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Returning 35 results for 'conflicts raiding group to have released'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
unrestrained, a free tanarukk embarks on a rampage, attempting to take over by force. Most such coups fail but are costly nonetheless. If a tanarukk does seize the leadership of a group, reckless
raiding or even war is the course they inevitably choose.Fire, PoisonAggressive. The tanarukk moves up to its speed toward an enemy that it can see.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
cave fisher, and the cave fisher makes one Claw attack against it. Anyone else who was attached to the filament is released. Until the grapple ends on the target, the cave fisher can’t use Adhesive
then climbs to a hiding spot and adheres itself to the surface to rest and wait. When prey blunders into the filament, the cave fisher reels in its meal. A group of cave fishers might work together to
Monsters
Mordenkainen Presents: Monsters of the Multiverse
remnant of celestial matter imbued with life-giving magic. The collision released a storm of chaotic energy and sent countless islands spinning away into the void. Within some of them, bits of the god&rsquo
are tied to a particular place or group of locales, and still others move erratically through the cosmos. Occasionally, a morkoth learns to direct its island’s movement.A Morkoth’s Lair
Backgrounds
Sword Coast Adventurer's Guide
called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and maintains relatively good relations so that they can hire themselves out as warriors. Few city
Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
banners, each one made up of a group of interrelated families. Members of a banner live, work, and fight together, and each banner has a separate status within the legion that is reflected in the power of
. Suitably (and somewhat ironically), the outward politeness and civility that they demonstrate among each other enables them to avoid conflicts in daily life. This same form of “courtesy&rdquo
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Githyanki Raiding Parties Use the following tables to generate a band of githyanki raiders and some additional details of their situation. Roll once on each line of the Group Composition table and
knights 1d4 Young red dragons Roll a d6. On a result of 6, the group includes 1d3 dragons. Raiding Party Leader d6 Leader 1 Githyanki supreme commander 2–3 Githyanki knight 4–5 Githyanki kith’rak 6
Orc
Legacy
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Species
Volo's Guide to Monsters
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
undetected and don’t give their targets reason to harm them. For example, a group of city kobolds might sneak into a cobbler’s house at night to loot it of knives, leather bits, nails, and
actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair against intruders, and their plans always include knowing the best escape routes and who is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the other DMs in your group could divide it thematically. Using the setting in chapter 5 of this book as an example, each DM could focus their campaign on one of the three overarching conflicts of that
setting. This approach allows the same group of adventurers to sink their teeth into all three overarching conflicts while ensuring that each storyline feels distinct.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
and Dark Gifts presented later in this chapter provide such opportunities. How a character engages with the evil inside themself can make for exciting conflicts. Be sure that your choices allow your
character to remain a reliable part of your adventuring group, though, and not a near-villain the other heroes only tolerate.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
adventures you’re thinking about running to your prospective players. Note the in-world conflicts that might arise, the setting’s overall tone, and the themes you’d like to explore. (The “Every DM Is Unique
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Set Expectations Well before you assemble a group around a game table, pitch the adventures you’re thinking about running to your prospective players. Note the types of conflicts that might arise
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
everyone has a great time at that one session, it can be easier to get them to make a long-term commitment.
Scheduling conflicts are sometimes inescapable. The “Group Size” section in chapter 2 offers some advice on what to do when a player has to miss a session.
A Place to Play The bare minimum of space you need to play D&D is room for everyone in your group to gather and participate. When choosing the space you’ll be playing in, enlist your players’ help
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
adventures you’re thinking about running to your prospective players. Note the in-world conflicts that might arise, the setting’s overall tone, and the themes you’d like to explore. (The “Every DM Is Unique
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
members will scatter. Artavazda hopes the characters can gather intelligence on the group and its plans prior to the Brightguard raiding the theater. Artavazda promises another 500 gp per character as a
assignment as a chance for the characters to correct their missteps. Artavazda has learned another group of rebels, the Silent Roar, is planning a gathering that night at the Twilight Rose theater. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
purpose. These are often warriors engaged in raiding, hunting, or a mission on behalf of the leader of their home community. Sometimes these bands are religious in nature—a small community dedicated to
the service of a god (whether a member of the Ordning or an interloper god) and pursuing that god’s interests in the world. A band could also be a group of young giants who want to experience the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the knowledge of how this feat is accomplished. New Character The player selects or creates a new character who joins the group. Syranna coordinates uniting newcomers with a group in the dungeon
. Such characters might be Thayan Resurrection members anxious to join the fight against Szass Tam. The new character could have been a prisoner in the Doomvault, released to help the rebels. Regardless of origin, the character arrives with the necessary resources and information to join the party.
