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Returning 35 results for 'continuing relatively great to have railing'.
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Monsters
Bigby Presents: Glory of the Giants
skirmishers boast great skill in battle, honed over centuries of endless conflict on the battlefields of Ysgard. They also wield elemental magic of earth and stone. True to their giant heritage, they
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
Monsters
Bigby Presents: Glory of the Giants
an insatiable hunger. These fensir devourers use their great size and strength to overwhelm foes. They can also issue a baleful curse in their final moments.
Fensirs
Long ago, a band of frost
appearance. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard
Monsters
Fizban's Treasury of Dragons
tactics do. (Lawful)
6
Companionship. Sure, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
Backgrounds
Guildmasters’ Guide to Ravnica
ruins. You are part of a savage society that clings desperately to the Old Ways — attuned to nature, full of primal rage, and given short shrift by a world consumed with continuing civilization
.]
3
I’m as stubborn as a batterboar.
4
I’m so convinced of my superiority over soft, civilized people that I’ll take great risks to prove it.
5
I’m easily
Monsters
Fizban's Treasury of Dragons
, my hoard brings me great joy. But the real treasures are the guests who stop by to see it. (Good)
Sapphire Dragon Adventures
The Sapphire Dragon Adventure Hooks table offers suggestions for
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span, but a human nation or culture preserves
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the campaign. A continuing campaign designed with a theme and a story arc in mind can feel like a great fantasy epic. The players derive the satisfaction of knowing the actions they take during one
Continuing or Episodic Campaigns The backbone of a campaign is a connected series of adventures, but you can connect them in two different ways. In a continuing campaign, the connected adventures
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Rooting Out Evil The characters might want to assault the four elemental temples as quickly as possible, but they also need to deal with the cults’ continuing efforts to corrupt and terrorize the
people of the Dessarin Valley. While the characters are busy smashing one temple, the other three cults can do great harm in the area. Between expeditions to Tyar-Besil, the characters would be well
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
settled. When they settle, though, they stay: they build cities to last for the ages, and great kingdoms that can persist for long centuries. An individual human might have a relatively short life span
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
subvert folk among his enemies. He offers easy bargains and great power to those in the realms of Furyondy and Veluna who are willing to subvert those states from within. Some warlocks relish their role as turncoats, a few others turn against Iuz, and still others take his power and use it to their own ends.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans, they might build a warren and make a permanent home there, while continuing to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
. Wherever the characters happen to be, Sartell finds them. Read: A great shadow falls over you. You look up to see a mighty galleon floating in midair, its sails ruffling in the breeze. A rope ladder tumbles
down from the ship’s side to hang mere feet above the ground, and a face appears over the side of the railing.
“Need a lift?” asks the sailor you met earlier.
Here ends chapter 1.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, the roof being held up by great, smoke-blackened rafters. The open yard (area 22) has no roof. Doors. Doors are great iron-bound log affairs 1 foot in thickness, each about 7 feet wide and 16 to 18
feet high. A Medium or smaller creature must succeed on a DC 10 Strength (Athletics) check to open any of the doors on the upper level due to their great size and weight. Doors stay open if left that way
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common and some held great powers. Aberrant leader Halas Tarkanan could devastate cities with powerful earthquakes. The Lady of the Plague wielded disease and commanded hordes of vermin. The
of the Mark, aberrant dragonmarks were few in number and relatively weak. But since the Mourning, aberrant marks have been appearing in greater numbers.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
treasures as you see fit, with an eye towards your home campaign and your particular players. If time permits, the giants organize traps, ambushes, and last-ditch defenses against continuing forays into
from within. The characters have been warned to expect guards at the great doors to the steading, but none are visible. (If the party returns to the stronghold after an initial foray, there will be
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
prophecy, or bringing vengeance down on the storm god’s enemies. He uses his champions as agents of change to bring about a great epiphany, as instruments of vengeance against those he feels have wronged
prophecies, potentially drawing in secrets of the other gods or of reality itself. It is relatively easy for a mortal to lose Keranos’s favor because the god is quick to anger and doesn’t suffer failure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Kingdom Scale On a kingdom-scale map, each hex represents 6 miles. A map at this scale covers a large region, about the size of Great Britain or half the size of the state of California. That’s
the rest of your map for relatively flat terrain: grasslands, forests, swamps, and the like. Place these elements as you see fit. Map out the courses of any rivers that flow through the area. Rivers
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
in the nearest village (several miles away) they will be relatively safe, but if they camp near White Plume Mountain it would be a good idea to roll for random encounters. PLACING THE ADVENTURE
White Plume Mountain is located in the Greyhawk campaign setting, in the northeastern part of the Shield Lands, near the Bandit Kingdoms and the Great Rift. Here are suggestions for where you can place
