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Returning 11 results for 'trappers following down'.
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Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Conch MIKE SCHLEY Map: ConchView Player Version Built along the river that shares its name, Conch was originally a quiet backwater in Low Netheril, where miners and trappers supported the empire
following sections assume the characters visit Conch near the end of Netheril’s Shadowed Age; you should adjust descriptions as necessary if the characters visit the city earlier.
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
keeps vigil.
A haven for hunters and trappers, Ballynock is a doun with two hundred residents. Almost all are kithkin, though a few elves and rimekin also live here. Ballynock’s claustrophobic streets
, Ballynock is called Ballyrush. Reasons to Visit Adventurers might visit Ballynock for one of the following reasons. Demonstration. One of the merchants in Trapper’s Square requires help selling his newest
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
the forest, wealthy from the work of its woodcutters and trappers. Then thirty years ago, the eruption of Mount Hotenow to the north devastated Thundertree. In the wake of the natural disaster, a plague
area 7). As the party approaches the ruins, read the following: Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked in vines and brush. Ahead of you, in the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
its woodcutters and trappers. Thirty years ago, the eruption of Mount Hotenow to the north devastated Thundertree. In the wake of the natural disaster, a plague of strange zombies swept over the area
ruined settlement, read the following: Gradually, the trail becomes an old, overgrown lane winding between dilapidated buildings choked with vines and brush. In the middle of the settlement rises a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vallaki Lore In addition to the information known to all Barovians (see “Barovian Lore” in chapter 2), Vallakians know the following bits of local lore: The Blue Water Inn (area N2) offers food, wine
trappers have managed to kill several of the wolves, but more keep coming. It’s too dangerous to go fishing on Lake Zarovich (chapter 2, area L) , but the threat of Strahd’s wolves hasn’t stopped Bluto
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Running the Encounter. Friendly trappers and furriers from Ten-Towns are happy to share the following tidbits: “Perytons swoop down from the mountains to hunt. If you catch sight of one, hide under
herds of killer whales, seals, and walruses on the Sea of Moving Ice, while trappers, furriers, and Reghed nomads follow herds on land. After the characters encounter a herd, you can stage a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Icewind Dale Quests Instead of enticing players with the tall tales in the previous section, you can use any or all of the following quests to entice characters into exploring the locations described
and killed by the incomparable Mylbor Tafferac. Wolf Tribe Cannibals Reghed Tribe Camp quest (see "Reghed Tribe Camp") After several furriers and trappers disappear without a trace, a representative of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
is present, the others are spread out over a 100-foot-square area. These scouts are Barovian hunters or trappers searching for a missing villager or townsperson. Once they realize the characters
through the wilderness. Evil druids left this trail. Following it in either direction leads to a spiked pit (see “Sample Traps” in chapter 5 of the Dungeon Master’s Guide). A thin tarp made of twigs
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
site of their ancestral mound. Most of the Uthgardt holy sites have existed since antiquity, but the fortunes of the tribes that revere them have hardly been static. Following are brief descriptions of
often winter in Beorunna’s Well, and many of its hunters and trappers use the settlement as a place to sell the leather and furs they acquire in nearby forests.
Sky Pony. In a part of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. 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
resistance.
Spellcasting. Klauth casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 22):
At will: comprehend
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
very quiet and still. The southern fringes of the Moonwood are home to small bands of moon elves and wood elves, as well as the rustic homes of a few woodcutters and trappers. Uthgardt and lycanthropes
following changes: The leader is chaotic neutral. He or she has a Dexterity score of 15 (+2) and AC 14. He or she speaks Bothii (the Uthgardt language), Common, and Elvish. The leader carries an oathbow