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Returning 35 results for 'both being defeat commit remote'.
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Aarakocra
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Elemental Evil Player's Companion
the Wind Dukes long ago to defeat the Queen of Chaos’s monstrous champion, Miska the Wolf-Spider.
When plunged into Miska’s body, the chaos in his blood sundered the rod and scattered its
, the hermit, and the sage.
The small colonies of aarakocra are insular and remote, and few aarakocra live away from their roosts. In the Star Mounts of the High Forest in the Forgotten Realms, no more
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 6: Canyon of the Stone Giants Deadstone Cleft is the remote canyon lair of a xenophobic clan of stone giants who worship Skoraeus Stonebones. If the characters defeat the zealous stone giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 6: Canyon of the Stone Giants Deadstone Cleft is the remote canyon lair of a xenophobic clan of stone giants who worship Skoraeus Stonebones. If the characters defeat the zealous stone giant
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Chapter 6: Canyon of the Stone Giants Deadstone Cleft is the remote canyon lair of a xenophobic clan of stone giants who worship Skoraeus Stonebones. If the characters defeat the zealous stone giant
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
to commit evil acts in Krokulmar’s service. Acting under Krokulmar’s control, Markos visited one of his peers, a sage named Vasil Talistrome. Markos incapacitated Vasil and stole The Celestial Codex
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, guards the cellar. He hides in the northwest storeroom, ready to jump out and scare away anyone who heads for the stairs. Not eager to commit murder, Roscoe allows retreating characters to flee back
advantage on saving throws against being frightened. He speaks Common and Halfling, and he knows thieves’ cant. Development If the characters defeat Roscoe or slip past him, they can make their way up
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
to commit evil acts in Krokulmar’s service. Acting under Krokulmar’s control, Markos visited one of his peers, a sage named Vasil Talistrome. Markos incapacitated Vasil and stole The Celestial Codex
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, guards the cellar. He hides in the northwest storeroom, ready to jump out and scare away anyone who heads for the stairs. Not eager to commit murder, Roscoe allows retreating characters to flee back
advantage on saving throws against being frightened. He speaks Common and Halfling, and he knows thieves’ cant. Development If the characters defeat Roscoe or slip past him, they can make their way up
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, guards the cellar. He hides in the northwest storeroom, ready to jump out and scare away anyone who heads for the stairs. Not eager to commit murder, Roscoe allows retreating characters to flee back
advantage on saving throws against being frightened. He speaks Common and Halfling, and he knows thieves’ cant. Development If the characters defeat Roscoe or slip past him, they can make their way up
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
became Markos’s obsession. He sequestered himself and his fellow researchers in the remote Delphi Mansion. Markos used astrology-based magic to attempt to contact other planes, and something finally
to commit evil acts in Krokulmar’s service. Acting under Krokulmar’s control, Markos visited one of his peers, a sage named Vasil Talistrome. Markos incapacitated Vasil and stole The Celestial Codex
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure To begin the adventure, read the following aloud: The Deathsbane Tavern in the remote mountain village of Greysmere is a local marvel. It was established by a couple who
retired from adventuring after their heroic effort to defeat a cult of Orcus that had established a temple in the nearby mountains. The tavern is now run by their heir and decorated with trophies of their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure To begin the adventure, read the following aloud: The Deathsbane Tavern in the remote mountain village of Greysmere is a local marvel. It was established by a couple who
retired from adventuring after their heroic effort to defeat a cult of Orcus that had established a temple in the nearby mountains. The tavern is now run by their heir and decorated with trophies of their
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Beginning the Adventure To begin the adventure, read the following aloud: The Deathsbane Tavern in the remote mountain village of Greysmere is a local marvel. It was established by a couple who
retired from adventuring after their heroic effort to defeat a cult of Orcus that had established a temple in the nearby mountains. The tavern is now run by their heir and decorated with trophies of their
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
table suggests a few adventures the god’s champions might involve themselves in. Iroas’s Quests d6 Adventure Goal
1 Defeat Returned bandits who are terrorizing the polis.
2 Defend a
polis against a champion of Mogis.
3 Sail to a remote island to reclaim a lost weapon of great power.
4 Establish law and order in a place of anarchy and lawlessness.
5 Triumph in a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
table suggests a few adventures the god’s champions might involve themselves in. Iroas’s Quests d6 Adventure Goal
1 Defeat Returned bandits who are terrorizing the polis.
2 Defend a
polis against a champion of Mogis.
