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Returning 35 results for 'crossing warriors recruit'.
Other Suggestions:
choosing warriors recruit
cresting warriors recruit
crowding warriors recruit
closing warriors recruit
crushing warriors recruit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal halberds before them to bar the way to the northern doors. The blades
34. Guardians Bar the Way The passage leads toward a set of double bronze doors bearing the engraved face of the jaguar god. Both walls of the corridor are carved to represent two lines of warriors
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sprite In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors
harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted. Because they are
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Sprite In secret groves and shaded glens, tiny sprites with dragonfly wings flutter. For all their fey splendor, however, sprites lack warmth and compassion. They are aggressive and hardy warriors
harvest rare flowers, mosses, and fungi, sometimes crossing dangerous territory to do so. If desperate, sprites even steal their ingredients from the gardens of hags. Good-Hearted. Because they are
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a spectral bartender with thousands of years of wisdom to share. Visit Maer Crossing at midnight and you’ll see the spirit of Lady Jhaelian dance with a grace unmatched by any living elf.
Wondrous
functionally equivalent to leather, studded leather, or chain mail. Bronzewood can also be crafted into weapons, and Aereni warriors use spears or swords made from a single piece of bronzewood. Trinkets
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a spectral bartender with thousands of years of wisdom to share. Visit Maer Crossing at midnight and you’ll see the spirit of Lady Jhaelian dance with a grace unmatched by any living elf.
Wondrous
functionally equivalent to leather, studded leather, or chain mail. Bronzewood can also be crafted into weapons, and Aereni warriors use spears or swords made from a single piece of bronzewood. Trinkets
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
titled “The Patriars.” 10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrm’s Crossing bar. They ineffectually try to start a fight with the party, then apologize and wander off
Fist is able to force its way into the neighborhood-turned-fortress after hours except in the direst circumstances, and each drudach is instead patrolled by a militia of young unmarried warriors
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the street. The device is a mobile piece of art crafted at Whitkeep Hostel and titled “The Patriars.”
10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrm’s Crossing bar
after hours except in the direst circumstances, and each drudach is instead patrolled by a militia of young unmarried warriors (guards with scimitars instead of spears) called amlakkars. While
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the street. The device is a mobile piece of art crafted at Whitkeep Hostel and titled “The Patriars.”
10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrm’s Crossing bar
after hours except in the direst circumstances, and each drudach is instead patrolled by a militia of young unmarried warriors (guards with scimitars instead of spears) called amlakkars. While
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
titled “The Patriars.” 10 A group of obviously drunk Flaming Fist officers stumble away from a Wyrm’s Crossing bar. They ineffectually try to start a fight with the party, then apologize and wander off
Fist is able to force its way into the neighborhood-turned-fortress after hours except in the direst circumstances, and each drudach is instead patrolled by a militia of young unmarried warriors
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
always live up to their bargains, paying survivors as promised. Gracklstugh Military In addition to the clans’ regular armies, Gracklstugh trains specialized warriors whose oaths of service always
supersede their original loyalties. See appendix C for more information. Stone Guard. This force of five hundred veteran warriors serves the Deepking as bodyguards, elite troops, and secret police
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
low to challenge the firenewts. If characters travel within 10 miles (1 hex) of the forge, four albino dwarf warriors (see appendix D) spot and approach them. Their spokesperson is blunt-talking Sithi
machines. So far, they haven’t noticed you.
The hammering sound comes from the east. Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting intruders, and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
low to challenge the firenewts. If characters travel within 10 miles (1 hex) of the forge, four albino dwarf warriors (see appendix D) spot and approach them. Their spokesperson is blunt-talking Sithi
machines. So far, they haven’t noticed you.
The hammering sound comes from the east. Eight firenewt warriors (see appendix D) work here. They’re involved in their tasks and not expecting intruders, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
always live up to their bargains, paying survivors as promised. Gracklstugh Military In addition to the clans’ regular armies, Gracklstugh trains specialized warriors whose oaths of service always
supersede their original loyalties. See appendix C for more information. Stone Guard. This force of five hundred veteran warriors serves the Deepking as bodyguards, elite troops, and secret police
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
strong, while in another such a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same legion might lead ten mounted
warriors. If any rank doesn’t serve a purpose in the legion, the warlord eliminates it from the hierarchy to maximize efficiency. Honor Bound, By Glory Crowned Advancement in rank comes as a result
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the boss might recruit adventurers to share in the profits of a morally and legally questionable enterprise. The archetypal giant boss is a hill giant, perhaps cleverer than most, who enjoys
stealing. Find out who it is, and make sure they never think about double-crossing the giant again. 4 The giant has a score to settle with a powerful foe (perhaps a dragon, a beholder, or another
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
strong, while in another such a force numbers just twenty. One banner might have four warriors mounted on worgs led by a fist, while a fist in another banner of the same legion might lead ten mounted
warriors. If any rank doesn’t serve a purpose in the legion, the warlord eliminates it from the hierarchy to maximize efficiency. Honor Bound, By Glory Crowned Advancement in rank comes as a result
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
the boss might recruit adventurers to share in the profits of a morally and legally questionable enterprise. The archetypal giant boss is a hill giant, perhaps cleverer than most, who enjoys
