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Returning 35 results for 'group changeling leaving'.
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Monsters
Baldur’s Gate: Descent into Avernus
creature even more psychotic, causing it to brood over irrational hatreds. A group of madcaps will sometimes band together over a shared hatred of something, such as music, creatures with curly hair
, the word “cool,” or the color blue.
When a madcap drops to 0 hit points, its hateful existence comes to an end in spectacular fashion as it bursts into flames, reducing itself, its ichor-soaked hat, and its pants to ashes instantly while leaving behind its weapon and smoldering iron boots.
Monsters
Mythic Odysseys of Theros
into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity
recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the
Monsters
Fizban's Treasury of Dragons
their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving the victims unable to fight back.
Luminous Blue
.
3
Two sapphire dragon wyrmling;sapphire dragon wyrmlings vie for the same territory. Their primary battle tactic involves luring grell;grells into each other’s lairs.
4
A group of Lolth
Monsters
Fizban's Treasury of Dragons
sapphire dragons. Militant and territorial, they defend their lairs fiercely, ambushing intruders and plotting assaults against their rivals. The sonic pulse of their breath weapon sows weakness, leaving
.
7
A group of stone giant;stone giants believes a young sapphire dragon to be an emissary of their god, Skoraeus Stonebones. The dragon considers the notion ridiculous but loves having an audience
Backgrounds
Sword Coast Adventurer's Guide
possibilities.)
Now you’re looking for something else, perhaps greater reward for the risks you take, or the freedom to choose your own activities. For whatever reason, you’re leaving
Bloodaxes. Founded in Sundabar nearly two centuries ago, the Bloodaxes were originally a group of dwarves outcast from their clans for crimes against the teachings of Moradin Soulforger. They began
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Garra is leaving Sharn on a lightning rail bound for Wroat. Changeling Treachery If the characters are traveling with Jas (see “Skycoach Ride” earlier in the adventure), the changeling attempts to lead
them into the trap laid in Garra’s safe house (area T4b). The changeling attacks the characters the first time they battle other members of Daask.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
that Garra is leaving Sharn on a lightning rail bound for Wroat. The changeling doesn’t know about Garra’s trap and simply has instructions to deliver the characters.
Need a Lift? Jas (neutral evil changeling; see chapter 6) approaches the characters in the guise of Sergeant Vilroy sometime after they leave Mithral Tower. Read or paraphrase the following boxed
Goliath
Legacy
This doesn't reflect the latest rules and lore.
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Species
Elemental Evil Player's Companion
physical power. Their spirits take after the wandering wind, making them nomads who wander from peak to peak. Their hearts are infused with the cold regard of their frigid realm, leaving each goliath with
single mistake can bring doom to an entire tribe, while an individual’s heroic effort can ensure the entire group’s survival.
Goliaths thus place a premium on self-sufficiency and
Firbolg
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
the group’s needs, but the effect each action will have on the forest and the rest of the natural world. Firbolg tribes would rather go hungry than strain the land during a famine.
Hidden
overwhelming attack.
Outcast Adventurers
As guardians of the wood, few firbolgs would dream of leaving their homes or attempting to fit into human society. An exiled firbolg, or one whose clan has been
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
adventurers, thereby tricking them into carrying out questionable tasks. The Tyrants can also serve as a group patron for a party of adventurers, as described in chapter 1, especially if the party
. Tyrants Assignments d6 Assignment 1 Kill an important figure without leaving evidence behind so a member of the Tyrants can replace the target. 2 Steal a formal badge of office or uniform for a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
shared among a group of changelings. A captain in the Sharn Watch who is actually an agent of the Tyrants might be portrayed by a member of the Tyrants’ inner circle in the morning, when he has to interact
is a fictional persona created by the Tyrants, played by a variety of changelings at different times. The Spider is a changeling information broker who owns a cosmetics store called Honest Faces in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
their devil masters to prevent any mortal creatures from entering or leaving the cathedral. The characters must defeat the hell hounds to gain access to the cathedral. Have them make a DC 15 group
. Only three of its five watchtowers towers still stand, though they appear abandoned. The wooden gates that once led into the castle grounds have been shattered, leaving a gaping hole in the wall.
The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
scout. This duergar didn’t enter any buildings, but simply looked around the village before leaving close to morning. Following the footprints leads to a different set of tracks, which were made by an
searching the foothills, have them make a DC 15 Wisdom (Survival) group check. Jarthra contributes to this group check, if she’s present, and has advantage on her roll. If the group check succeeds, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Landing. Whispered rumors suggest that the changeling has ties to the mysterious Tyrants. Some insist that Kilk is actually an identity shared by a group of changelings. 9 Hruitt (owl) is a giant owl
as a separate city within the city. He has a reputation for stirring up conflict and setting the other councilors against one another. 8 Kilk (changeling) represents the merchants of Lower Tavick’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
determines who can become a member of this prestigious group, and he is always looking for courageous heroes willing to devote themselves to a good cause. Only good-aligned characters can join Valor’s Call
. The group enjoys the patronage of Yolande, the queen of Celene, and carries out missions on her behalf both in the Greyhawk setting (see chapter 5) and in the Feywild (see chapter 6). Prominent
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Candlekeep with another group of adventurers, given to them by a villager who found it among her grandfather’s old possessions. Her grandfather—a traveling bard in his youth—claimed to have written it
population all vanished or fled, leaving the village abandoned. (They never discovered the cause: a nest of meenlocks.)
