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Returning 35 results for 'close respectively groups to have reminding'.
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Backgrounds
Guildmasters’ Guide to Ravnica
by reminding them of death’s inevitable approach.
Personality Traits
d8
Personality Trait
1
Remember, I could kill you in your sleep. Or put centipedes in your bedroll
, you are connected to every other member in some way or another. Convinced that the rest of the world is out to get you, you find it easy to form close bonds with your guild mates, and harder to make
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
Just as readily as they mix with each other, humans mingle with members of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats
, humans champion causes rather than territories or groups.
Human Names and Ethnicities
Having so much more variety than other cultures, humans as a whole have no typical names. Some human parents
Bugbear
Legacy
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Species
Volo's Guide to Monsters
.
Gang Mentality
Since bugbears aren’t a particularly fecund race, their overall population is small and spread over a wide area. Bugbears live in family groups that operate much like gangs. The
a bugbear gang with a special boon. A gang that gains the favor of Hruggek and Grankhul in this way might find that the head will emit a shout when an enemy gets too close (in the fashion of an alarm
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Additionally, numerous factions are active within the town, including the Keepers of the Feather and the priests of Osybus (see “Travelers in the Mists” and “Other Groups,” respectively, later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Preparations and Departure The Harpers keep a close watch on developments in Thay, and they are the characters’ best resource for current information on that land. If the characters don’t seek advice
that they are acting on behalf of the Lords of Waterdeep and the Lords’ Alliance. The party is under the protection of both groups, though such warrants are no guarantee of safety in Thay. Erlanthar
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Preparations and Departure The Harpers keep a close watch on developments in Thay, and they are the characters’ best resource for current information on that land. If the characters don’t seek advice
that they are acting on behalf of the Lords of Waterdeep and the Lords’ Alliance. The party is under the protection of both groups, though such warrants are no guarantee of safety in Thay. Erlanthar
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
travel in groups and go armed, knowing that yetis can smell living flesh from miles away. When it finds prey, a yeti moves quickly over ice and stone to claim its meal, howling to the thrill of the hunt
. Even in a blizzard, the scent of its quarry draws the yeti through the cold and snow. Yetis hunt in solitude or in small family groups. When creatures flee from a yeti or engage it in battle, other
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions of Krynn Close equivalents to the factions of the Forgotten Realms don’t exist in the Dragonlance setting, and so must be replaced with more suitable groups from Krynn. The Harpers
regional rangers dedicated to preserving the land. These groups work together at the behest of the unicorn of the Darken Wood, a powerful creature known as the Forestmaster. The Lords’ Alliance Community
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
onerous, but it helps to have a system for larger groups of monsters. If you aren’t using miniatures or other visual aids, the easiest way to keep track of your monsters is to assign them unique
encounter with three ogres, you could use three identical ogre miniatures tagged with stickers marked A, B, and C, respectively. To track the ogres’ hit points, you can sort them by letter, then
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Points a monster has remaining. It helps to have a system to track damage for groups of monsters. If you aren’t using miniatures or other visual aids, one way to track your monsters is to assign them
mountain pass For example, in a combat encounter with three ogres, you could use three identical ogre miniatures tagged with stickers marked A, B, and C, respectively. To track the ogres’ Hit Points, you
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE’S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, wealth, and fame. More than other people, humans champion causes rather than territories or groups. EVERYONE'S SECOND-BEST FRIENDS
Just as readily as they mix with each other, humans mingle with members
of other races. They get along with almost everyone, though they might not be close to many. Humans serve as ambassadors, diplomats, magistrates, merchants, and functionaries of all kinds.
Dwarves
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Hard Labor The drow divide their prisoners into three roughly equal-sized groups and put them to work for a third of the day, supervised by the quaggoths. Their menial tasks include filling and
into dropping useful bits of information, such as how long the journey to Menzoberranzan is expected to take, or that the outpost is relatively close to the Darklake.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Factions in Greyhawk Instead of the Forgotten Realms factions, the Flanaess has its own set of knightly orders, mage guilds, and elite societies that serve as power groups the player characters can
wherever they arise. Player characters who are not members of the druid class could belong to one of the societies or groups affiliated with the servants of the Old Faith; for example, the Gnarley Forest
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
, with the two groups blaming each other for every worksite mishap and grievance. They flee into the tomb if threatened, but fight with picks and shovels if cornered. Each worker uses the cultist stat
in area 2. They know certain command words that magically compel the hulks’ obedience. The handlers carry long hooked poles to prod the hulks, and which are also enchanted to magically open and close
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
gargoyles have an unobstructed view of the entire necropolis and keep a close eye on the shadow crossing. If the gargoyles are destroyed or if the characters move more than 30 feet from the shadow crossing
, twelve ghouls hiding in open graves converge on the characters in four groups of three, each group approaching from a different cardinal direction. They hunger for flesh. A wight named Drovath Harrn
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
: Common Foes. The Heralds of the Comet (see chapter 12) identify both the characters and the Solar Bastion as threats and begin stirring up public sentiment against both groups. A knight of the Solar
identity is up to you. It might be someone close to Gundra, whose loss prompted Gundra’s retirement. Or it might be the soul Hilarion tried to rescue before founding the Solar Bastion centuries ago