stealing. Find out who it is, and make sure they never think about double-crossing the giant again. 4 The giant has a score to settle with a powerful foe (perhaps a dragon, a beholder, or another
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
when determining who they recruit as agents. In what arenas does that being likely hold sway? A powerful lich recruits other ambitious spellcasters, as well as skilled warriors to serve as bodyguards
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
when determining who they recruit as agents. In what arenas does that being likely hold sway? A powerful lich recruits other ambitious spellcasters, as well as skilled warriors to serve as bodyguards
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those few touched by the gods who seek these high ideals; Elturgard’s armed forces swell with men and women who aspire to join the Companions. They are the Hellriders, so named because long ago warriors
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact
fickle and insubstantial compared to the power of elemental earth. Black Earth Guard Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
those few touched by the gods who seek these high ideals; Elturgard’s armed forces swell with men and women who aspire to join the Companions. They are the Hellriders, so named because long ago warriors
Elturgard. The knights can’t afford to be anything but vigilant, and fortunately for the folk of Elturgard, they are just that. I regard crossing the border into Elturgard as a relief, for it usually
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the Black Earth, and dream of the day when earthquakes reduce the world of mortals to rubble. They seek to recruit evil or destructive monsters that burrow or dwell in the ground, and in fact
fickle and insubstantial compared to the power of elemental earth. Black Earth Guard Black Earth guards are the warriors of the earth cult. They are brutal, heavily armored thugs devoted to Ogrémoch
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Evermoors is a vast, unsettled area of fog-shrouded hills, cold bogs, rocky ridges, and small peaks. Adventurers crossing this expanse might spot the occasional castle ruin or crumbled tower — a
is seen from ground level. Buried under the cairns are the bones of the Elk tribe’s greatest warriors. On the higher ground of the ring outside the basin, placed outward from the altar along the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Evermoors is a vast, unsettled area of fog-shrouded hills, cold bogs, rocky ridges, and small peaks. Adventurers crossing this expanse might spot the occasional castle ruin or crumbled tower — a
is seen from ground level. Buried under the cairns are the bones of the Elk tribe’s greatest warriors. On the higher ground of the ring outside the basin, placed outward from the altar along the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
there.
A lizard king named Drexa leads the Blackmaw tribe, a group of lizardfolk devoted to the Crushing Wave cult. A lizardfolk shaman named Sskesh advises Drexa, and eight lizardfolk warriors make
Battle This room smells of blood and death. The debris of several recent battles is scattered throughout this rough-hewn chamber. A dozen dead warriors, clearly of the earth and water cults, lie amid
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
there.
A lizard king named Drexa leads the Blackmaw tribe, a group of lizardfolk devoted to the Crushing Wave cult. A lizardfolk shaman named Sskesh advises Drexa, and eight lizardfolk warriors make
Battle This room smells of blood and death. The debris of several recent battles is scattered throughout this rough-hewn chamber. A dozen dead warriors, clearly of the earth and water cults, lie amid
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Encounters in Icewind Dale d20 Encounter 1 1 ancient white dragon 2–5 1d4 + 2 crag cats (see appendix C) 6–8 1d3 frost giants 9–12 Reghed nomads (berserker and tribal warriors) 13–15 3d8 reindeer
. The characters come upon a Reghed berserker leading a band of 2d4 + 2 tribal warriors, or their encampment. Determine their tribe randomly by rolling a d4: 1, Bear; 2, Elk; 3, Tiger; 4, Wolf. If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Encounters in Icewind Dale d20 Encounter 1 1 ancient white dragon 2–5 1d4 + 2 crag cats (see appendix C) 6–8 1d3 frost giants 9–12 Reghed nomads (berserker and tribal warriors) 13–15 3d8 reindeer
. The characters come upon a Reghed berserker leading a band of 2d4 + 2 tribal warriors, or their encampment. Determine their tribe randomly by rolling a d4: 1, Bear; 2, Elk; 3, Tiger; 4, Wolf. If the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and smoothed rock edges. The passage leads to area G11 in Gibbet Crossing. T2: Deepening Hall Elaborate carvings of mountain landscapes and treasure piles line the walls of this broad staircase as it
100 gp each, a platinum holy symbol of Dumathoin worth 150 gp, three golden statuettes of dwarf warriors worth 400 gp each, a potion of invulnerability, and eyes of minute seeing. T9: Residential Room
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and smoothed rock edges. The passage leads to area G11 in Gibbet Crossing. T2: Deepening Hall Elaborate carvings of mountain landscapes and treasure piles line the walls of this broad staircase as it
100 gp each, a platinum holy symbol of Dumathoin worth 150 gp, three golden statuettes of dwarf warriors worth 400 gp each, a potion of invulnerability, and eyes of minute seeing. T9: Residential Room
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
corridor. A thin plank of wood is laid over the pit to allow for safe crossing.
Characters can use the wooden plank to cross the pit safely. A creature that falls into the pit takes 5 (1d10) piercing
worth 5,000 gp. The diamond stops glowing when it leaves the room. T16: Acid Pit Crossing Filling most of this chamber is a ten-foot-deep pit of green acid, over which stretches a three-foot-wide
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
corridor. A thin plank of wood is laid over the pit to allow for safe crossing.
Characters can use the wooden plank to cross the pit safely. A creature that falls into the pit takes 5 (1d10) piercing
worth 5,000 gp. The diamond stops glowing when it leaves the room. T16: Acid Pit Crossing Filling most of this chamber is a ten-foot-deep pit of green acid, over which stretches a three-foot-wide
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
into another chamber. Marching around the chamber are five pale, desiccated warriors wearing wicked-looking armor.
The cult pressed five wights into service as guards. The wights know the cultists
Pressure. If the characters maximize the water pressure both here and in area C12, the basins in areas C14 and area C15 start to overflow (see area C8 for more information). C13: Wall Crossing This small