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Returning 35 results for 'setting of refuge down variety'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
death.
Sea spawn come in a wide variety of forms. An individual might have a tentacle for an arm, the jaws of a shark, a sea urchin’s spines, a whale’s fin, octopus eyes, seaweed hair, or
the Forgotten Realms setting) might notice one curious fact about the islands’ human inhabitants: no infants or elderly are among them. This is because babies born to the Rocklanders are claimed
Genasi
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
accustomed to a variety of different people.
GENASI ON ATHAS
Although any world that includes one or more elemental planes can feature genasi, on Athas, the world of the Dark Sun campaign setting
of savage humanoids and weird cults in untamed lands. Others gain positions of great influence, especially where elemental beings are revered. A few genasi leave the Material Plane to find refuge in
Half-Elf
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
Flint squinted into the setting sun. He thought he saw the figure of a man striding up the path. Standing, Flint drew back into the shadow of a tall pine to see better. The man’s walk was
coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Features Those familiar with the Radiant Citadel know the following details: Hallmarks. The Radiant Citadel is an extraplanar refuge known for its collaborative society and ecological beauty. Local
city. This makes the population an ethnically diverse mix of humans, dragonborn, dwarves, elves, gnomes, and halflings, along with a variety of other races. Languages. Common is widely known, along with dozens of other languages.
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Features Those familiar with the Radiant Citadel know the following details: Hallmarks. The Radiant Citadel is an extraplanar refuge known for its collaborative society and ecological beauty. Local
city. This makes the population an ethnically diverse mix of humans, dragonborn, dwarves, elves, gnomes, and halflings, along with a variety of other races. Languages. Common is widely known, along with dozens of other languages.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Ravnica and serves as an introductory adventure to the setting. A balance of character classes is helpful, since the adventurers will face a variety of challenges. Adventurers can be affiliated with any of the guilds. KARL KOPINSKI
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Random Encounters Chult is home to an immense variety of plants, beasts, monsters, and intelligent beings. Random encounters with the local wildlife are inevitable and help to make the party’s
, except for a few isolated outposts where Chultans and their allies take refuge behind walls. Map 2.1 shows where the undead are thickest. Characters passing through territories marked with black skull-and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eberron Sourcebooks These resources are currently available as ebooks via the Dungeon Master’s Guild at: DMsGuild.com The Eberron Campaign Setting and Eberron Campaign Guide both provide an overview
insight into the setting. The other books are largely tied to specific subjects. If you want to run a campaign in the mysterious lands of Xen’drik, Secrets of Xen’drik and City of Stormreach have a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the north and east. The coast from the Bay of Chult to Refuge Bay offers beaches on which to embark into the uncharted jungle. Along the entire coast, the Bay of Chult is the only spot where travelers
can find welcoming civilization. The rest of the peninsula is a breeding ground for bloodsucking, disease-bearing insects, monstrous reptiles, carnivorous birds and beasts of every variety, and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
years ago, the vast continent of Sarlona was the cradle of human civilization. Three thousand years ago, the first human colonists left, setting in motion events shaping modern-day Khorvaire. Sarlona was
the might of Riedra: the mountain refuge of Adar, homeland of the kalashtar (see chapter 1). The Adarans lack the numbers to challenge Riedra, yet they hold their fortress monasteries against endless waves of Riedran assaults. The Adarans possess remarkable psychic and martial disciplines.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
mysterious ways to one another and to other planes of existence, such as the Elemental Plane of Fire and the Infinite Depths of the Abyss. Within this multiverse are an endless variety of worlds. Many of them
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
mysterious ways to one another and to other planes of existence, such as the Elemental Plane of Fire and the Infinite Depths of the Abyss. Within this multiverse are an endless variety of worlds. Many of them
villains. Some races have unusual traits in different worlds. The halflings of the Dark Sun setting, for example, are jungle-dwelling cannibals, and the elves are desert nomads. Some worlds feature races
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
that story might unfold in the region around Saltmarsh, providing a shared setting for them all. Although these seven adventures weren’t designed to create a single overarching narrative, the tools
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
transformed cultures. Djaynai’s People. Djaynai’s folk are mostly human and have tightly curled hair, which is worn in a variety of natural and ornate styles. Their lustrous skin tones range from warm ebony and
mahogany to the coppery glow of the setting sun. Gnomes, dragonborn, and other Humanoid folk are common and accepted in Djaynai. Djaynai’s Languages. The people of Djaynai speak Djaynaian, Common
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
across the tides of D&D history, returning to test heroes grown used to the predictable threats and reliable footing of dry land. Along with each adventure appear notes for setting the adventure in
the Saltmarsh region or adapting it to a variety of D&D settings. Use that information to place it in your campaign or on the shores of your choice. These adventures make perfect side quests for ongoing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Monstrous Origins A variety of explanations, from transformative curses to magical experiments, can justify the appearance of a unique individual with unusual traits. In the same way, monsters in
nature of all yuan-ti in the setting. Monsters can be one-off flukes of nature or the products of insidious magic. For significant adversaries, use the tables in the “Genres of Horror” section of chapter
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
northeastern portion of a continent called Orrithia, also known as the Vastlands, which is populated by a tremendous variety of peoples. For the purposes of D&D, though, you can place Strixhaven
wherever it best fits the needs of your campaign. It could be in a world of your own creation, in a published D&D setting (such as the Forgotten Realms or Eberron), in the planar cosmopolis of Sigil, or in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Demiplanes Demiplanes are extradimensional spaces that come into being by a variety of means and boast their own physical laws. Some are created by spells. Others exist naturally, as folds of reality
Mordenkainen’s magnificent mansion spell creates a demiplane consisting of a foyer with multiple adjoining rooms, while the land of Barovia (in the Ravenloft setting) exists entirely within a demiplane under
classes
Basic Rules (2014)
—knowledge of the people who constructed the monument and the mythic saga it depicts.
