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Returning 24 results for 'compound raiders grabbing to her reason'.
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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
, defending their offspring, and sharing a lifetime of knowledge before they die. When the children are old enough to leave the compound, they pick up whatever weapons and tools their parents left behind and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Chapter 2: Raiders' Camp In the warm light of day, Governor Nighthill and other leaders want to know who was behind the attack on Greenest, and why the town was a target. The raiders retreated
toward the southeast, and their trail is easy to spot. A small, stealthy group could follow the trail to the raiders’ camp and gather information. Governor Nighthill approaches the characters with a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Chapter 2: Raiders’ Camp In the warm light of day, Governor Nighthill and other leaders want to know who was behind the attack on Greenest, and why the town was a target. The raiders retreated
toward the southeast, and their trail is easy to spot. A small, stealthy group could follow the trail to the raiders’ camp and gather information.
Governor Nighthill approaches the characters with a
Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
three gods are a tribe’s raiders and ravagers—often the only part of an orc tribe that its victims ever see.
Deep within the den of a tribe, far away from the war-hearth where warriors
chief can plan where to send raiders next.
The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underneath the Sacred Stone Monastery, linked by the Ancient Stair. Earth cult raiders can strike at the surrounding settlements and retreat to the safety of the Black Earth temple with ease. Marlos
Urnrayle, the Prophet of Earth, chose the long-wrecked fortifications of Tyar-Besil as the headquarters of his cult for this very reason.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
streets, quarreling for no apparent reason. Beyond the city’s walls, undead raiders strike out, menacing the lands of Akros, Meletis, and Phoberos. These raids are led by the city’s de facto ruler
. Those who would strike back against Odunos’s raiders must venture through mires corrupted by sucking bogs and necromatic horrors. Those who survive to reach the city find it heavily guarded, its
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
rumors about the disappearance of Oric and Lathna, siblings who were abducted by raiders from a homestead a short distance outside of town. (They are currently serving in the kitchens of Rivergard Keep
Earth). Reason to Visit. Westbridge is a target when the cultists take revenge for the characters’ actions. The characters probably come to Westbridge in the aftermath of the “Dire Tidings” counterattack in chapter 4, or after the “Counsel of Despair” event in chapter 5.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Goldenfields Goldenfields is a huge, walled temple-farm dedicated to Chauntea, the goddess of agriculture. Called “the Granary of the North,” it’s the only reason many Northerners ever taste soft
the surrounding fields, and it’s enclosed on all sides by a wall of mortared stone. The outer wall is 60 feet high (20 feet high inside the compound) and 30 feet wide. The wall is built out at several
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
outlaws and monsters) and are eager for news. Homesteaders can usually point the way to the nearest town or neighboring homesteads (there is usually another homestead within one or two hexes). Reason to
Visit. If the characters speak with homesteaders in the area east of the Sumber Hills, they learn that raiders in brown cloaks sacked a few farms and dragged off their inhabitants. (These captives
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ground for good reason — beyond the light lies unmapped enemy territory where everything they meet is likely to be hostile. In special circumstances, such as if one of the raiders’ captives is a
Nocturnal Raiders If the drow kept to themselves in their subterranean cities and fortresses, few other creatures would care. The dark elves could indulge their evil practices until their caverns
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of art makes any stronghold a prime target for thieves and raiders. For that reason, the entrance to a stronghold doesn’t broadcast its presence by being a stellar example of dwarven stonework. The
outer precincts of a clan’s home are plain and functional, decorated minimally or not at all, to give visitors and those passing nearby no reason to suspect what lies in the deeper chambers. From what
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
small compound that includes stables and other outbuildings. The folk who live here year-round are hunters, trappers, gold prospectors, gem seekers, smallholders and their families, and it is they who
