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                        Returning 35 results for 'check where raiders'.
                    
                
                        
                            
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                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
                                                
                                            
                                                
                                                     dragon’s magic, creating one or more of the following effects:
Background Check. Once per day, the dragon can cast the legend lore spell, requiring no spell components, naming any person, place, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     try to ambush the raiders after they pass. If the check fails, the raiders spot the character; roll initiative and proceed with combat. If the grate had to be broken open with a Strength check, the
                                                
                                            
                                                
                                                     with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear. A few yards inside the stream end is a nest of two swarms of rats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     try to ambush the raiders after they pass. If the check fails, the raiders spot the character; roll initiative and proceed with combat. If the grate had to be broken open with a Strength check, the
                                                
                                            
                                                
                                                     with a successful DC 10 Dexterity check and a set of thieves’ tools. The disused tunnel is choked with webs but is otherwise clear. A few yards inside the stream end is a nest of two swarms of rats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Save the Mill From the parapet of the keep, someone spots a group of raiders trying to set fire to the town mill (area 4). Governor Nighthill quickly approaches the adventurers. “The guards have
                                                
                                            
                                                
                                                     spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Save the Mill From the parapet of the keep, someone spots a group of raiders trying to set fire to the town mill (area 4). Governor Nighthill quickly approaches the adventurers. “The guards have
                                                
                                            
                                                
                                                     spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Seek the Keep Characters have random encounters with raiders when they enter Greenest, but this one should be their first mission of the chapter. It begins when a terrified human family (father
                                                
                                            
                                                
                                                     intervene and save the family, Linan explains that they must make their way to the keep (at area 1); it’s the only safe place in Greenest. The raiders haven’t set up an effective cordon around the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Seek the Keep Characters have random encounters with raiders when they enter Greenest, but this one should be their first mission of the chapter. It begins when a terrified human family (father
                                                
                                            
                                                
                                                     characters intervene and save the family, Linan explains that they must make their way to the keep (area 1); it’s the only safe place in Greenest. The raiders haven’t set up an effective cordon around the keep
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
                                                
                                            
                                                
                                                     successful DC 15 Wisdom (Perception) check: Many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    . These raiders move through town without fear, pillaging as they go. As characters travel through the embattled village, they can run into raiders and townsfolk. Use these guidelines to determine if
                                                
                                            
                                                
                                                     characters have an encounter. If characters use cover and stealth to avoid encounters, have each character attempt a DC 10 Dexterity (Stealth) check. For every two individual checks that fail, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Tracking the Raiders The raiders’ path is easy to follow across the rolling grassland of the Greenfields. A wide swath of grass is trampled down, but it’s impossible to determine the raiders’ numbers
                                                
                                            
                                                
                                                     successful DC 15 Wisdom (Perception) check: many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Knowledge of Kalaman Characters who are from Kalaman or succeed on a DC 12 Intelligence (History) check know the following details about the city: Capital City. Kalaman is the capital of the Solamnic
                                                
                                            
                                                
                                                     governor, a council of prominent guild leaders, and a military marshal. Military. Kalaman maintains a significant military force to deter raiders from Estwilde and monsters from the Dargaard Mountains. Vingaard Port. The city sits at the mouth of the Vingaard River, about thirty miles downriver from Vogler.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . These raiders move through town without fear, pillaging as they go. As characters travel through the embattled village, they can run into raiders and townsfolk. Use these guidelines to determine if
                                                
                                            
                                                
                                                     characters have an encounter. If characters use cover and stealth to avoid encounters, have each character attempt a DC 10 Dexterity (Stealth) check. For every two individual checks that fail, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     character who searches her body, making a successful DC 10 Wisdom (Medicine) check finds the tip of a blade made of bone in a fatal wound in Manda’s stomach, and with a successful DC 18 Intelligence
                                                
                                            
                                                