A stern human warrior bangs his sword rhythmically against his scale mail, setting the tempo for his war chant
beyond the horizon—makes an adventuring career a natural calling. Every adventure is an opportunity to learn, practice a variety of skills, enter long-forgotten tombs, discover lost works of magic
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
action is up to you. You might tell the player to make a Strength check, while mentally setting the Difficulty Class (DC) at 15. If the Strength check is successful, you then determine how a face full of
player do it), and the game continues. Sometimes mediating the rules means setting limits. If a player tells you, “I want to run up and attack the orc,” but the character doesn’t have enough movement
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
discovering they were both intended for execution and summary transformation into undead warriors in the dreaded Thayan army. On their way out of Thay, they were forced to take refuge on a broken-down
strung across the back of the chamber to serve as underwater beds, and a variety of hooks have been driven into the walls with netting attached to serve as shelving.
Caught up in the netting of the
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
loved ones, and still others simply want to get rich. The Erebos’s Villains table suggests a variety of foes that might arise from among the god’s followers. Erebos’s Villains d6 Villain
1
priest of Erebos terrorizes a village, convinced that a particular Returned has taken refuge there.
Erebos’s Monsters Erebos has legions of fallen monsters, heroes, and villains that he can send back
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Adventures in Falkovnia Falkovnia provides the perfect setting for disaster horror, particularly of the zombie apocalypse variety. Characters might be harried by zombie pursuit across the empty
of your group and what threats you want to represent. The “Zombie” entry in chapter 5 presents a variety of zombie types to complement the shambling zombie of the Monster Manual, posing greater
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
variety of contemporary and historical cultures in your game’s setting, it’s enough to tell your players that some of the coins are unfamiliar in their size, shape, or inscription—but their value is
have the same origin, but it’s more likely (particularly in the hoard of an older dragon) that the coins have a variety of origins. If you aren’t interested in explaining the details of coinage from a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
desires. In either case, an adventure features a fantastic setting, whether it’s an underground dungeon, a crumbling castle, a stretch of wilderness, or a bustling city. It features a rich cast of
extras in an adventure. Often, one of the NPCs is a villain whose agenda drives much of an adventure’s action. Over the course of their adventures, the characters are confronted by a variety of creatures
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
rule the city. Ravnica originally appeared as a setting for the Magic: The Gathering trading card game. It has been the subject of eight card sets: 2005–6’s Ravnica: City of Guilds, Guildpact, and
your point of entry into Ravnica as a setting for your D&D campaign. It guides you through the process of creating characters and adventures set here. Chapter 1 is all about building characters. It
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Using This Book The adventures in an anthology such as Dragon Delves are versatile resources that can fill a variety of needs at your gaming table: as one-shot adventures, as “filler episodes” in an
adventure’s locale. Each adventure’s beginning includes a simple setting description, such as “a village with a nearby forest.” Beyond these basic details, feel free to alter the adventure’s location
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
their work in the Underdark, but shadows are shadows wherever they occur. As a Gloom Stalker ranger, you find solace and refuge in dark alleys, dimly lit back rooms, and the shadowy corners of any
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
mythology of so many worlds across the Material Plane. Dragons populated the First World from the time of its creation, and a variety of peoples came to live in the First World after their gods made war on
different forms. Forgotten Realms The most comprehensive histories suggest Toril (the world of the Forgotten Realms setting) has not always known dragons, at least not in their current forms. Many
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
dragons. The lizardfolk, in particular, are accustomed to trading with spacefaring folk. Toril Toril, the locale of the Forgotten Realms setting, is the most populous world in Realmspace and home to
. Garden is a refuge for spacefaring pirates, who hide their spelljamming ships in the maze of passageways that run between Yggdrasil’s Child and the planetoids, and might do the same in the craters and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
disappeared in the area. 11 Slay a dragon or some other challenging monster. 12 Discover the nature and origin of a strange location or phenomenon. 13 Pursue fleeing foes taking refuge in the dungeon. 14
tables that can help you establish the important elements of a dungeon, wilderness area, or urban setting. 4. Find the Ideal Introduction An adventure can begin with a social interaction encounter in which
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
vibrant circus performances. The sound of music and laughter drifts out through the canvas door.
Customers can enter the Big Top for free. The Big Top is the setting for two main events: the Big Top
the Big Top just before dawn to find out!” Aside from those scheduled events, a variety of entertainers perform here. Colorful orbs of light dance in the lofts of the tent while magic spotlights
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
character classes is helpful, since the adventurers will face a variety of challenges. Each character class will certainly have its moment to shine. A CLASSIC RETOLD
This adventure is a retelling of
went on to inspire the creation of a campaign setting of the same name in 1990: Ravenloft, home of the Domains of Dread.
Module I6: Ravenloft, written by Tracy and Laura Hickman, broke new ground by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
. Dwarves use a variety of approaches and devices in setting their defenses. The strongholds of many clans are honeycombed with secret passages designed to enable the dwarves to ambush and flank enemies
existence, dwarves have carved out their strongholds underground for a variety of reasons. Their unmatched prowess in mining and stonework makes them ideal candidates to use the subterranean realm for
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
scorpion-god and strike terror into their enemies’ hearts. Umbragen Shadow Walker. Umbragen drow are the descendants of drow who fled the giants and found refuge underground. For countless generations, they
. For many years, people considered Mel-Aqat mere legend. Mentioned in a variety of ancient texts, this site was supposedly the prison for a mighty fiendish overlord. Until only a few years ago, most