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Returning 35 results for 'continent raiders group to her race'.
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters
Species
Wayfinder's Guide to Eberron
into the eyes of the stunned onlookers. She smiled behind her spirit veil, counting the blades arrayed against her.
“But forty will.”
Elven culture began on the distant continent of Xen
particular rival who channels the same ancestor, or one who channels a rival of your ancestor?
It’s also important to think about why you are traveling with a group of player characters
Species
Dragonlance: Shadow of the Dragon Queen
them. Altered by unbridled magic, a group of gnomes were transformed and given almost supernatural curiosity and fearlessness. These were the first kender.
Originating on the world of Krynn, kender are
multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure.
Height and Weight
Player characters, regardless of race, typically fall into the same ranges of
Backgrounds
Sword Coast Adventurer's Guide
byzantine laws, or you could be a pilgrim who seeks the shrines of the gods of magic.
Kara-Tur. The continent of Kara-Tur, far to the east of Faerûn, is home to people whose customs are unfamiliar
subterranean cities or settlements, you are probably a member of the race that occupies the place—but you might also have grown up there after being captured and brought below when you were a child
Monsters
Fizban's Treasury of Dragons
negotiate an end to the restriction.
4
An amethyst dragon recruits a group of adventurers to psychically trade bodies with adventurers from another world, so that each can carry out certain tasks
Merfolk dwelling near an adult amethyst dragon;adult amethyst dragon's lair are under threat from sahuagin raiders.
2
Clusters of shrieker;shriekers serve as a warning system in the tunnels of an
Species
Acquisitions Incorporated
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious
Verdan are hungry to undertake new challenges and absorb new experiences. When they meet
Arrow of Slaying
Legacy
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Magic Items
Basic Rules (2014)
slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra
Monsters
Mordenkainen's Fiendish Folio Volume 1
for the benefits of its magic. Shy and solitary by nature, a killmoulis enjoys watching and listening to folk from distant places that it knows little about. Whether fierce raiders, enterprising
group and attempts to flee. For the rest of the characters' journey, their rations taste like ash and any camping spots are infested with lice and biting insects. Each character in the party wakes up
Gith
Legacy
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Species
Mordenkainen’s Tome of Foes
The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in
by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral Plane, they send raiders out
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
Donjon. You disappear and become
30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
Moon. You are granted the
Orc
Legacy
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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
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->Eberron: Rising from the Last War
adventure in the jungles of Q’barra. Or you hunt Emerald Claw agents on the lightning rail, creeping through one train car after another. Or you chart another adventurous course on the war-torn continent of
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventure in the jungles of Q’barra. Or you hunt Emerald Claw agents on the lightning rail, creeping through one train car after another. Or you chart another adventurous course on the war-torn continent of
the following choices: Race. Choose one of the playable races detailed in this chapter, or pick a race from the Player’s Handbook and learn here how Eberron has affected that species’ development
Human
Legacy
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Species
Basic Rules (2014)
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Seek the Keep Characters have random encounters with raiders when they enter Greenest, but this one should be their first mission of the chapter. It begins when a terrified human family (father
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, so it’s still possible to move through the front gate—but not for long. To reach the keep, the characters must make it past three groups of raiders. A group consists of 1d6 kobolds and 1d4 cultists
Seek the Keep Characters have random encounters with raiders when they enter Greenest, but this one should be their first mission of the chapter. It begins when a terrified human family (father
Hobgoblin
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
; entire society forever stands prepared for war.
Brutal Civility
Hobgoblins hold themselves to high standards of military honor. The race has a long history of shared traditions, recorded and retold
gods unique to their race, the only survivors of a pantheon that was decimated by Maglubiyet so long ago that hobgoblins don’t remember the names of the fallen. Nomog-Geaya is the greater of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Scholarly Missions Decide as a group, in consultation with your DM, what kind of work your group does for the university. Consult the Scholarly Missions table to determine what sort of adventures you
dedicated to finding out. 4 Historical Research. Your team’s work involves learning more about Eberron’s long history. 5 Radical Engineering. The birth of a new race wasn’t the peak of magical and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Scholarly Missions Decide as a group, in consultation with your DM, what kind of work your group does for the university. Consult the Scholarly Missions table to determine what sort of adventures you
dedicated to finding out. 4 Historical Research. Your team’s work involves learning more about Eberron’s long history. 5 Radical Engineering. The birth of a new race wasn’t the peak of magical and
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
individuals in a group typically number fewer than a dozen, consisting of siblings and their mates as well as a handful of offspring and an elder or two. A gang lives in and around a small enclosure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the caverns.