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Settlement Larger settlements of giants are rare. Where they do exist, they are typically clusters of family groups and steadings in close proximity, united under the leadership of an exceptional
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
27 and area 28 to protect the smuggled goods. The others break into two groups. Two bandits and a scout wait in area 21 to ambush intruders. The second hobgoblin keeps watch at area 30, but runs to
reinforce Sanbalet in area 27 if a fight breaks out there. The remaining members of the gang, two scouts and a bandit, try to ambush intruders. They make Dexterity (Stealth) checks to close in on the party. If two of them are slain, the survivor tries to flee back to area 21.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, with other worship areas arranged around it. Foes The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching
mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm 1st-level characters, but characters can devise a plan that gets them inside the temple by
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, with other worship areas arranged around it. Foes The force outside the temple is split into three groups. One (A) is battering at the front doors, another (B) is circling the temple in a screeching
mob, and the third (C) is heaping burning straw against a rear door. All these groups together would overwhelm 1st-level characters, but characters can devise a plan that gets them inside the temple by
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
sidekicks, approach from the other direction. Velleen is a female Damaran master thief (see appendix A). As the combat begins, the two evil groups recognize each other, and also attack one another when
situation quickly. The players should be aware from the outset that if all the enemies turned on them at once, the encounter would likely go very poorly for them. Keep a close eye on the hit points of the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, keeping a close watch on the balance of power in Faerûn, and promoting fairness and equality in quiet, unobtrusive ways. Harpers try to keep out of the public eye, preferring secrecy to fame and
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
safer to be an ally of the syndicate, or at least to stay out of its way, than it is to be its enemy—and it’s more lucrative to boot. The following groups count themselves among the Boromar Clan’s
Council. Of the seventeen members of Sharn’s city council, four have close ties to the Boromar Clan—including one, Ilyra Boromar, who reports directly to the head of the syndicate. These four vote as
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
form close friendships there that last throughout their educational careers, even when members of tight-knit groups of friends join different colleges in their second year. A few students continue to
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
. Even if a redcap wanted to be stealthy, the creature’s iron boots force them to take ponderous, thunderous steps. When a redcap is near potential prey, though, they can close the distance quickly and
, though they might instead seek out their maker to enjoy proximity to a kindred spirit. Although redcaps don’t usually operate in groups, an individual responsible for the creation of multiple redcaps at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pair of vrock demons into the cavern from the northern passage. The demons swoop and buzz around, initially ignoring other creatures as both groups savagely assault each other. The demons’ arrival
effects of their droning and screeching. However, drow and quaggoths in the towers are close enough to be affected. The aerial battle eventually circles around the platform and the towers of the elite
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
, keeping a close watch on the balance of power in Faerûn, and promoting fairness and equality in quiet, unobtrusive ways. Harpers try to keep out of the public eye, preferring secrecy to fame and
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, murdering lone travelers or small groups for food. If the party outnumbers them, they follow the characters in the hopes that one or more of them become separated from the larger group, whereupon the
1d12 hours. Strange fungi has already begun sprouting from the drow’s head and limbs. The drow offers a 500 gp gemstone in exchange for the party’s protection and tries to stay as close to the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
advancement of entire societies and civilizations. Some groups of characters might all affiliate with a single circle, while others might include members of different circles. Different affiliations don’t
, the fang, the claw, the wing, and the eye, representing endurance, ruthlessness, savagery, speed, and cunning, respectively. You could also create factions based around the damage types dealt by
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, keeping a close watch on the balance of power in Faerûn, and promoting fairness and equality in quiet, unobtrusive ways. Harpers try to keep out of the public eye, preferring secrecy to fame and
effectively alone or in small groups, much like adventurers. When on a mission, they are independent and self-reliant. The ideal Harper is a keen observer, persuasive, and able to go almost anywhere
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters and offers to answer any questions they have about the town or guide them to particular points of interest. He doesn’t owe his allegiance to any of the three animal groups that hold power
characters are honest about why they want to use the gate, Wrath allows them to bring their mimir close to the gate and record an entry for Faunel.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
combat. Even if a redcap wanted to be stealthy, its iron boots force it to take ponderous, thunderous steps. When a redcap is near to potential prey, though, it can close the distance quickly and get in
in its will to survive. As subtle as a flung battleaxe.
— Volo
Bloodthirsty Mercenaries. Redcaps don’t usually operate in groups, but in some circumstances they might be found in the employ of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
groups (or their leaders) to end the conflict that embroils them. As a complication, the characters might have enemies on one or both of the opposing sides, or some other group or individual might be
engaged in stopping a ritual must typically fight their way through evil minions before attempting to disrupt the ritual’s powerful magic. As a complication, the ritual might be close to completion when
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
few scattered memories. A doppelganger impersonating a specific creature as part of a long-term plot might keep its double alive and close at hand for weeks, probing the victim’s mind daily to learn
how to behave and speak authentically. Hedonistic Swindlers. Doppelgangers work alone or in small groups, with group roles shifting from con to con. While one doppelganger takes the place of a murdered