folk have taken it upon themselves to speak on such topics rather heatedly. I’m hopeful that the coming decades will smooth over these differences and sooth the contentions. Evereska is a beautiful place, and I see no reason to mar that beauty with an argument among friends.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the chief can plan where to send raiders next. The territory that orc war parties cover can extend for many miles around the lair, and any encampment or settlement of elves, dwarves, or humans in that
that the lair is protected from intruders. Special Enemies When orcs attack a settlement of humans or halflings, they will kill anyone who presents a threat, but they are more interested in grabbing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
6. Goblin Den The Cragmaw raiders stationed in the hideout use this area as a common room and barracks. This large cave is divided in half by a ten-foot-high escarpment. A steep natural staircase
characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too. An NPC won’t deliberately put himself or herself in harm’s way unless there’s a good reason to do so. An NPC
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
a sleek red coat. But Ilren is a disguised death slaad who can cast the spell Modify Memory (spell save DC 15) once per day. Ilren is the reason the camp suffers Aberration attacks; the death slaad
hull. The lifeboat crashed into a different segment of the wreck, and Daveras outran the raiders to get to the camp on the stern segment. He believes no one else survived. If Ilren isn’t present
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Whatever the reason, travelers might look for a halfling village, but they fail to notice a narrow path that cuts through the underbrush, or they find themselves traveling in circles and getting no
villagers and teaches them what to do if goblin raiders find the village. For the most part, halflings aren’t the targets of warring nations. Their villages are of little tactical value, nor are they
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Gyrt. It was a tense meeting. I think the only reason I was not killed on sight is that I was an elf traveling alone. I think they feared I was a wizard. Uthgardt hate all magic but that of their
their most frequent targets are the caravans that come in and out of Mithral Hall.
Elk. The Elk are fierce raiders and savage killers throughout their nomadic range: the Evermoors and the plains east of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
battlefield. The followers of all three gods are a tribe’s raiders and ravagers — often the only part of an orc tribe that its victims ever see. Deep within the den of a tribe, far away from the war-hearth
their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and flags of its two groups of guardians, the Hellriders and the Companions. It might be fairly said that the only reason Elturgard can exist as a nation is because of these knights, for it faces
threats from all around. The wilderness to the south is home to ravenous monsters, and the serpent kingdom of Najara to the north routinely sends agents — both raiders and spies — to test the strength of
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
pragmatic, willing to do whatever necessary to achieve their ends. But they have no need to terrorize the folk of Darkhold Vale, for one simple reason: they already control them. In years past, these folk
I’ve ever heard — even worse than those that fall from the foul lips of orc raiders in the North. The attitudes of the vale folk have changed over the years, however, no doubt due in part to the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
surface on raids to retreat if they can see the moon — practical advice, it would seem. But an equally important reason is that Eilistraee is known to work her wiles under the light of the moon, so that
drow are more susceptible to her lure at such times. The matrons also direct the raiders to flee back underground if any of their number hear music they find appealing, such as a parent’s lullaby or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
a tribe but could earn a place of honor as one blessed by Thrym. Ruthless Raiders Frost giant society has no industry to speak of. It takes what it needs from others, and if it can’t take something
more by Surtur’s well-crafted gifts than by the trophy heads Thrym laid at his feet. For this reason, frost giants bear more ill will toward Annam than most other giants do.
Unlike his brothers
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can remember. Luskanite raiders have plundered and razed the island’s settlements more than once, but the natives keep rebuilding their villages and their ships while singing songs of bloody
Long Road. They are so named because the area has been the target of several meteor showers over the millennia. The hills are haunted by various tribes of Uthgardt, giving few others reason to visit
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
), commander of Everlund’s army and a windbag High Sorcerer Vaeril Rhuidhen (NG male sun elf archmage), a quiet voice of moderation and reason who keeps the peace between the council’s more fractious
present to defend the town, the frost giant raiders force hundreds of townsfolk to take refuge in the mines. The giants pile boulders in front of the mine entrances to trap the townsfolk inside, then loot