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Returning 16 results for 'broader breaking diffusing contingent raids'.
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Backgrounds
Ghosts of Saltmarsh
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second
innocent people are hurt.
6
I sometimes stay up all night listening to the ghosts of my fallen enemies.
Saltmarsh Ties
As a former member of Saltmarsh’s elite marine contingent
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main
the tribe together — which is often the more difficult of the two tasks. Breaking the Mold An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main
the tribe together — which is often the more difficult of the two tasks. Breaking the Mold An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
force. Indoctrinated by the priestesses of Luthic, they see to it that Luthic’s followers are protected from the more aggressive members of the tribe. Most orogs don’t go on raids, because their main
the tribe together — which is often the more difficult of the two tasks. Breaking the Mold An orc lives on the edge of chaos and rage, and orogs are no exception. At times, an orog goes rogue and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
it means breaking the law. Gellan secretly believes that even if he is caught, he can spend his way back into the town’s good graces by throwing the biggest, most extravagant festival Saltmarsh has
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
be mounted. One of these raids usually lasts less than an hour, after which the beholder withdraws its forces, leaving the terrified survivors to wonder when the next attack will occur. Unless they
flee, the beholder and its forces return night after night, each time eliminating key defenders, and ultimately breaking the morale of the survivors, at which point the beholder’s minions can capture anyone or anything worth keeping and raze the settlement.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
pray to Stonebones, the Great Creator, in a much broader range of circumstances, eager for divine insight as they carry out their daily lives. His priests undertake frequent pilgrimages into the
raids and skirmishes, bringing glory to giantkind and striking terror into the enemies of Annam’s children. Priests and Rites. Giants sometimes ask Thrym for his blessing before hunting or going to war
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
pray to Stonebones, the Great Creator, in a much broader range of circumstances, eager for divine insight as they carry out their daily lives. His priests undertake frequent pilgrimages into the
raids and skirmishes, bringing glory to giantkind and striking terror into the enemies of Annam’s children. Priests and Rites. Giants sometimes ask Thrym for his blessing before hunting or going to war
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
pray to Stonebones, the Great Creator, in a much broader range of circumstances, eager for divine insight as they carry out their daily lives. His priests undertake frequent pilgrimages into the
raids and skirmishes, bringing glory to giantkind and striking terror into the enemies of Annam’s children. Priests and Rites. Giants sometimes ask Thrym for his blessing before hunting or going to war