3 Sail to a remote island to reclaim a lost weapon of great power.
4 Establish law and order in a place of anarchy and lawlessness.
5 Triumph in a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
table suggests a few adventures the god’s champions might involve themselves in. Iroas’s Quests d6 Adventure Goal
1 Defeat Returned bandits who are terrorizing the polis.
2 Defend a
polis against a champion of Mogis.
3 Sail to a remote island to reclaim a lost weapon of great power.
4 Establish law and order in a place of anarchy and lawlessness.
5 Triumph in a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
out another part of your patron’s plan. 5 Plant a magical seed in a remote location to ensure it grows into a mighty tree and bears fruit that will give power to future heroes. 6 Defeat a dragon-blooded
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
and Comprehend Languages) If the characters defeat or drive off the dragon, each of them earns a bonus 400 XP.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
and Comprehend Languages) If the characters defeat or drive off the dragon, each of them earns a bonus 400 XP.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
and Comprehend Languages) If the characters defeat or drive off the dragon, each of them earns a bonus 400 XP.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Temple of Mystery (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
the location of another temple of mystery.
10 Lead dangerous creatures into the temple to trap them there.
11 Defeat a cabal of mages that has claimed the temple.
12 Defeat a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Temple of Mystery (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
the location of another temple of mystery.
10 Lead dangerous creatures into the temple to trap them there.
11 Defeat a cabal of mages that has claimed the temple.
12 Defeat a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Temple of Mystery (RAYMOND SWANLAND) A temple of mystery is an enigmatic location full of puzzles and traps, found in remote regions of Theros. It is believed that surviving and solving the
the location of another temple of mystery.
10 Lead dangerous creatures into the temple to trap them there.
11 Defeat a cabal of mages that has claimed the temple.
12 Defeat a
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
strive for ascension and are willing to commit the darkest atrocities to achieve it. SERPENT GODS
The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
strive for ascension and are willing to commit the darkest atrocities to achieve it. SERPENT GODS
The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Yuan-ti Yuan-ti are devious serpent folk devoid of compassion. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves
strive for ascension and are willing to commit the darkest atrocities to achieve it. SERPENT GODS
The yuan-ti revere a number of powerful entities as gods, including the following.
Dendar, the Night
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
containing it. Yaveklar is not convinced that her forces are strong enough to defeat the neothelid and still maintain a foothold on this level. If the characters can communicate with the knights, they can
even commit forces to a joint operation to conquer the mind flayer colony. If Yaveklar is neutralized, Lashiir readily fills the power vacuum and behaves much like her predecessor. The illithid head
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
containing it. Yaveklar is not convinced that her forces are strong enough to defeat the neothelid and still maintain a foothold on this level. If the characters can communicate with the knights, they can
even commit forces to a joint operation to conquer the mind flayer colony. If Yaveklar is neutralized, Lashiir readily fills the power vacuum and behaves much like her predecessor. The illithid head
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
containing it. Yaveklar is not convinced that her forces are strong enough to defeat the neothelid and still maintain a foothold on this level. If the characters can communicate with the knights, they can
even commit forces to a joint operation to conquer the mind flayer colony. If Yaveklar is neutralized, Lashiir readily fills the power vacuum and behaves much like her predecessor. The illithid head
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
without guardians. Beasts, plants, and nymphs are always on the lookout for intruders. Forest Shrine Adventures A forest shrine is a remote place with inhabitants who are difficult to impress. Simply
.
8 Recruit the help of the shrine’s druids to defeat a group of poachers.
9 Acquire a beast companion from the shrine.
10 Defend the shrine from a group of harpies.
Forest Shrine
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
without guardians. Beasts, plants, and nymphs are always on the lookout for intruders. Forest Shrine Adventures A forest shrine is a remote place with inhabitants who are difficult to impress. Simply
.
8 Recruit the help of the shrine’s druids to defeat a group of poachers.
9 Acquire a beast companion from the shrine.
10 Defend the shrine from a group of harpies.
Forest Shrine
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
without guardians. Beasts, plants, and nymphs are always on the lookout for intruders. Forest Shrine Adventures A forest shrine is a remote place with inhabitants who are difficult to impress. Simply
.
8 Recruit the help of the shrine’s druids to defeat a group of poachers.
9 Acquire a beast companion from the shrine.
10 Defend the shrine from a group of harpies.
Forest Shrine
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
reminisce over the defeat of a dragon, or weep as they recall the death of a beloved elder.
In contrast to clan gatherings, dwarves who drink alone invariably become morose and sullen — when
pull off occasional acts of sabotage or guerrilla activity. Though no dwarven fortresses are currently at risk of succumbing to a duergar onslaught, none of them are immune to the treachery that a small group of gray dwarves can commit.