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
upon leaving the Doomvault. Furthermore, over the course of many weeks, a character who remains in this state loses any identity and becomes a wight under the control of the Red Wizards. To have any
the knowledge of how this feat is accomplished. New Character The player selects or creates a new character who joins the group. Syranna coordinates uniting newcomers with a group in the dungeon
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
a large group of people could prove dangerous to them. The goats, however, panic at the sight of these large predators, causing them to flee in every direction. The characters must do everything in
least half of the checks succeed, the characters manage to keep the herd together, and the wyverns move on to easier pickings. If the checks fail, the herd breaks up, leaving many goats vulnerable to
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
working with the temple’s enemies, add a layer of tension. Consider leaving some details or plot points for the DM to decide. For example, the DM might have the option to pick which member of the temple guards is the traitor, ensuring that the scenario is different for each group.
Adventure Duration Every adventure in a shared campaign begins and ends in the same play session. (If a group of participants wants to take longer to finish and all are willing to do so, they can
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
the clan. The Boromars are villains in the noir tradition, and adventurers determined to tangle with them will be drawn down into the mud. The Boromar Clan could serve as a group patron for a party of
some Sharn Watch members use the incident as an excuse to go after the organization. 3 A changeling stole a smuggled artifact of great value from the Boromar Clan. Boromar enforcers shake down people
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
permission, they can avoid most trouble with the tower’s inhabitants. Otherwise, stealth and caution will be important. Have the characters make four DC 13 Dexterity (Stealth) group checks from the
moment they enter the tower to when they reach the archmage’s sanctum. Each failed group check results in an encounter from the Sorcere Encounters table. The characters make the same checks while exiting
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ascetic scholars who practiced Ramsana, a way of life whose central tenet advises nonattachment to the material world. Now only a small, reclusive group of these scholars remains, led by the elderly
his victim enter a blissful trance that causes their soul to slip away from their body over the course of days. Sarthak consumes this soul and replaces it with a shadow, leaving the victim’s body under his control.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the people inside helpless
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
not an honest man, but his fight is against Angajuk, not a well-armed party of adventurers. If the characters stand between him and his prey, however, Jendren tries to intimidate them into leaving
Angajuk’s Bell. Scaring him off requires a successful DC 17 Charisma (Intimidation) group check, since he’s dead set on getting his ambergris. If the party’s group check succeeds, Jendren and his fellow
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
success. Now they’ve deployed an improvised battering ram. It’s only a matter of time, possibly minutes, before the temple’s main doors crumple under the assault, leaving the people inside helpless
dealing with one group. Group A consists of one dragonclaw (see appendix D), two cultists, and six kobolds. The cultists are handling the ram while the kobolds stand guard in case the town militia
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Confronting the Demon Lords The demon lords are some of the most powerful foes a party of adventurers could face. Indeed, any one of them at full strength could wipe out a group of 15th-level
perform the ritual, placing him far from the battle and leaving him with three levels of exhaustion (see appendix A of the Player’s Handbook) once the ritual is completed. He is thus unwilling to aid the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
impossible, but savvy characters might be able to use the battlefield’s geography to avoid combat. The characters must make three group Dexterity (Stealth) or Wisdom (Survival) checks to navigate the
battlefield, with each round of checks increasing in difficulty — DC 15, DC 17, and DC 19. Every time the group fails a check, each character must succeed on a DC 15 Constitution saving throw or take
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
can use a whiteboard to track initiative. As the players tell you their initiative numbers, write them on the whiteboard in order from highest to lowest, leaving space between each name. Either write
. Index Cards In this approach, each character gets an index card, as does each group of identical monsters. When the players tell you their initiative numbers, write the numbers on their characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
lost memories. Time Warp While time seems to pass normally in the Feywild, characters might spend a day there and realize, upon leaving the plane, that less or more time has elapsed everywhere else in
the multiverse. Whenever a creature or group of creatures leaves the Feywild after spending at least 1 day on that plane, you can choose a time change that works best for your campaign, if any, or roll
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
screams inside the house, followed by terrible howls coming from the basement. Recently, a group of robed adults (priests of Osybus) arrived and entered the house without a word. If calmed with a
hesitation about leaving the children alone, a friendly neighbor arrives and offers to keep the children safe. Sarusanda Splits Off As soon as the characters enter Death House, Sarusanda suggests she and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
discovered the reason for the expedition: recovering a fallen star to acquire new Books of Prophecy. Piyarz then killed the scribes, leaving no allies of Shalfey alive in the tower.
Coveting the power
person.
When he’s satisfied with the characters’ answers or deems the party uncooperative, Sion attacks. He and his sinister pets fight to the death, unflinchingly loyal to Piyarz.
Jane Katsubo Sion and his shadowy pets
skulk toward a group of
unsuspecting travelers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, but no meals. At any given time, the staff includes two kenku bartenders and six bouncers (human thugs). The staff operates in three eight-hour shifts, with one group leaving as the next shift arrives.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
best faces forward and hide the issues you’ve been sent to uncover. Above all else, the king fears the emergence of a secretive group called the Scarlet Brotherhood. Learn about their dealings here if
you can. 3–4 Your family owns a small manor outside town. Your siblings are in line to inherit your family’s land, leaving you with few prospects. Perhaps with several successful adventures under your
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
infiltrating the temples. Each cult’s monstrous allies rarely challenge a group of cultists that proceeds with confidence. Human members of the cult have a good chance to spot impostors at close range, but
. At least two cultists from any group the characters interact with serve as escorts. Driving the Cults into Retreat The cultists learn and adapt as the characters attack their strongholds. The four
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
and widespread of the four, and has dominated the business of crime in Sharn for centuries. The group called Daask is on the rise, directly challenging the Boromars. The Tyrants and House Tarkanan are
organizations has a core of operatives and enterprises under the direct control of its leaders. But each also has a network of secondary relationships. For example, the Little Fingers are a group of