                                                     (History) check can tell it is of sahuagin make. Head House The town’s leader, a nervous elderly human named Marciano Belta, occupies the Head House. As the town’s headman, Marciano settles disputes and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    . The distance is only 10 to 15 feet and no ability check is required, but the rocks are difficult terrain. Developments These raiders are distinctly different from the earlier stragglers. All are dressed
                                                
                                            
                                                
                                                     away with a successful DC 10 Wisdom (Perception) check. If stragglers mentioned the rearguard but didn’t describe the spot, it is recognized as a good spot for an ambush from 100 yards away with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     scramble up the rocks. The distance is only 10 to 15 feet and no ability check is required, but the rocks are difficult terrain. Developments These raiders are distinctly different from the earlier
                                                
                                            
                                                
                                                     away with a successful DC 10 Wisdom (Perception) check. If stragglers mentioned the rearguard but didn’t describe the spot, it is recognized as a good spot for an ambush from 100 yards away with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Recognized! If the characters spent much time wandering through the raiders’ camp on the Greenfields and talking to cultists, they might have struck up a conversation there with a cultist who is now
                                                
                                            
                                                
                                                     one of the wagon drivers. Have each character make a Charisma check on the first day of the journey, but don’t tell players what it’s for. At some point during the journey, the character who scored
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    Prisoners Governor Nighthill would like to interrogate some of the raiders. “I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one
                                                
                                            
                                                
                                                     can answer his questions. Leaving the keep through the front gate is out of the question—too many raiders watch it. Other options are waiting for a cloud to cover the moon before climbing down ropes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Prisoners Governor Nighthill would like to interrogate some of the raiders. “I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one
                                                
                                            
                                                
                                                     can answer his questions. Leaving the keep through the front gate is out of the question—too many raiders watch it. Other options are waiting for a cloud to cover the moon before climbing down ropes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    Recognized! If the characters spent much time wandering through the raiders’ camp on the Greenfields and talking to cultists, they might have struck up a conversation there with a cultist who is now
                                                
                                            
                                                
                                                     one of the wagon drivers. Have each character make a Charisma check on the first day of the journey, but don’t tell players what it’s for. At some point during the journey, the character who scored
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Starting the Adventure  Salamander raiders ambush Ameyali’s caravan on the road near Etizalan The adventure begins as the characters approach the town of Etizalan. Before they reach the community
                                                
                                            
                                                
                                                     (3d6) points of fire damage. The fire produces a great deal of smoke but will burn out in the wet forest in about 10 minutes. A character who succeeds on a DC 12 Intelligence (Nature) check realizes the flames won’t spread far.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    Clarifying the Threat As the characters complete these assignments, it becomes clear the Dragon Army is more than a group of raiders. Gradually reinforce the following facts: Dangerous Recruits
                                                
                                            
                                                
                                                     (Intimidation or Persuasion) check, they learn one of the following pieces of information: Dread Servants. Draconians serve the Dragon Queen fanatically and fearlessly. Flying Steeds. The Dragon Army
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    7. Crypt Raiders This 12-foot-high cave contains six duergar, three males and three females, who have come up from level 21 to loot the shrine of Laduguer (area 6c). The male duergar are Klom
                                                
                                            
                                                
                                                     gray sack holding 5 days of rations, and a large, empty gray sack to carry loot from the shrine. A character who interrogates a duergar captive and succeeds on a DC 20 Charisma (Intimidation) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Random Encounters Most of the Dessarin Valley is wilderness in which wildlife is abundant and monsters common. Frequency. Check for a random encounter in the morning, afternoon, evening, and midnight
                                                
                                            
                                                
                                                     raiders* 16 13 1d4 + 1 gnolls 17 — Shepherds* 18 14 1d6 + 2 wolves 19 15 1d3 ogres — 16 1d2 gargoyles — 17 1d3 + 1 ghouls 20 18 1d2 perytons — 19 1d3 wights — 20 The Watchful Knight*  River Travels  Roll
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     edge of this cave, combining into a narrow stream that trickles out the entrance.
 Five derro raiders and one derro apprentice (see appendix B for both stat blocks) hide behind the pillars in this room
                                                
