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Returning 35 results for 'spirit of road dangers verdan'.
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Species
Acquisitions Incorporated
The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But
then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world
Centaur
Legacy
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Species
Guildmasters’ Guide to Ravnica
In the sprawling city of Ravnica, where “open road” seems like a contradiction and “open plain” is sheer nonsense, centaurs nevertheless retain a love of wide spaces and the
memory — and, the centaurs believe, some shard of the spirit — of the departed. Centaurs don’t use family names, but they wear symbols that represent their family membership. These
Species
Mordenkainen Presents: Monsters of the Multiverse
Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
dangers during adventures.
Creating Your Character
At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race such as the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Created by Chaos When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a
limited form of telepathy — but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to
Backgrounds
Guildmasters’ Guide to Ravnica
and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow. The paths of the undercity are haunted by dangers that rarely brave the
me for turning the tide.
6
An Izzet scientist resents that I sold a scrapped invention I found in the sewer.
7
My undercity explorations led me into an Orzhov vault, and a spirit thinks I
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spirit manifests as a disembodied head. In this form, Elra reaches out to the characters and provides some helpful information: A ray of sunlight shines down on a tree stump by the side of road, and the
fall prey to the dangers of Delphi Mansion. Markos is using the book to conjure an otherworldly being not meant to exist in this world. Meanwhile, his purple-robed cultists busy themselves with eldritch
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Location Overview Many enterprising hostellers have tried to maintain an inn where the Triboar Trail meets the High Road. Some have succeeded for many years before falling victim to monsters or
bandits. Others have given up relatively quickly, when the dangers become apparent. The current owner of the Wayside Inn is Martisha Vinetalker, a striking half-elf whose pleasing features contrast with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
senses and powerful legs of leporine creatures and are full of energy, like a wound-up spring. Harengons are blessed with a little fey luck, and they often find themselves a few fortunate feet away from dangers during adventures. Here and gone. Fey puns are a menace!
— Mordenkainen
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
between stands of scattered woods. Eventually, the road dwindles to a track. The stands of trees grow denser and the farms fewer and farther between as you near the lands called the Rattle.
Any
agriculture in the region has been deteriorating for years, forcing locals to farm the Rattle despite its dangers. If the characters stop at any of the farms they pass in the Ribbon, they see no sign of danger, but no one at the farms knows Kianna.
compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
Beginning the Adventure Read or paraphrase the following: Inza sent you into the mists in pursuit of the third shadow raven, and this time you emerged into a rain-soaked landscape. A road leads
through a pine forest, and in the distance, atop of steep mountain surrounded by cliffs, you see a castle.
On the road before you, a carriage is surrounded by snarling wolves, with three dead guards
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Body horror is a recurring theme in this adventure; before running it, discuss with your players their level of comfort with these elements. A friendly spirit appears as a disembodied head, warning
heroes about the dangers that await them in Delphi Mansion
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
offer to be the characters’ guide and good luck charm on the road. Even if the characters don’t accept Ollin’s company, the performer is traveling in the same direction and tags along anyway. Ollin
. Ollin uses their skillful dances and optimistic view of the power of the gods to lighten others’ hearts. With the increasing dangers in the region, Ollin has decided to head to Twin Gods Observatory
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to time, keeping a wary eye on its dangers. Some cultists also arrived recently (see area U13) to treat with a dragon that claims Thundertree as its domain (see area U7). As the party approaches the
steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between old stone houses, many of which are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opened there a few months earlier but has recently gone dark. After overcoming hazards on the road, the characters enter the town. There, they learn that the franchise had signed an agreement to
into operatives from Dran Enterprises who have been sent to take control of the site. With the imminent dangers in and around Phandalin neutralized, the characters are rewarded by Head Office with the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
area 4) visits Thundertree from time to time, keeping a wary eye on its dangers. Cultists have also arrived recently (see area 13) to treat with a dragon that claims Thundertree as its domain (see
middle of the settlement, rises a steep hill, upon which stands a stone tower with a partially collapsed roof and an adjoining cottage. A dirt road hugs the base of the hill and wends its way between
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Amphail Amphail lies on the Long Road, about three days’ ride north of Waterdeep. The town is named after Amphail the Just, one of Waterdeep’s early warlords, who is said to haunt the surrounding
hills in spirit form, frightening away monsters. Horses are bred and trained here, rich Waterdhavians maintain secluded estates in the hills, and farmland is plentiful. Stands of dark duskwood and spruce
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Harengon Harengons originated in the Feywild, where they spoke Sylvan and embodied the spirit of freedom and travel. In time, these rabbitfolk hopped into other worlds, bringing the fey realm’s
dangers during adventures. Harengon Traits As a harengon, you have the following racial traits. Creature Type. You are a Humanoid. Size. You are Medium or Small. You choose the size when you select
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Road: the cult of Talos, god of storms, and the cult of Myrkul, god of death. An emissary representing the Sword Coast’s merchants would like you to sail to Neverwinter to petition Lord Neverember for
troops to protect the road. The emissary’s ships are anchored in a bay near Leilon, and the town council offers a reward of 1,500 gp for successfully negotiating aid.” If the characters undertake this
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Adventure Background The ruined town of Leilon was once a fortified settlement on the High Road midway between the cities of Neverwinter and Waterdeep. The Lord Protector of Neverwinter, Dagult
