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Returning 35 results for 'calling run guarding to have realms'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
;retire” from hands-on work to run a thieves’ guild, spearhead some covert enterprise, or enjoy a quiet life of luxury.
When a master thief completes a challenging heist, they often leave
behind a calling card to taunt their victims. You may roll on the Master Thief Calling Cards table to determine what a master thief leaves behind.
Master Thief Calling Cards
d10;{"diceNotation
Monsters
The Wild Beyond the Witchlight
, without informing the rest of his family, Urmius bought a run-down carnival and persuaded Naeryx to help him operate it. Naeryx and Urmius—now calling themselves Mister Witch and Mister Light
Monsters
Mordenkainen Presents: Monsters of the Multiverse
will: Tasha's hideous laughter
1/day each: major image, suggestionTheir hearts filled with joy, spring eladrin cavort through their sylvan realms, their songs and laughter filling the air. These
others run through the emotional spectrum each week.
Changeable Natures
Whenever one of the eladrin presented here finishes a long rest, they can associate themself with a different season, provided
Backgrounds
Baldur’s Gate: Descent into Avernus
fellows, or on the run?
Skill Proficiencies: Athletics, Perception
Tool Proficiencies: Navigator’s tools, vehicles (water)
Equipment: A belaying pin (club), 50 feet of silk rope, a lucky
you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route
Backgrounds
Sword Coast Adventurer's Guide
personnel and bureaucracy, and you know how to navigate those connections with some ease.
Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as
great deeds and win it back.
d6
Flaw
1
I am easily distracted by the promise of information.
2
Most people scream and run when they see a demon. I stop and take notes on
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
. The eldest acts as leader with the support of a shaman.
AARAKOCRA IN THE FORGOTTEN REALMS
Never well established in Faerûn, aarakocra have only four major colonies: in the Star Mounts
lies on the slopes of the Star Mounts’ southernmost mountains. At the headwaters of the Unicorn Run, the Last Aerie is home to several dozen aarakocra. Recently, aarakocra elders detected
classes
Druids typically view themselves as caretakers of the natural world, using their magic to maintain the wild realms. Druids of the Circle of the Symbiote take this a step further. They become part of
as equals, seeing intelligent creatures as no more worthy of respect or protection than other living things. At their most extreme, these Druids wage war against civilization, calling on fang and
Sailor
Legacy
This doesn't reflect the latest rules and lore.
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Backgrounds
Player’s Handbook (2014)
board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?
Skill
relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon
classes
Druids typically view themselves as caretakers of the natural world, using their magic to maintain the wild realms. Druids of the Circle of the Symbiote take this a step further. They become part of
as equals, seeing intelligent creatures as no more worthy of respect or protection than other living things. At their most extreme, these Druids wage war against civilization, calling on fang and
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
single elf or dwarf might take on the responsibility of guarding a special location or a powerful secret, humans found sacred orders and institutions for such purposes. While dwarf clans and halfling
naming traditions of their ancestors.
The material culture and physical characteristics of humans can change wildly from region to region. In the Forgotten Realms, for example, the clothing, architecture
Druid
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Basic Rules (2014)
.
Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over
; territory.
Druids are often found guarding sacred sites or watching over regions of unspoiled nature. But when a significant danger arises, threatening nature’s balance or the lands they protect
Tortle
Legacy
This doesn't reflect the latest rules and lore.
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Species
The Tortle Package
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
related to a god and choose to worship that deity. In the Forgotten Realms, tortles are especially fond of Eldath, Gond, Lathander, Savras, Selûne, and Tymora. In the Greyhawk setting, they
Dwarf
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove
command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Roleplaying Lorinda Lorinda loves the trappings of motherhood and is off-puttingly maternal toward all those she encounters. She’s quick to dote on others, calling them unsettling pet names like
“lostling,” “caterpillar,” or “sweetskin.” She insists that others call her some variation of “mother.” Lorinda relishes the worship of Viktal’s people but treats them as livestock, guarding them fiercely
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
, untamed wilderness. You don’t need to be a Forgotten Realms expert to run the adventure, as everything you need to know about the setting is contained in this book. If this is your first time running a D&D adventure, read the “Role of the Dungeon Master” section.