The town’s population of around 2,000 is quite diverse; although humans are the largest group, almost any player character race can be found here.
The town’s mayor is Sir Miles
Vanquish the Orc Raiders In the mining town of Blasingdell, the characters learn that orc raiders have been pillaging isolated farmsteads and camps in the hills north of the town. The local militia
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the caverns.
The town’s population of around 2,000 is quite diverse; although humans are the largest group, almost any player character race can be found here.
The town’s mayor is Sir Miles
Vanquish the Orc Raiders In the mining town of Blasingdell, the characters learn that orc raiders have been pillaging isolated farmsteads and camps in the hills north of the town. The local militia
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandit captain). Shepherds. A group of shepherds watch over herd animals. Roll a d6 to determine the shepherds’ race: 1–4, human; 5–6, halfling. The group consists of 1d4 commoners and 1d2 leaders
fathomers. See chapter 7 for the cultists’ statistics. Water Cult Raiders. A group of raiders from the water cult includes 2d6 Crushing Wave reavers, a Crushing Wave priest, and a one-eyed shiver. The leader is a Dark Tide knight mounted on a giant crocodile. See chapter 7 for the cultists’ statistics.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bandit captain). Shepherds. A group of shepherds watch over herd animals. Roll a d6 to determine the shepherds’ race: 1–4, human; 5–6, halfling. The group consists of 1d4 commoners and 1d2 leaders
fathomers. See chapter 7 for the cultists’ statistics. Water Cult Raiders. A group of raiders from the water cult includes 2d6 Crushing Wave reavers, a Crushing Wave priest, and a one-eyed shiver. The leader is a Dark Tide knight mounted on a giant crocodile. See chapter 7 for the cultists’ statistics.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dominated the continent before humanity arrived. Orcish is a dead language; it may be encountered in ancient inscriptions, but modern orcs speak Goblin.
Infernal is spoken by spirits that embody evil
. This incorporates Abyssal; all fiends speak a common language. Infernal is sometimes called “Khyber’s speech,” while Celestial is “the tongue of Siberys.”
Riedran is the common tongue of the continent
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
dominated the continent before humanity arrived. Orcish is a dead language; it may be encountered in ancient inscriptions, but modern orcs speak Goblin.
Infernal is spoken by spirits that embody evil
. This incorporates Abyssal; all fiends speak a common language. Infernal is sometimes called “Khyber’s speech,” while Celestial is “the tongue of Siberys.”
Riedran is the common tongue of the continent
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
people who didn’t make it into the keep before it was cut off. Nighthill wants the characters to slip back into the town and help people who are cut off or harass the raiders. A stealthy group can make it out of the keep and back in again without drawing the raiders’ attention.
. the next morning, but the last of the raiders are gone by 4 a.m. For time-keeping purposes, assume that each mission takes an hour. Time during the hour that isn’t spent fighting or slipping through
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
people who didn’t make it into the keep before it was cut off. Nighthill wants the characters to slip back into the town and help people who are cut off or harass the raiders. A stealthy group can make it out of the keep and back in again without drawing the raiders’ attention.
. the next morning, but the last of the raiders are gone by 4 a.m. For time-keeping purposes, assume that each mission takes an hour. Time during the hour that isn’t spent fighting or slipping through
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
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
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
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
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Before the door can be repaired, a second group of raiders consisting of two guards, three cultists, and three kobolds attacks. These foes can come from outside the keep, or they might be a group of
The Sally Port The keep has a sally port along the west wall for counterattacking foes who bring a battering ram against the gates. During the night while characters are in the keep, raiders approach
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
impossible. Then only a successful DC 15 Strength check can force the grate open. Foes A group of cultists is searching the stream banks for hiding townsfolk when the characters emerge from the tunnel. If
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
raiders hear the noise and find cover; they wait for the characters to exit the tunnel, then gain a surprise round. The raiders’ group consists of two cultists and six kobolds. If any cultists are still
impossible. Then only a successful DC 15 Strength check can force the grate open. Foes A group of cultists is searching the stream banks for hiding townsfolk when the characters emerge from the tunnel. If
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. These Seren barbarians worship the dragons and protect the coasts from invaders. To date, no one
from the Five Nations has ever ventured into the interior of the continent and returned to speak of it. No one knows just how many dragons there are in Argonnessen, but people tell stories of vast
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Argonnessen; these include members of almost every humanoid race, perhaps collected by dragons in ages past. These Seren barbarians worship the dragons and protect the coasts from invaders. To date, no one
from the Five Nations has ever ventured into the interior of the continent and returned to speak of it. No one knows just how many dragons there are in Argonnessen, but people tell stories of vast