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Orc
Legacy
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Species
Volo's Guide to Monsters
hatred of the civilized races of the world and their need to satisfy the demands of their deities, the orcs know that if they fight well and bring glory to their tribe, Gruumsh will call them home to
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
come to the Stone Tooth in search of a reputed cache of Durgeddin’s superior blades and find the stronghold inhabited by dangerous monsters. The complex consists of the following five sections: The
underwater siphon connecting to a mere on the far side of the hill. The dragon has claimed the ancient wealth of Khundrukar as her hoard. ABOUT THE ORIGINAL
The Forge of Fury, by Richard Baker, was
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Rumors d10 Rumor 1 Warlords from Taman Busuk have united an army of mercenaries and warlike groups. (True) 2 Some claim to hear the whispers of the old gods and believe their miracles are returning to
who will fight for them, promising wealth and glory not seen since before the Cataclysm. (True) 5 A deadly band of mercenaries has trained flying, dragon-like creatures called dragonnels to serve them
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Northkingdom, and glory of fallen Delzoun. For nearly eighteen centuries, Adbar has stood strong against every threat from every foe, and stood fast, to the great pride of its residents and our people
hope, glory, and trade. But now, for the first time in memory, my fellow Adbarran seem truly frightened at the prospect of opening the citadel to any outsiders. Perhaps they are reacting to the recent
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Enclave, centered at the Hall of Justice. With Tyr restored to life and his worship returning to prominence, the Lord Protector has moved into a modest, private villa. This sacrifice — and the renewal of
plans to reclaim and rebuild it as a symbol of the city’s rejuvenation. The faithful of Oghma have arrived in Neverwinter to restore the House of Knowledge to its former glory, but beyond that, shrines
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
looks like a glorified pier—a remnant of once-promised glory. A simple ferry system of ropes and winches follows the bridge’s supports and connects with posts on the opposite shore. Simple rafts and
these docks each dawn and dusk, rowing out with empty nets and returning with the day’s catch. At the end of the southernmost pier, a centuries-old wooden post bears an eroded carving of a bird with a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, orc 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
themselves the option of returning to raid the community over and over. When orcs fight elves, all of that changes. The enmity between the two races cuts to the core, and no orc will leave an elf alive. Orcs
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the githyanki scouts now inhabiting area B7. Returning to Illithinoch. The characters can return to Illithinoch through the gateway for seven days. After that, the gateway becomes unstable. A character
connecting the magically charged rods in areas B7 or area B22. An open mindgate can be pushed shut again, although it closes on its own after 1 hour, harmlessly pushing aside anything in the way. B14
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
characters do so, Yaarnak is appeased and vanishes; award the characters Experience Points for having defeated the mummy. If they try to leave Haskasori without returning the staff, the mummy pursues them
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
robes and masks in these wardrobes before leaving the dungeon and returning to the city above. The wardrobes along the west wall stand empty. Characters who search the wardrobe on the south wall find
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
are fewer than they once were. Impiltur. With the rising of the waters of the Sea of Fallen Stars, some of Impiltur’s wealth and influence is returning, leading to whispers among the populace that a
, sambar, dragon, sun
Zhentil Keep: fang (“dung-piece”), talon/naal (“flea-bit”), tarenth (“hardhammer”), glory (“weeping wolf”), platinum glory (“flat metal gem”)
Silverymoon also mints two special
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
would-be invaders. If Adbar’s defenses should ever prove inadequate, the dwarves have created a secret evacuation tunnel that stretches for hundreds of miles, connecting to passages that lie under
underground city. Deep beneath the mountains are tunnels connecting to Felbarr’s mines, the Underdark, and the distant dwarven bastions of Mithral Hall and Citadel Adbar. Citadel Felbarr has fallen to orcs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
representative from another city, and a spell scroll of raise dead. Evermoor Way The Evermoor Way has long been a vital trade route, connecting the settlements of the Dessarin Valley with those of the Silver
worth 750 gp each (roll on the appropriate table in chapter 7 of the Dungeon Master’s Guide to determine each art object). Each returning giant carries a sack stuffed with pillaged supplies as well as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
once provided an exit from the garden, the fey crossing is now one-way, allowing exit only with a special key (see the “Returning to the Garden” section of this adventure’s conclusion for more on exiting
This forest is dense and difficult to travel, with only a few worn footpaths connecting its small clearings. Most of the trees here are old, mighty oaks.
Two dryads, Sonna and Yvra, tend to this
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no gates or drawbridges, as any attackers foolish enough to
magical ecological engineering, the public proved singularly unwilling to care about their waste, and funding quickly collapsed. Since then, the Keep has been a shadow of its intended glory, struggling to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no
quickly collapsed. Since then, the Keep has been a shadow of its intended glory, struggling to keep the worst of Baldur’s Gate from the waterway. Today, the facility still operates, but mostly as a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, extending twenty-five feet above the water. Most of the cave appears natural, except for a rough ledge that has been cut into the rock running along the southern edge, connecting with the adjacent cave
, and 48, returning with them as quickly as possible. A second guard swims to area 50 to alert the koalinth, to area 51 to alert the locathah, and to area 52 to alert the merfolk. Each of these groups