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the orcs of the region. In her studies of the Prophecy, Vvaraak had foreseen a great threat that could be stopped only by the younger races. So she taught the orcs the secret language of the natural
Wardens of the Wood, the Greensingers, and the Ashbound. Today, the Gatekeepers are one of the smaller sects, and many of the sites of their long-ago battles have been abandoned and forgotten. But some Gatekeepers still remain in the Shadow Marches and the Eldeen Reaches, continuing their vigil to this day.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. But it was the Great Forge that was the burning heart and true treasure of the city. Deep beneath the settled levels of Gauntlgrym, dwarven crafting and elven magic bound the slumbering primordial
Maegera, a being of fire and destruction, harnessing its incredible powers to heat the forge. On anvils of adamantine blessed by priests of Moradin, great items of power were forged, their base
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
her wounds before the castle guards could reach her. The few guards who remain are demoralized, in shock, and at each other’s throats. 14a. Great Hall Half of the great hall lies buried under rubble
eastward. Lady Nandar was in the great hall when the roof collapsed. She was buried under the rubble and died before anyone could reach her. The great hall once served as a throne room and a dining room
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Nations. Even today humans make up the majority of the population in these countries. Despite their relatively short lifespans — or perhaps because of them — humans are innovative, adaptable, and
the Lhazaar Principalities who loves sea shanties but also wants to immortalize the deeds of great heroes in song 8 A ranger trained to hunt the jungles of Q’barra who harbors a grudge against dragons
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
ulitharid strikes out on its own. Half the mind flayers and thralls in the colony undertake a great migration, seeking a new lair at least 100 miles away from the old one. Once the ulitharid finds a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
they hail. Although relatively inexperienced in comparison to some of the other instructors at the academy, Saerthe is an experienced spelljammer. Their eyes shimmer like pools of quicksilver, allowing
them to see magical auras.
Saerthe’s quick wit and sharp tongue provide them with an inexhaustible supply of jabs and quips (though never mean-spirited), accompanied to great effect by their natural
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
unobstructed floor space is directly in front of the doors on the east and west walls. In the center of this clutter stands a great black desk. A figure crouches atop a tall stool, scratching on a
” below for more information. The western door leads to area K25. The eastern door provides access to a staircase (area K21) that leads down to area K9 and up to a landing outside area K35, continuing
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in the back wall of the lodge, and a large window on the second floor that has a great horn sticking out of it (area 2C). 2A. Gathering Hall Three frost giants (one male and two females) are engaged in
. Warning Horn A wide, covered balcony without a railing overlooks the gathering hall (area 2A) 40 feet below. A few empty crates and barrels are stacked in the corners. An alcove with a window
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Adventurers can find the canyon by traveling upstream along an arm of the Loagrann River. This great flow once carved the canyon out of the rock that now surrounds it. Time has reduced it to a
stream that tumbles along the canyon floor before widening and continuing its long journey southwest, where it merges with the Delimbiyr River on its way to the sea. DEADSTONE CLEFT: GENERAL FEATURES
A
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
encountered no trouble so far, but this territory can be dangerous. Bandits and outlaws have been known to lurk along the trail.
Before continuing with the adventure, take a few minutes to do the following
player’s character get out of a tough scrape. This exercise is a great opportunity for the players to contribute to the adventure’s backstory. Ask the players to give you the party’s marching order and
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
gardens, the imperial palace, the Great Orrery, and the docks. Sixty-foot-tall stone towers built into the walls are topped with ballistae and mangonels. Imperial CitadelView Player Version Regions The
citadel’s air envelope and serves as a bucolic refuge. Discreet conversation away from the prying eyes of the court often takes place here. Great Orrery The Great Orrery is the center of scholarship
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
know the area they live in well. They’ve heard stories of other places from merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forest unless they’ve
world’s fate. The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, if not entirely by population, much in the way my own Silverymoon speaks to elven ideals of natural beauty. Long ago, the great dwarven kingdom of Gharraghaur stood to the west of Delzoun, delving
mines near the River Mirar and finding great, near-endless veins of gems. Like many of the dwarven realms, Gharraghaur fell to marauding orcs, which destroyed the kingdom and its capital city but
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
great height so they would look down on all they ruled. He created a hierarchy for his children — the ordning — so that all would know their status with respect to one another, and would know who among
dragon Garyx inflamed the greed and envy in its followers by railing against the giants’ prosperity, and they rose up in response. At least, that’s what most giants believed to have happened. No one
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
boulevard then splits to the north, continuing as the High Road, and to the west as a boulevard called Waterdeep Way, heading toward the Palace of Waterdeep (not to be confused with Waterdeep Castle
atop the easternmost point of this spur stands Castle Waterdeep. If you can see these landmarks, it’s relatively easy to orient yourself. The mountain peak looms over the southern third of the city near