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Species
Eberron: Rising from the Last War
The illusions that I weave dazzle and deceive. Sometimes that deception eases your burdens, letting you forget your troubles for a moment. But I can also ease your burdens by ending your life
maintain a peaceful relationship, but rivalries run deep.
Baron Elar d’Thuranni is said to be responsible for the Shadow Schism. Ruling the house from an enclave in Regalport, he is always
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Umber Hulk’s Shell Inn Alion Malwyn, a kind-hearted, nonbinary Illuskan human, runs this newly constructed two-story inn. A bed for the night costs 5 sp, while a meal costs 1 sp. If the characters
hear of Claugiyliamatar? She’s a great green dragon with a lair somewhere in Kryptgarden Forest. Folks around here call her Old Gnawbone because she loves devouring people like us. Be careful if you’re going in that place. You don’t want to run into her.”
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
. Instead, the huge underground stronghold the player characters explore in chapter 4 is the subterranean fortress constructed by an older incarnation of the Cult of Elemental Evil, which has now been reoccupied by the current group of elemental prophets and their followers.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Umber Hulk’s Shell Inn Alion Malwyn, a kind-hearted, nonbinary Illuskan human, runs this newly constructed two-story inn. A bed for the night costs 5 sp, while a meal costs 1 sp. If the characters
hear of Claugiyliamatar? She’s a great green dragon with a lair somewhere in Kryptgarden Forest. Folks around here call her Old Gnawbone because she loves devouring people like us. Be careful if you’re going in that place. You don’t want to run into her.”
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
. Instead, the huge underground stronghold the player characters explore in chapter 4 is the subterranean fortress constructed by an older incarnation of the Cult of Elemental Evil, which has now been reoccupied by the current group of elemental prophets and their followers.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
introduce the player characters to the region and its people. Combine the settlements of Womford and nearby Bargewright Inn into the corrupt town of Nulb. The small river known as Imeryds Run serves as
. Instead, the huge underground stronghold the player characters explore in chapter 4 is the subterranean fortress constructed by an older incarnation of the Cult of Elemental Evil, which has now been reoccupied by the current group of elemental prophets and their followers.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Umber Hulk’s Shell Inn Alion Malwyn, a kind-hearted, nonbinary Illuskan human, runs this newly constructed two-story inn. A bed for the night costs 5 sp, while a meal costs 1 sp. If the characters
hear of Claugiyliamatar? She’s a great green dragon with a lair somewhere in Kryptgarden Forest. Folks around here call her Old Gnawbone because she loves devouring people like us. Be careful if you’re going in that place. You don’t want to run into her.”
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
make interesting obstacles. Incorporate natural features into even a constructed dungeon. An underground stream might run through the middle of a dwarven stronghold, causing variation in the shapes
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shed there, the river’s waters run black and foul for miles west of the bridge. Adding to the location’s sacred nature, Cyric, the man who killed Bhaal, was himself elevated to godhood. Although he
time, with the soldiers of Elturgard making frequent patrols of the road and surrounding lands while Fort Tamal was being constructed. Today things are fairly quiet at the bridge. The tradition of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shed there, the river’s waters run black and foul for miles west of the bridge. Adding to the location’s sacred nature, Cyric, the man who killed Bhaal, was himself elevated to godhood. Although he
time, with the soldiers of Elturgard making frequent patrols of the road and surrounding lands while Fort Tamal was being constructed. Today things are fairly quiet at the bridge. The tradition of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
shed there, the river’s waters run black and foul for miles west of the bridge. Adding to the location’s sacred nature, Cyric, the man who killed Bhaal, was himself elevated to godhood. Although he
time, with the soldiers of Elturgard making frequent patrols of the road and surrounding lands while Fort Tamal was being constructed. Today things are fairly quiet at the bridge. The tradition of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
notes than you’ll find in one of the short adventures at the end of this chapter.
Adventure Maps An adventure location almost always benefits from a map, and the more thoughtfully constructed the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
crime. Fraud, money laundering, and forgery run rampant within the once-shining branch, whose crumbling roof collapsed long ago. Pummeled and melted by fiery rockslides, the statue of Abbathor in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
crime. Fraud, money laundering, and forgery run rampant within the once-shining branch, whose crumbling roof collapsed long ago. Pummeled and melted by fiery rockslides, the statue of Abbathor in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
upper and lower subdistrict. The gaudy buildings along the upper slopes are typically constructed from stone or metal, while the moldy piers of Torch’s lowest districts feature glassless windows and
crime. Fraud, money laundering, and forgery run rampant within the once-shining branch, whose crumbling roof collapsed long ago. Pummeled and melted by fiery rockslides, the statue of Abbathor in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Outer Planes and countless material worlds. The bank’s principal office is a monument to opulence and stability: a palatial building constructed from marble. Elite private security, the best that money
in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium. The baths are run by Laril Zazzkos, a githzerai uniter (see Morte’s Planar Parade), and her staff of rough
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Outer Planes and countless material worlds. The bank’s principal office is a monument to opulence and stability: a palatial building constructed from marble. Elite private security, the best that money
in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium. The baths are run by Laril Zazzkos, a githzerai uniter (see Morte’s Planar Parade), and her staff of rough
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Outer Planes and countless material worlds. The bank’s principal office is a monument to opulence and stability: a palatial building constructed from marble. Elite private security, the best that money
in front of warm vents tied to windy desert realms or the chilling gales of Pandemonium. The baths are run by Laril Zazzkos, a githzerai uniter (see Morte’s Planar Parade), and her staff of rough
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the hobgoblins run it accordingly. A war camp might be a permanent settlement that a hobgoblin legion uses as a garrison. The accompanying map depicts one such place, and it can also be used to
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the hobgoblins run it accordingly. A war camp might be a permanent settlement that a hobgoblin legion uses as a garrison. The accompanying map depicts one such place, and it can also be used to
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the hobgoblins run it accordingly. A war camp might be a permanent settlement that a hobgoblin legion uses as a garrison. The accompanying map depicts one such place, and it can also be used to
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
through the door to the east. They use hit-and-run tactics to harass the characters and try to lure them into triggering the traps in the Winding Way. 12. Hallway Guardroom The hallway widens out into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
through the door to the east. They use hit-and-run tactics to harass the characters and try to lure them into triggering the traps in the Winding Way. 12. Hallway Guardroom The hallway widens out into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
through the door to the east. They use hit-and-run tactics to harass the characters and try to lure them into triggering the traps in the Winding Way. 12. Hallway Guardroom The hallway widens out into
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning
the time those glowing red eyes fix on you, it’s far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning
the time those glowing red eyes fix on you, it’s far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
being capable of wholly independent reactions to potential threats. Though most clockwork dragons have a breath weapon that deals fire damage, some might be constructed to deal acid, cold, or lightning
the time those glowing red eyes fix on you, it’s far too late to run …
Some adventurers and sages whisper that deep crows were first spawned as the familiars of evil arcane casters, abandoned in
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
fortress of rehabilitation and renewal. The tiered, ivory sanctuary rests on a hill at the end of Bedlam Run, a curved road that rises to meet the headquarters above the Hive. Calming fountains cascade
creatures that inhabit them. House of Rehabilitation. Members of the Bleak Cabal find solace in existence by relieving the burdens of others. Bleakers in the Gatehouse restore creatures warped by demon ichor






