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Returning 35 results for 'contained war rough'.
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Monsters
Mordenkainen's Fiendish Folio Volume 1
odds are in their favor, they strike with a vicious determination that can overwhelm even a heavily armed drow patrol or duergar war party.
Hateful Ambushers. Jermlaine hate and resent all larger
overwhelming waves. In the heat of battle, individual jermlaine gladly throw themselves on their enemies' weapons to clear the way for their allies' attacks.
Hidden Threat. The jermlaine's skin is rough
Barbarian
Legacy
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Classes
Basic Rules (2014)
sufficient to defeat whatever threats arise.
A Life of Danger
A barbarian plays an important role as a protector of their people and a leader in times of war. Life in the wild places of the world is
stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common?
What led you to take up the adventuring life? Were you lured to settled lands
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
tunnel of rough stone is tucked behind several bushes. Within, you hear two deep voices in a heated argument. The conversation is unintelligible at this range.
The voices belong to a pair of bugbears quarreling in the war room (area H2).
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
tunnel of rough stone is tucked behind several bushes. Within, you hear two deep voices in a heated argument. The conversation is unintelligible at this range.
The voices belong to a pair of bugbears quarreling in the war room (area H2).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
(see appendix A for statistics; see also “Crystal Stalactites”).
Straw Dummies. Five freestanding straw dummies with the rough forms of mind flayers (marked X on map 16) stand north of the pit
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
(see appendix A for statistics; see also “Crystal Stalactites”).
Straw Dummies. Five freestanding straw dummies with the rough forms of mind flayers (marked X on map 16) stand north of the pit
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
challenges to their power even as they make concessions to their rivals. A civil war between the drow isn’t likely to remain contained within Menzoberranzan — or even the Underdark — as different sides look
for resources and advantages. The adventurers could get involved on either side of the conflict, or might aid surface-world factions intent on containing the war in the Underdark until it eventually winds down.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
challenges to their power even as they make concessions to their rivals. A civil war between the drow isn’t likely to remain contained within Menzoberranzan — or even the Underdark — as different sides look
for resources and advantages. The adventurers could get involved on either side of the conflict, or might aid surface-world factions intent on containing the war in the Underdark until it eventually winds down.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. War Wizards Gish live and train in this section of Crèche K’liir. 17a. Gish Study Furnishings. Six cushioned chairs form a circle around a brazier of purple fire at the center of the room.
Gish
worth 50 gp. 17b. Gish Quarters Beds. Six beds framed in white metal stand in a row down the center of the rough-walled room.
Gish. Two female githyanki gish (see appendix A) named Evir and Hraznin
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. War Wizards Gish live and train in this section of Crèche K’liir. 17a. Gish Study Furnishings. Six cushioned chairs form a circle around a brazier of purple fire at the center of the room.
Gish
worth 50 gp. 17b. Gish Quarters Beds. Six beds framed in white metal stand in a row down the center of the rough-walled room.
Gish. Two female githyanki gish (see appendix A) named Evir and Hraznin
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Iceshield Orcs Orc raids are common occurrences throughout the frontier, as small bands of orcs steal livestock or waylay the occasional supply wagon. In recent days, a tribe hiding in the rough
ride from Yartar. Although the folk who live in the area are hardy and independent, capable of handling the occasional raid, the reports of organized orc war bands have them worried. The farmers and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
most dramatic to do so. Even so, it helps to have a rough idea of how each side compares. Defenders. Leilon is defended by just over 200 commoners, guards, and guard veterans. If the players
negotiated reinforcements in the “Icingdeath and Twinkle” quest, an additional 300 guards, knights, and scouts are also present. Cult of Talos. The war priest Fheralai Stormsworn besieges Leilon with an army
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with dwarves and gnomes to channel and bind that energy into a
resettled the area, and Phandalin is now a rough-and-tumble frontier town. Recently, a trio of dwarves—the Rockseeker brothers—discovered the entrance to Wave Echo Cave, and they intend to reopen the mines
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Iceshield Orcs Orc raids are common occurrences throughout the frontier, as small bands of orcs steal livestock or waylay the occasional supply wagon. In recent days, a tribe hiding in the rough
ride from Yartar. Although the folk who live in the area are hardy and independent, capable of handling the occasional raid, the reports of organized orc war bands have them worried. The farmers and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
most dramatic to do so. Even so, it helps to have a rough idea of how each side compares. Defenders. Leilon is defended by just over 200 commoners, guards, and guard veterans. If the players
negotiated reinforcements in the “Icingdeath and Twinkle” quest, an additional 300 guards, knights, and scouts are also present. Cult of Talos. The war priest Fheralai Stormsworn besieges Leilon with an army