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
some gold on the side by raiding caravans headed from and to Leilon. CHIMERA CREW
The Chimera Crew is a group of bandits founded by Rega Swarn. Orphaned at an early age and raised by brigands, Rega
the centuries, various bandits, thieves, orc war bands, and others used the tower as a temporary base while it fell further and further into ruin. The Chimera Crew, a group of bandits, currently
Compendium
- Sources->Dungeons & Dragons->Stranger Things
distractions. But make sure the scenes are fun, or the group might ignore them (especially Lucas — he’ll want to be all business). A merchant offers them one apple each. He says that local apples
twisting tunnels and never escape.” An elderly farmer doesn’t believe there is a thessalhydra. He thinks it’s just a big owlbear that is raiding settlements for its supper. “I ain’t never seen no
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Greyhawk Conflicts Although Greyhawk lends itself well to any D&D adventure you might want to run, the default setting features conflicts with three major villainous groups: chromatic dragons
, Elemental Evil cults, and Iuz and his followers. You can replace one or more of these conflicts with ones of your devising or with ones from the “Flavors of Fantasy” section earlier in this chapter. If you
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ending a Campaign A campaign’s ending should conclude the last of the major conflicts and tie up most of the threads of its beginning and middle. (It’s OK to leave some loose ends for characters to
run a new campaign for the same group of players in the same setting, using their previous characters’ actions as the basis for legends is one way to invest your players in the new campaign. Let the
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
launched an assault on the sea elf city of Myth Nantar! Outrageous!
During these conflicts, each of you have assisted the Turmish in driving these foul undead creatures away, and in this endeavor you
strangeness remains unknown. The Turmish and Thayans are too busy with their conflicts to notice, and so it is up to you brave heroes to travel into the darkening and discover what evil has come to reside so
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
city and released on this day into an isolated section of Old Sharn. Anyone can participate in the Hunt by making a donation of 5 gp; the hunter (or group) who brings down the beast wins a purse of
by a brief upturn in violence. Sun’s Blessing (15 Therendor) The festival of Dol Arrah is a day of peace and a time when enemies are urged to find a peaceful resolution to their conflicts. It’s one
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
raiding, handing down less-desirable opportunities to Fourth Ship Taerl. Fifth Ship Rethnor acts as the city’s guard — an unprofitable enough duty that many of its members look for other ways to earn
coin. The order of mages known as the Arcane Brotherhood is the other major power group in Luskan. Though its members include ambitious arcanists of any and all genders, the newly restored order
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
by raiders (roll a d6 to determine the raiding group) 8 1d6 townsfolk hiding * Acolytes have command prepared instead of sanctuary. Most of the cultists, guards, and acolytes are human. You can
the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has a 50 percent chance of having stolen treasure in its possession. Roll a d6 and multiply the result by 10 to determine the total value of the stolen items, in gold pieces (gp).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
by raiders (roll a d6 to determine the raiding group) 8 1d6 townsfolk hiding * Acolytes have command prepared instead of sanctuary. Most of the cultists, guards, and acolytes are human. You can include a few dwarves, half-elves, half-orcs, or halflings without altering any game statistics.
The cultists and their kobold lackeys are in the midst of looting Greenest and collecting the spoils for transport back to their camp (see chapter 2). Any marauding group that the party encounters has
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
each group separately. Fallen Sloobludop If the characters visit Sloobludop, they find the kuo-toa community in ruins. Demogorgon smashed and crushed many of the structures of the settlement, killing
, including piles of skulls and bones, strange maze patterns, spore clouds, and fetid pools of ooze. Conflicts are rapidly rising between the various “sects” that have formed. If Shuushar the Awakened (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventures This is a series of three linked adventures. It is designed for a group of four or five player characters of 11th level. If the characters persevere, they are likely to advance
characters should have magic items to help them overcome the challenges they face. For a small party, the most important qualities are experience and caution. A group of four well-played characters can expect
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some past members of the group have exhibited a tendency to indulge in wanton violence, causing as much damage as they ostensibly prevent. Although the Open Lord sets mission goals and parameters
are released under the loose supervision of Vajra Safahr (see appendix B). The adventurers receive a helpful uncommon or rare magic item that they’re allowed to use for a time (until it mysteriously
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
minutes, characters can discern that there are four human cultists and eight kobolds in the group. The kobolds and humans distrust each other, and although the cultists act as if they’re the bosses
, their leadership amounts to nothing more than ineffectual bullying. The humans’ weapons are stacked against a rock, out of easy reach. The kobolds have their weapons on their belts. If the group is left
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
serves as the home of numerous groups of goblinoids that have banded together into one tribe called the Chill. Unlike most of their kind, the Chill refrains from raiding the people of the North and
written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested.
The Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
neighborhoods. They fight fiercely when threatened, punctuating their attacks with hisses and growls. When battle fury takes hold of a Gruul raiding group, it typically starts with the goblins, and after the battle, the surviving goblins are still frothing at the mouth and looking for someone to hit.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
minutes, characters can discern that there are four human cultists and eight kobolds in the group. The kobolds and humans distrust each other, and although the cultists act as if they’re the bosses
, their leadership amounts to nothing more than ineffectual bullying. The humans’ weapons are stacked against a rock, out of easy reach. The kobolds have their weapons on their belts. If the group is left
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Sovereign Balinor, a fierce beast is brought to the city and released into an isolated section of the Depths. Anyone can participate in the Hunt by making a donation of 5 gp; the hunter (or hunting
party) who brings down the beast wins a purse of 500 gp and the blessing of Balinor. The Hunt can vary; some years multiple beasts are released and the hunter who catches the most of them is marked as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
takes 9 (2d8) necrotic damage. A creature in a dark pool can’t regain hit points. Pedestals. The 3-foot-high pedestals store radiant energy, which is released in the presence of undead intruders. If an
amount by which the check failed. After making one check, a character realizes that every glyph key he or she holds will grant a +1 bonus to the check. When the group disables its first sepulcher, read