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Returning 12 results for 'alarm village'.
Other Suggestions:
afar village
alarm villain
altar village
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Monsters
Fizban's Treasury of Dragons
Intelligence as the spellcasting ability:
1/day each: alarm, Tenser's floating diskThe thunderous clash of conflict is part of the very nature of sapphire dragons. Militant and territorial, they defend
sapphire dragon’s hoard.
5
A sapphire dragon threatens to sink a town into the Underdark unless the authorities find and turn over a thief who stole from the dragon.
6
A village is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mount an attack on the village. Yakfolk Village Roster (day) Area Creature(s) Notes 3 2 yakfolk warriors When an alarm sounds, the yakfolk kill their prisoners and then head toward area 8
to area 8. 8 Chief Kartha-Kaya, 2 yakfolk priests If intruders are detected, one yakfolk strikes the gong to raise the alarm throughout the village while the others confront the interlopers. Yakfolk
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
yakfolk village. The airship can safely set down at the base of the mountain or in any level 30-foot-square space within the village. Landing an airship, griffons, or hippogriffs in the yakfolk village triggers a village-wide alarm.
can travel 72 miles in the same amount of time. Flying characters who approach the south side of Mount Hamarhaast see the staircase carved into the mountain (area 1), the yakfolk village perched on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
village is under attack and cry out in alarm. Five rounds after the alarm sounds, every able-bodied adult in the village arrives at the gatehouse, ready for battle. Krezk’s militia consists of four more
300-foot stretch of wall is watched over by a lone guard (male or female human). The guards are trained to crouch behind the wall and sound the alarm at any sign of danger. Burgomaster Dmitri Krezkov
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Rescue Mission Unless the characters took extreme measures to hide their approach to the maze, they are spotted by the cultists in the tower. (The cultists watch the village closely, and immediately
alarm Iskander, who sees his chance for escape dwindling. In a panic, he grabs the Blue Dragon Mask and dashes to the tower balcony. As the characters prepare to enter the maze for the first time, or if
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rescue Mission Unless the characters took extreme measures to hide their approach to the maze, they are spotted by the cultists in the tower. (The cultists watch the village closely, and immediately
alarm Iskander, who sees his chance for escape dwindling. In a panic, he grabs the Blue Dragon Mask and dashes to the tower balcony. As the characters prepare to enter the maze for the first time, or if
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Sighting the Enemy Either the night of or morning after the attack at High Hill, the characters (or experienced hunters from the village) head into the woods west of Vogler where Gragonis met with a
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
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zones and Denizens Ironslag has two distinct zones: the yakfolk village on the mountainside, and the fire giant forge beneath it (all shown on maps 8.1 and map 8.2). These zones are described below
in more detail, with additional information contained in the “Ironslag: General Features” sidebar. The Yakfolk Village Roster tables and the Forge Roster table summarize the hostile inhabitants of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Folk Hero Saltmarsh has long relied on its local people to rise up and deal with threats to the village. Only recently has the king taken more than passing notice of the area. You are beloved by the
into town one night to raid the dockside warehouses. You raised the alarm and led the defense. Gellan Primewater, an important merchant in town, owes you a big favor for saving his business.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Commoner) hires the characters to escort his wagon to the remote mining village of Diamond Lake, which happens to be near the dragon’s new lair. Nondy was robbed by kobolds on his last trip, and he
rests on its little hoard: Crate holding Nondy’s stolen goods (worth 400 GP) 4,200 CP, 2,000 SP, and 180 GP Seven gemstones worth 50 GP each Potion of Healing Rope of Climbing Two Spell Scrolls (Alarm
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
getting to a town or a city and raising an alarm. If the area they hunt in becomes too well-defended, the gnolls relocate in search of easier prey. Large tracts along the fringe of civilization might be
the hunt for prey. The events that presage their presence are easy to misinterpret as the results of other threats. A scout might go missing, a caravan fail to arrive on time, or a village be left
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
characters to set sail for Shilku Bay, conduct a one-week reconnaissance of the destroyed village of Shilku, and return to Fort Beluarian to report what they’ve seen. If the characters accept the
-wide alarm, the bell is rung continuously for at least a half-minute. The tolling can be heard from 2 miles away by creatures in the open, or 1 mile by creatures in the jungle. 10G. Stores Reserves of