                                            
                                                
                                                     on a DC 13 Wisdom (Perception) check notices wet footprints along the cavern floor before the derro attack. Pools. Both pools are 8 feet deep at their deepest point. A short underwater tunnel in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     Wisdom (Perception) check or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way. Mike Schley  Map 3.3: Wyvern Tor The camp is depicted on map 3.3. When the
                                                
                                            
                                                
                                                     surprise the raiders in the cave. If the sentry spots the characters sneaking up, or if an attack fails to take the sentry out, the sentry shouts a warning and retreats back to the cave, joining the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     tribe are dangerous raiders. Most locals consider them to be savage bandits. Those who are from other regions know the Elk tribe reputation with a successful DC 10 Intelligence (History) check
                                                
                                            
                                                
                                                     return it to his barrow, sealing the barrow’s entry tunnel thereafter. For their part, the Nettlebees must willingly give the raiders supplies for the road and some livestock. (The halflings do so if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    , and slower members of the raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused and security is lax. Most of these raiders are
                                                
                                            
                                                
                                                     mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    : Meeting. A Knight of Solamnia saves a group of elf travelers from ogre raiders. An elf woman falls into the knight’s arms. Behind him, the silhouette of a human woman turns and fades away. Disgraced. The
                                                
                                            
                                                
                                                     tale. If no characters succeeded on that check, they can make the DC 14 Intelligence (History) check again with advantage after seeing the first two scenes. On a success, they recall everything in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     raiding party and walking wounded straggle into camp all through the day after the raid. The situation at the camp is confused, and security is lax. Most of these raiders are mercenaries and bandits
                                                
                                            
                                                
                                                    , and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident that no enemies followed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     are concerned about keeping quiet, then a successful DC 10 Dexterity (Stealth) check ensures that no rocks break loose and rattle down. Tents. The raiders live in circular huts made from closely spaced
                                                
                                            
                                                
                                                     shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10 Dexterity check. The chain can be broken with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the climb without falling. If characters are concerned about keeping quiet, then a successful DC 10 Dexterity (Stealth) check ensures that no rocks break loose and rattle down. Tents. The raiders live
                                                
                                            
                                                
                                                     Dexterity check. The chain can be broken with a successful DC 20 Strength check. Five of the prisoners are from Greenest, and the other three are from earlier raids against hamlets and small farming villages
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
                                                    
                                                
                                            
                                                    . The rest fell prey to ships under the command of Vael, whom Gargenhale calls the scourge of pirates, raiders, and anyone else who refuses to bow to the might of Xaryxis. Despite these cautionary
                                                
                                            
                                                
                                                     one character does all the talking, have that character make a DC 15 Charisma (Persuasion) check; otherwise, have all participating characters make a DC 13 Charisma (Persuasion) group check. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the Lambent Zenith, keep watch here. Characters who want to avoid the githyanki must succeed on a DC 15 Dexterity (Stealth) check. The knights notice characters who fail the check, beckoning them to
                                                
                                            
                                                
                                                     characters to speak with the second mate, Kycera, in the galley (area Z3). A character who succeeds on a DC 14 Wisdom (Insight) check intuits that the two are uneasy about some of their crewmates. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Investigating the Monastery Unlike the flamboyant Feathergale Knights or the aggressive raiders of Rivergard Keep, the monks of the Sacred Stone Order keep a low profile. They quietly recruit
                                                
                                            
                                                
                                                     characters might sense that the monks are exchanging furtive glances with a successful DC 10 Wisdom (Insight) skill check. Recruits or Members? The Sacred Stone monks might be persuaded to let the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     successful DC 10 Wisdom (Perception) check reveals that most of the camp’s wagons and pack animals moved in a train toward the west. Still left in the camp are some hunters, the kobolds who tend the dragon
                                                
                                            
                                                
                                                     to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the “dragon-man” (Cyanwrath), the better warriors, and the “dragon-dogs” (kobolds). As long as the cultists pay well for
                                                
                                            
                                        





