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Returning 24 results for 'scouts strange'.
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Elemental Evil Player's Companion
beyond — from the boundless vistas of the Elemental Plane of Air.
They are immigrants, refugees, scouts, and explorers, their outposts functioning as footholds in a world both strange and alien
back into the air. Those that make it to a world in the Material Plane find it a strange place. They sometimes forget or ignore vertical distances, and they have nothing but pity for those earthbound
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
has received strange dreams in which the spirit of one of their ancestors tries to communicate with them. The contact asks the character to visit them in Djaynai to help them unravel the mystery of
their ancestor’s message. Defending the Land. Djaynai’s leaders often employ experienced adventurers to exchange knowledge and magic with Djaynaian scouts and defenders. Based on the characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
haunting the catacombs. There was a crazy svirfneblin back in the first days of reclamation who disappeared. Some of the scouts claim to have seen him, skulking around the unrecovered areas of the
settlement. (The scouts don’t know that this gnome is the Pudding King.) The Stoneheart Enclave is closing in on a solution to the threat of Ogrémoch’s Bane (untrue). The gnomes call a large unclaimed
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
adventure, the characters are guiding Kalaman’s troops toward battle with the Dragon Army. The characters should frequently split from the troops, then meet back up with them, serving as scouts and handling
. Rookledust’s tent is filled with strange contraptions and unfinished projects. The gnome is often here, tinkering with the fargabs (see appendix A) and other inventions. Other Tents. Guard posts, hospital tents, supply tents, and other accommodations fill out the camp.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters go, they find a small wooded area an hour west of the village. A character who spends an hour searching the woods finds strange tracks. Some of these tracks are boot prints, while others are
camp is alerted to the characters’ presence, the draconians don’t follow the characters to Vogler. Ultimately, when the characters or other scouts return to Vogler, they should have learned the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Lope’s research suggested killing the fiend will end the curse for all those suffering from sereno. Scouts have seen owls and strange figures going in and out of a mine near the supposedly abandoned
months ago. One night while Paloma and three allies were traveling, trying to determine the source of the outbreak, a strange owl revealed itself to be a terrible fiend. They wounded the fiend, but it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
without arousing suspicion. NPC Harpers are the kinds of characters who consistently pop up when they’re least expected and most useful. If the characters need a safe house in a strange city, are
(“Our failure would spell an end to all beautiful and honest things.”) Interaction Traits: Honest, friendly Pledged Resources: Harper mages and scouts The elf noble Remallia—“Remi” to her friends—is the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
agree, in the course of their discussions a soldier relates recent gossip about a scouting troop that returned from a ruin called Sorrow’s Zenith and described strange vegetation that “breathed with
hatred.” No one in the camp knows more than this, as the scouts left the island weeks ago. However, the remaining troops can direct the characters to Sorrow’s Zenith if the characters wish to investigate further.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
without arousing suspicion. NPC Harpers are the kinds of characters who consistently pop up when they’re least expected and most useful. If the characters need a safe house in a strange city, are
(“Our failure would spell an end to all beautiful and honest things.”) Interaction Traits: Honest, friendly Pledged Resources: Harper mages and scouts The elf noble Remallia—“Remi” to her friends—is the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
without arousing suspicion. NPC Harpers are the kinds of characters who consistently pop up when they’re least expected and most useful. If the characters need a safe house in a strange city, are
(“Our failure would spell an end to all beautiful and honest things.”) Interaction Traits: Honest, friendly Pledged Resources: Harper mages and scouts The elf noble Remallia—“Remi” to her friends—is the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
across the moat and try to climb the palisade, with no success. After being thwarted by the palisade, Gurrash sends scouts downriver to find another point of entry. It takes these orcs 10 minutes to
. Strange Bedfellows. If the characters came to terms with the Black Network in the previous event and the Seven Snakes are still around when the orcs arrive, the Zhents help the party defend Nightstone
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
three Brelish soldiers who were transformed by the strange magic of the Day of Mourning. Use the fomorian stat block for each soldier, except they are Large instead of Huge. The cowardly soldiers make