adventurers — and, of course, the luck of the dice. You can run Dragon of Icespire Peak for as few as one player or as many as five players. Each player starts with a 1st-level character. The adventure is set a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Star Spawn The Material Plane represents only one small part of the multiverse. Beyond the best-known planes of existence lie realms that are lethal to mortal life. Some are so hostile that even a
moment’s contact with such a place is enough to plunge a mortal mind into madness. Yet beings do exist that are native to these realms: beings that are eternally hungering, searching, warring, sometimes
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
adventure. It also introduces the world of the Forgotten Realms, one of the game’s most enduring settings, and it teaches you how to run a D&D game. The Basic Rules contain the rules you need to adjudicate situations that arise during the adventure.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Introduction Sleeping Dragon’s Wake is a Dungeons & Dragons adventure designed for characters of 9th through 10th level and takes place in the Forgotten Realms campaign setting. By the end of the
adventure the characters should reach 11th level. You can run the adventure for as few as one player or as many as six players. You can run it as a stand-alone adventure or as the middle adventure in a
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
Master Thief Master thieves are known for perpetrating daring heists. They tend to develop a romanticized reputation. A master thief might “retire” from hands-on work to run a thieves’ guild
, spearhead some covert enterprise, or enjoy a quiet life of luxury. When a master thief completes a challenging heist, they often leave behind a calling card to taunt their victims. You may roll on the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
wilderness and adventure. You don’t need to be a Forgotten Realms expert to run the adventure; everything you need to know about the setting is contained in this content. If this is your first time
set a short distance from the city of Neverwinter in the Sword Coast region of the Forgotten Realms setting. The Sword Coast is part of the North — a vast realm of free settlements surrounded by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Undermountain Overview Undermountain is the largest, deepest dungeon in the Forgotten Realms. This book aims to touch on every major level of that vast, dangerous place. Waterdeep: Dungeon of the Mad
Mage is designed for characters of 5th through 20th level. You can run it as a stand-alone adventure or use it in conjunction with its precursor, Waterdeep: Dragon Heist, which is an adventure that takes characters from 1st level to 5th level.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
figure prominently in the story, at least one character should be able to speak and understand the Giant language. The adventure takes place in the Forgotten Realms, specifically in a region known as the
recommend that you read the entire adventure before attempting to run it. This introduction begins with an “Adventure Background” section that summarizes the events that set the adventure in motion. The
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Introduction Ebondeath’s Lair Divine Contention is a Dungeons & Dragons adventure designed for characters of 11th through 12th level set in the Sword Coast region of the Forgotten Realms campaign
setting. By the end of the adventure the characters should reach 13th level. You can run the adventure for as few as one player or as many as six players. You can run Divine Contention as a stand-alone
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure When preparing to run this adventure, use the following suggestions to help contextualize Atagua in a wider world: Through the Radiant Citadel. Characters who visit Atagua from
the Radiant Citadel arrive not far from the Sarire sugar mill. Forgotten Realms. The Plains of Purple Dust in Mulhorand or the Shining Plains along the Vilhon Reach could host the grasslands of Atagua
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
to the adventurers run by the players. They are the protagonists in any D&D adventure. A group of characters or adventurers is called a party. Nonplayer Characters (NPCs). This term refers to
characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM. Boxed Text. At various places, the adventure presents descriptive text that’s meant to be read or paraphrased aloud to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
ventures into the darkness to retrieve the soul of her lost love. Calling on their divine parentage, a group of demigods undertake twelve labors to win the gods’ blessings for other mortals. A mythic-fantasy
— misbegotten offspring of a philandering god. Adventures might lead the heroes through a series of trials to the realms of the gods in search of a gift or favor. Such a campaign can draw on the myths and legends of any culture, not just the familiar Greek tales.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
next challenge. The Sword Coast is a region of the Forgotten Realms teeming with danger and intrigue. Just a short ride west of Phandalin on the Triboar Trail, where it meets the High Road, more
nefarious schemes and terrible monsters await. Storm Lord’s Wrath is a D&D adventure designed for 7th-level characters. You can run this adventure for as few as one or as many as six players. By the time the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
a greater calling? Folk Hero Bard. You served as a medic in the Last War, using humor and stories to keep up the spirits of your patients. You’ve seen too much suffering, and you need to do something
your parents must have been tied to Jorasco, but you found a different family: the Boromar Clan, a criminal guild run by halflings. You’ve learned how to heal and how to hurt people. Now you need to decide which path you want to follow.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
The Forgotten Realms The Forgotten Realms is a world of high fantasy, populated by elves, dwarves, halflings, humans, and other folk—one of many such worlds in the vast multiverse of the D&D game. In
the Realms, fighters dare the crypts of the fallen dwarf kings of Delzoun, seeking glory and treasure. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
run their adventures, all within the relatively mundane realm of the Material Plane. Beyond that plane are domains of raw elemental matter and energy, realms of pure thought and ethos, the homes of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
described here. For descriptions of rules-specific terms, see the Basic Rules.
Characters. This term refers to the adventurers run by the players. They are the protagonists in any D&D adventure. A group of
characters or adventurers is called a party.
Nonplayer Characters (NPCs). This term refers to characters run by the DM. How an NPC behaves is dictated by the adventure and by the DM.
Boxed Text
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
chapter 1 if you run into trouble with evil characters played in a disruptive way. Planes and Alignment The Outer Planes (described in chapter 6) are realms where alignment manifests in reality. When
creatures explore the Outer Planes, they can experience those realms differently depending on their alignment.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
adventures happen. Even if you’re using an established world such as the Forgotten Realms, your campaign takes place in a sort of mirror universe of the official setting where Forgotten Realms novels
-designed and well-run world seems to flow around the adventurers, so that they feel part of something, instead of apart from it. Consistency is a key to a believable fictional world. When the adventurers
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
comically out of touch with happenings in the wider world, keeping a store of knowledge about Humanoid realms and peoples that was already outdated when they learned it as children. The Ancient
800 years Ancient Behaviors d8 Behavior 1 The giant addresses Humanoids as citizens of a fallen realm (equivalent to calling people in the real world “Babylonians”). 2 The giant burdens
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
few local merchants claim to have been attacked on the road by a band of brigands calling themselves the Chimera Crew! Bandits sure have gotten more colorful these days.” (If the characters investigate
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.”