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge
recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers — a trio of dwarves — have discovered the entrance to Wave Echo
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge
recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers — a trio of dwarves — have discovered the entrance to Wave Echo
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lower-class district in Sharn where it maintains its guildhall, the Deathsgate Explorers’ Club is a rough-and-tumble guild made up largely of Last War veterans. Deathsgaters rarely undertake
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
power on an island in Scions Sound. There he built the great castle of Thronehold. After Jarot’s death and the rejection of the line of succession that led to the Last War, the island and castle were
Galifar. Throneport, a town in the shadow of the castle, became a place for dissidents, criminals, spies, and mercenaries, and the once safe port turned into a rough-and-tumble town without allegiance to any single nation.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lower-class district in Sharn where it maintains its guildhall, the Deathsgate Explorers’ Club is a rough-and-tumble guild made up largely of Last War veterans. Deathsgaters rarely undertake
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are indeed moonlit rituals in the Marches: some to honor the daelkyr, others to maintain the wards that keep them trapped in Khyber. Humans came to the Marches long ago, refugees fleeing a war
a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? What led you to take up the
your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to another land and only now able to win your freedom. Or you might have been cast out from your
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. There are indeed moonlit rituals in the Marches: some to honor the daelkyr, others to maintain the wards that keep them trapped in Khyber. Humans came to the Marches long ago, refugees fleeing a war
a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the foundation of House Tharashk
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
power on an island in Scions Sound. There he built the great castle of Thronehold. After Jarot’s death and the rejection of the line of succession that led to the Last War, the island and castle were
Galifar. Throneport, a town in the shadow of the castle, became a place for dissidents, criminals, spies, and mercenaries, and the once safe port turned into a rough-and-tumble town without allegiance to any single nation.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
barbarian. Did you come from a distant land, making you a stranger in the area of the campaign? Or is the campaign set in a rough-and-tumble frontier where barbarians are common? What led you to take up the
your homeland, making you a rootless refugee? Perhaps you were a prisoner of war, brought in chains to another land and only now able to win your freedom. Or you might have been cast out from your
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
hundred years ago, when a House Sivis expedition made two discoveries: the region contained valuable dragonshards, and a number of clans had manifested the Dragonmark of Finding. This led to the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
between. You’ve got the folk in the middle, who live and work in the walls themselves. And then you’ve got those of us on the inside, our districts entirely contained in the hollow well of a great tower
in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to Sharn, along with tourists, spies, merchants, and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
between. You’ve got the folk in the middle, who live and work in the walls themselves. And then you’ve got those of us on the inside, our districts entirely contained in the hollow well of a great tower
in Sharn. Beyond the permanent population, tens of thousands of people pass through Sharn every day. Refugees from the war still find their way to Sharn, along with tourists, spies, merchants, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Upper Tavick’s Landing This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an
maintains a fortified garrison and training facility in the Copper Arch district. The Laws of Upper Tavick’s Landing During the war, fears of attacks by foreign agents resulted in the establishment of a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Upper Tavick’s Landing This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an
the war, fears of attacks by foreign agents resulted in the establishment of a number of laws that affect adventurers. The soldiers of House Deneith have full authority to act as agents of the Sharn
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Upper Tavick’s Landing This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an
the war, fears of attacks by foreign agents resulted in the establishment of a number of laws that affect adventurers. The soldiers of House Deneith have full authority to act as agents of the Sharn
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Upper Tavick’s Landing This ward is effectively a self-contained city catering to the nobles that live there. It has fine housing, skilled services, a luxurious mercantile district, and even an
maintains a fortified garrison and training facility in the Copper Arch district. The Laws of Upper Tavick’s Landing During the war, fears of attacks by foreign agents resulted in the establishment of a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Goblinoid War Camp A goblinoid army doesn’t stay on the move forever, but when they make camp, it isn’t for rest and recreation. A goblinoid war camp is a place that is constantly ready for war, and
the hobgoblins run it accordingly. A war camp might be a permanent settlement that a hobgoblin legion uses as a garrison. The accompanying map depicts one such place, and it can also be used to