Brelish soldiers from area L3 or alert one of Glaive’s scouts to the characters’ location. The 20-foot-diameter cylinder of light extending up at the back of this foot is an antigravity well (see the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this strange lack of courage in their great warlord? Has age finally taken its toll? In reality, a band of duergar thieves posing as merchants recently stole Azrok’s dagger of blindsight and fled
bugbears and five goblins as bodyguards and scouts. Unknown to Lurkana, two of the goblins have intellect devourers in their skulls and act as secret spies for Xanathar. The bugbears and other
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
themselves as leader. Good thing that’s a problem you’re perfectly equipped to handle. Scout Though many scouts are more comfortable in the wild, the lessons you’ve learned in the wilderness offer a
of trouble just as easily as the rest of the party gets into it. Whether you’re picking locks at speed on the way out of a noble’s estate or mastering the operation of a strange magic device before it
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
know where the characters came from and—if the Kalaman forces are nearby—why their whole village is with them. He doesn’t know about the Red Dragon Army in the region, but he has seen strange
friends. Their den is at location H on map 5.1. If the characters help him, Clystran will work for the characters as a scout (see “Heart’s Hollow Scouts”). Heart’s Hollow Scouts The characters might
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the enemy’s flank to reach a demonic commander. The party might also support the larger army by holding a strategic location until reinforcements arrive, killing enemy scouts, or cutting off supply
side. Crossing the Streams Conflicts. Conflicts like these create opportunities for crossing the streams: Beyond the Magic Mirror. A mysterious mirror in a strange dungeon is a portal into a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
strange surroundings and the chaos quadrapod as products of the nightmarish Far Realm. Portal 2: Guarded Warehouse As the portal opens, you feel a lurch as its magic wraps around you. The door is gone
human scouts among the Six operatives, two stay behind and fire arrows at the party, while the other two scouts and a human cult fanatic race toward the barges. The intention of the Six operatives is to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
crumbling, lighthouse-like spire pierces the surface and marks the location of the ruins below. Shard of Chaos When Dragon Army scouts discovered the ruins of the Sunward Fortress, the black-robed wizard
Dexterity saving throw or take 3 (1d6) fire damage. A bridge falls into the chasm 3 rounds after it ignites. Virruza. Changed by days of strange experiments involving draconian blood and exposure to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
discussing the tower in Terran. Toppled Tower. The strange tower is a variant of Daern’s instant fortress called a mudslick tower (see appendix B). Svirfneblin scouts liberated the mudslick tower from
know about the strange effect in the adjacent receiving room (area G12). Once one roper is defeated, the other one retreats just inside the doorway of the receiving room to gain the protection that
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the githyanki scouts now inhabiting area B7. Returning to Illithinoch. The characters can return to Illithinoch through the gateway for seven days. After that, the gateway becomes unstable. A character
B9 muttering about a trio of mind flayers who recently traveled through here with several human prisoners. Musician. A strange musician lurks in area B9 and sometimes makes “music that remains alive
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(elk) 16–17 Ten-Towners (scouts) 18–19 1d6 yeti 20 1 young remorhaz Ancient White Dragon. Arveiaturace, better known to Northfolk as Iceclaws, claims Icewind Dale as part of her domain. The characters
. Use the elk statistics to represent the reindeer. The reindeer are nonthreatening. Ten-Towners. The characters chance upon 1d4 + 1 scouts (trappers) from one of the small settlements of Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) whenever they visit Fort Beluarian, and each character receives one potion or scroll chosen from the ones available in the stores (see area 10G).
Strangers in a Strange Land. Flaming Fist scouts have
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
its friends (two satyrs) who became intoxicated and wandered off looking for trouble.
4 Four elf scouts search for an ogre that has been pillaging the area. The elves have lost the trail, but they
. Either way, he doesn’t look up as he speaks in a voice that sounds like a goat choking on sawdust.
“Fortune has strange and wonderful and terrible things in store for you. So I am here as fortune’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
information on this location. Fallen Lands Countless ruins dot this rugged, barren land, where ancient cities once stood and great battles once raged. Strange witchlights float around the ruins at night
Gilded Eye, Zara shares the following information: Scouts from Helm’s Hold have spotted frost giants wandering the lands to the south. The frost giants have attacked and plundered several homesteads






