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Returning 35 results for 'continuing relatively great to have rivers'.
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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
Mordenkainen Presents: Monsters of the Multiverse
lairs. Their lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great waterfall, a remote island, a fog-shrouded loch, a beautiful coral reef, or a windswept
of the following effects:
Downpour. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow
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
Monsters
Fizban's Treasury of Dragons
features:
Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair.
Great Hall. The emerald dragon resides in a grand rectangular hall near the center of the
treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way to natural stone caves; these caves slope down to a subterranean
Monsters
Fizban's Treasury of Dragons
had subsided, the dragon moved in.
The lair has the following features:
Lava Tubes. When the volcano is quiet, the dragon uses the lava tubes to come and go from the lair.
Great Hall. The emerald
find a way through.
Treasury. The dragon stores the finest treasures in a smaller chamber just above the great hall on the map.
Watery Caves. Near the bottom portion of the map, the vaults give way
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
Monsters
Misplaced Monsters: Volume One
Shapeshifting Dragon is a vegetarian who likes to hide in the brush near waterfalls, rivers, and lakes. Invisible while immersed in water, Seth is capable of great bursts of speed, and his breath
Human
Legacy
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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
These were the stories of a restless people who long ago took to the seas and rivers in longboats, first to pillage and terrorize, then to settle. Yet there was an energy, a love of adventure, that
Storm Giant Quintessent
Legacy
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Monsters
Volo's Guide to Monsters
storm.A Quintessent's Lair
A storm giant quintessent has no need for castles or dungeon lairs. Its lair is usually a secluded region or prominent geographic feature, such as a mountain peak, a great
protected from the wind.
Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes rivers and streams to fill or overflow their banks; snow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
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
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
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
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
obvious starting point. It offers easy access by canoe to two major rivers, the Soshenstar and the Tiryki. Journeys up these rivers make excellent shake-down expeditions for explorers just learning the
level. If the adventuring party is relatively weak, it’s up to the players to choose whether to flee instead of fight, negotiate instead of attack, or surrender instead of die. It’s up to you as the
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->Journeys through the Radiant Citadel
, cooking, dancing, shankha diving, and swimming. The contests honor the region’s riverines, spirits who hold power over the region’s many rivers. One contestant among three dozen emerges victorious and
claims the great conch-shell trophy known as the Riverine’s Shankha to grace their home city until the next competition.
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->Sword Coast Adventurer’s Guide
Great Glacier to the fertile shores along rivers and seas. Humans find ways to survive and to thrive almost anywhere. In locations where elves and dwarves have withdrawn, humans often move in and build
many places the most dominant. Their cultural and societal makeup runs the gamut, from the cosmopolitan folk who reside in great cities such as Baldur’s Gate and Waterdeep to the barbarians who rage
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->Mythic Odysseys of Theros
greed, but as it is payment for something beyond the gods.
3 The Rivers That Ring the World are drying up. As the tides recede, great ruins are revealed, rising from the river bottom. Athreos sends
letting it explode unpredictably, Athreos puts a plan into Motion to mitigate the damage. Ultimately, all it takes to end the war is Heliod’s death or Erebos joining the Returned.
The shores of the Rivers that Ring the World are watched by Athreos and his servants
(RAYMOND SWANLAND)
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
patron spirit of a river, which shares its patron’s name. The riverines of the four largest rivers in this land—Iravati, Mehul, Joltara, and the now-lost Adirohit—raised the islands on which the great
Background Shankhabhumi is a forested swampland where three great city-states thrive on solid ground created by the graces of the riverines, sapient river spirit guardians. Each riverine is the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites Hundreds of rivers flow through Shankhabhumi, creating natural paths to its three great cities. Map 9.2: shankhabhumiView Player Version Ashwadhatu The Mehul River flows from the
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
rivers are full. Summer. Very hot summer but not too dry thanks to the spring rains. Fall. Crisp and cool. Excellent cheese weather. Too bad the mice got in. Had to cover my samples until hibernation
. Winter. Great heaps of snow but a warmer ground made it melt fast. Slushy conditions were good for puddle jumping. Spring. Finally, nice, dry, and warm.
Kobold
Legacy
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Species
Volo's Guide to Monsters
, 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
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
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->Sword Coast Adventurer’s Guide
protect settlers — and additional guards hired to protect those who do the work. With its location near two great rivers and its proximity to a third (the Laughingflow, forming a trio the locals
Yartar Situated in the fork where the Rivers Surbrin and Dessarin join near the Evermoor Way, Yartar is a fortified town that, were it not for its own petty, internal squabbles, might wield more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
has varied terrain, with prairies, mountains, and shallow rivers. The Outlands is a great disk. In fact, those who envision the Outer Planes as a wheel point to the Outlands as proof, calling it a
microcosm of the planes. That argument might be circular, since the arrangement of the Outlands inspired the idea of the Great Wheel in the first place. Evenly spaced around the outside edge of the circle
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Noteworthy Sites Dayawlongon is a tropical archipelago whose waters hold massive whirlpools that make boat travel between the islands challenging. Winding rivers, deep jungles, and mountains define
Snakesong. It was once the holiest place in Dayawlongon, home to Bathalang Puno, a temple city nestled within the roots of a colossal banyan tree that shared the city’s name. That great tree was said to be
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->Dungeon Master’s Guide (2014)
vast Cinder Wastes, a great expanse of black cinders and embers crossed by rivers of lava. Roving bands of salamanders battle each other, raid azer outposts, and avoid the efreet. Ancient ruins dot the
desert — remnants of forgotten civilizations. A great range of volcanic mountains called the Fountains of Creation is home to azers. These rocky peaks curl from the edge of the Plane of Earth around
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.