two levels, with a few structures built on the ground
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Caer Castle residence of the town speaker This small castle was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Caer Castle residence of the town speaker This small castle was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Caer Castle residence of the town speaker This small castle was built over four hundred years ago by the Dinev family from Cormyr, before Ten-Towns existed as anything more than a few scattered
region came to see the Caer for themselves, and some built cottages in the shadow of its walls. No sooner had the small town taken hold than marauding orcs swept down from the tundra to put it to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
that follows a regular route across the land.
5 A temple built to honor a dark god, long abandoned.
6 The final resting place of the ranger who trained you.
7 The shady market known
Ranger All that is gold does not glitter. But frankly, if you’ve got the choice, take the glittering gold every time. That nonshiny stuff loses a ton of resale value. Loving nature, exploring the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ADVENTURE
Here are suggestions for where you can place this adventure in particular campaign settings.
Eberron. Built by Aundair during the Last War, the fort on Firewatch Island once guarded the
doomed the garrison.
Forgotten Realms. On Faerûn, Firewatch Island rises out of the Wyvernwater in Cormyr. It was once the site of a Purple Dragon outpost north of Wheloon, intended to keep watch over
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ADVENTURE
Here are suggestions for where you can place this adventure in particular campaign settings.
Eberron. Built by Aundair during the Last War, the fort on Firewatch Island once guarded the
doomed the garrison.
Forgotten Realms. On Faerûn, Firewatch Island rises out of the Wyvernwater in Cormyr. It was once the site of a Purple Dragon outpost north of Wheloon, intended to keep watch over
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ADVENTURE
Here are suggestions for where you can place this adventure in particular campaign settings.
Eberron. Built by Aundair during the Last War, the fort on Firewatch Island once guarded the
doomed the garrison.
Forgotten Realms. On Faerûn, Firewatch Island rises out of the Wyvernwater in Cormyr. It was once the site of a Purple Dragon outpost north of Wheloon, intended to keep watch over
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
decisive, Dagult acts always for the good of his subjects and realm—and in doing so, has consistently built up his own power and wealth. Unfortunately for him, the Masked Lords of Waterdeep have recently
Lawful good male human paladin Ideals: Tradition, honor (“Against Tiamat, we either stand together or fall alone. Who will stand with Cormyr?”) Interaction Traits: Honorable, wise, dour Pledged Resources
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decorations, torture chambers, and quarters for enslaved creatures might be common features in a vault built by drow, telling something about that location and its occupants. The Dungeon Creator table includes
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decorations, torture chambers, and quarters for enslaved creatures might be common features in a vault built by drow, telling something about that location and its occupants. The Dungeon Creator table includes
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
decorations, torture chambers, and quarters for enslaved creatures might be common features in a vault built by drow, telling something about that location and its occupants. The Dungeon Creator table includes
–18 Neutral evil 19–20 Chaotic evil NPC Class d20 Class 1 Barbarian 2 Bard 3–4 Cleric 5 Druid 6–7 Fighter 8 Monk 9 Paladin 10 Ranger 11–14 Rogue 15 Sorcerer 16 Warlock 17–20 Wizard Dungeon
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
young ranger who has recently returned from a three-year journey to explore the North. He came back with a wife, the sorceress Ylienna of Silverymoon, and has begun to take on more of his father’s
often come down out of the mountains. Castle Hartwick and Stagwick Between two branches of the Clear Whirl River lies a great island on which Hartkiller built his castle. Stagwick, on the east bank of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
goblins and built their cities on the foundations of Dhakaani ruins. Galifar ended the practice of slavery, and these goblins are technically citizens of the Five Nations, but most remain as an
khesh’dar (“silent folk”), learning the skills of rogue, monk, or ranger. The khesh’dar are spreading agents across the Five Nations, and you never know when a city goblin might turn out to be a deadly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Secret of the Black Cabin The Black Cabin was built by a ranger of the Far North long before the founding of Ten-Towns. When he moved on, the lodge became a refuge for others seeking sanctuary from