. Ularan Mortus, a priest of Myrkul, god of death, and his followers are raising an army of undead to lay siege to the city of Neverwinter. The spirit of the dead black dragon Chardansearavitriol
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
Beginning the Adventure To begin the adventure, the Event Coordinator (or DM, if applicable) reads the following aloud to the entire event: You travel along a familiar road on a sunny day—then come
Cultist) is worried about the aftereffects of the violent upheaval in Sithicus, and she speaks truthfully about the dangers plaguing the realm. The Event Coordinator or DM can use the following points
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Finding the Caverns Adrián Ibarra Lugo A ghastly visage outside the entry
caverns portends the dangers within The entrance to the Lost Caverns lies in the southern region of the Yatil Mountains
(denoted on map 6.1). A small track that was once a wider, more traveled road leads to the entrance, but over the decades it has been obscured by rockslides and neglect. The scroll given to the
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
death Myrkul, and his followers are raising an army of undead to lay siege to the city of Neverwinter. The spirit of the dead black dragon Chardansearavitriol, also known as Ebondeath, aids Ularan
Mortus in exchange for help finding and seizing the body of a living dragon to inhabit. The people of Leilon are completely unaware of these threats, as they focus on more immediate dangers, like the wild
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Northern Means and the Blackford Road. Black Raven warriors often ride giant ravens (use the giant vulture statistics) into battle. The Black Ravens share their spirit mound at Raven Rock with the Gray
ascending to godhood. In addition to revering Uthgar, each tribe venerates a totem animal spirit after which the tribe is named. Numerous Uthgardt tribes have been vanquished over the years, and at
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, and how to survive their dangers. Those who travel between domains might have the Mist Walker Dark Gift (see chapter 1) or know how to employ Mist talismans (detailed at the start of this chapter
carrying a message from the Keepers of the Feather
4 Curious members of the Keepers of the Feather led by a wereraven (see chapter 5) in disguise
5 A band of Vistani
6 A spirit that cries out before being yanked back into the Mists, leaving behind a Mist talisman
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
power — or such terrible dangers. Dedicated spellcasters at this tier wield earthshaking 9th-level spells such as wish, gate, storm of vengeance, and astral projection. Characters have several rare
immortality (or undeath) and spends eons exploring the farthest reaches of the multiverse. A druid might become one with the land, transforming into a nature spirit of a particular place or an aspect of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
lead a long road journey than an experienced cavalier with a reliable mount? As a cavalier, you’re one of the best warriors around for protecting less hardy allies, even off your mount, making you a
operation runs true to form, you’ll have plenty of opportunity for both. Samurai Even if samurai are rare in the lands where Acquisitions Incorporated offers franchise opportunities, their fighting spirit
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Spirit and the Storyteller Following the rescue, Nimuel asks the characters to follow her to a quiet, nearby courtyard shaded by an ancient salingbobog tree. When the group arrives, a figure
leaves. A character who succeeds on a DC 14 Intelligence (History) or Intelligence (Religion) check knows that a ninuno is a spirit of the land, similar to a dryad, who serves as an intermediary
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Longsaddle The hamlet of Longsaddle is little more than a row of buildings on either side of the Long Road, halfway along the lengthy journey from Triboar to Mirabar. A path leaves the road here and
Harpells. It is likely this spirit of experimentation that caused the Harpells to found their town so far away from other settlements. Young wizards with oddly sized or shaped limbs, strange hair color
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Locations A - D Amphail Amphail lies north of Waterdeep on the Long Road. The town is named after one of Waterdeep’s early warlords, who is said to haunt the surrounding hills in spirit form
Long Road. It’s clear that the giants mean no harm to the townsfolk. If the characters defeat the giants or drive them off before they can grab food, Tylandar Roaringhorn (NG male Chondathan human noble
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Overview Lost Mine of Phandelver is divided into four parts. In part 1, “Goblin Arrows,” the adventurers are on the road to the town of Phandalin when they stumble into a goblin ambush. They discover
ensure the prosperity and security of Phandalin by clearing the rich mine of its monsters, and to put an end to the troublemaking of the Black Spider — if they can survive the dangers of the Lost Mine of Phandelver.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Even a once-busy portage road around the falls is little more than a deer trail now. Shining White The spirit mound of the Griffon tribe sits atop a rocky hill overlooking a tributary of the Surbrin
large contingent of its City Guard here, using a nearby barracks as the base for outriders who infrequently patrol the road north as far as Amphail and south to Waterdeep. Yondral Horn (N male shield
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
hostile mercenary guards, each mounted on a warhorse, appear on the road at the southwest edge of the battlefield and focus their attacks on the characters. If Darrett or another well-liked NPC accompanied
-turning conflicts.
At the edge of each mapped battlefield encounter and beyond is a region called the Fray. The Fray is an interpretation of the dangers of combat, from clashing combatants to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
farther,” he warns, “lest this cursed monument overtake you. Only death awaits you in these halls.”
The figure is the spirit of Alendria (lawful good ghost), the last king of Cynidicea. Cursed to wander
his once-splendid tomb, the ghost lingers here to warn honorable travelers of its dangers. If the characters don’t attack, the ghost reveals the following information, then fades away: Escaping the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the dwarves. The Chasm that rent the land has been sealed by powerful magic. The High Road has been cleared and rebuilt, and trade has resumed with Waterdeep and realms to the south. What was the
the Hells themselves — sought to exert control over the city. Many folk fought to stem all these dangers, and eventually, a measure of peace fell over Neverwinter. Since Dagult Neverember was deposed
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the scattered communities of Icewind Dale. You can also travel up the ever-narrowing road from Luskan called the Northern Means, and eventually come upon the frozen tundra beyond. Why travel so far
the hard road from the south, the first thing you’ll see is Kelvin’s Cairn, a great mountain scarred by a crack down its southwestern face. Even in high summer, its peak is capped in snow and ice. In