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Returning 35 results for 'before both defending complex run'.
Kobold
Legacy
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Species
Volo's Guide to Monsters
invasion and oppression. Although individually they are timid and shy away from conflict, kobolds are dangerous if cornered, vicious when defending their eggs, and notorious for the dangerous
other useful items, but if they are at risk of discovery, they run away rather than attack anyone in the house. By fleeing before they can be seen or identified, they avoid getting into a situation
Backgrounds
Guildmasters’ Guide to Ravnica
to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending Izzet
suspension.
7
Great ideas are fine, but great results are what counts.
8
If you can guess what I’m about to do, that means I’ve run out of imagination.
Ideals
d6
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here. These mates attack anyone they don’t recognize, defending their young in area 14b. Gnawed bones cover the den’s floor. 14b. Young Cave Bears Two cave bear cubs (use the black bear statistics
) sleep and play here. Qurrok has hollowed out several large rocks for the young bears to run through and climb on.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
was a temple complex dedicated to the dwarven god Dumathoin, the Keeper of Secrets under the Mountain. Hidden inside is the tomb of Melair, king of the Melairkyn dwarves. Before running this level
, review the “Duergar” entry in the Monster Manual. That information will help you run and roleplay the duergar NPCs found throughout the Lost Level.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Battle Begins This section has no set timeline or specific goals beyond involving characters in Kalaman’s desperate defense. Roll on or choose the encounters you want to run from the Defending the
Wall table. These encounters are described below. Once you’re ready for the characters to begin their infiltration of the flying citadel, proceed with the “Dragonnel Reinforcements” section. Defending
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
in bandit or monster activity in a nearby forest. 3 A hostel run by House Ghallanda has gained a reputation for being haunted, and the disturbances are growing more dangerous. 4 People healed at a
killed defending their charge from assassins, but manages to force the attackers to drop a clue to the identity of their employer. 8 The characters are hired to protect a crucial shipment aboard an
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Elakdras’s remains, but they’ve had a falling-out in Challidax’s lair, splitting their followers into rival factions. Into the Ice Caves. The adventurers enter the frosty cave complex where the
dragon lairs. There they run afoul of the feuding frost giants and other denizens as they try to retrieve the magical ritual.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Setup This adventure occurs when the characters encounter Nalaskur Thaelond (male half-elf spy). He asks the characters to run the inn for a tenday or so, promising handsome pay and a good
characters have no connection to the Zhentarim, someone they’ve befriended or owe a favor to agrees to run the inn. That person then begs the characters for aid. Alternatively, the characters are merely
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
involved. The following examples are just a few of the possibilities: Forced Conscripts. The characters run into an overwhelming force of Talons and are absorbed into its ranks. When zombies appear at the
city wall, the characters are offered their freedom in return for defending the city. Last Bastion. Far from Lekar, the characters fall in with local survivors who say the city is the country’s last
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
published adventure or randomly generate a dungeon complex using the tables presented in the Appendices. A dungeon can range in size from a few chambers in a ruined temple to a huge complex of rooms and
into the heart of the complex. A dungeon is most easily mapped on graph paper, with each square on the paper representing an area of 10 feet by 10 feet. (If you play with miniatures on a grid, you might
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mapping a Dungeon Titus Lunter A dungeon built by giants offers enormous adventures A dungeon can range in size from a few chambers to a huge complex of rooms and passages extending hundreds of feet
. The adventurers’ goal often lies as far from the dungeon entrance as possible, forcing characters to delve deeper underground or push farther into the heart of the complex. A dungeon is usually
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Special NPCs In this chapter, each player runs not only a player character but also an NPC who has ties to the settlement that the characters are defending. Once you’ve determined where the adventure
completion. The details of these special quests won’t be revealed until the end of this part of the adventure.
The player-controlled NPCs are intentionally simpler and easier to run than the players
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
Running the Adventures To run each of these adventures, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Before you sit down with your players, read the text
of the adventure all the way through and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Running the Adventures To run each of these adventures, you need the fifth edition Player’s Handbook, Dungeon Master’s Guide, and Monster Manual. Before you sit down with your players, read the text
of the adventure and familiarize yourself with the maps as well, perhaps making notes about complex areas or places where the characters are certain to go, so you’re well prepared before the action
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
scours Thay while the lich lord ignores all concerns other than his quest to become a god. If his mad plans are left to run their course, none will be left alive here to worship him.
“This is a
fashioned the vast complex based on his research. The purpose of the dungeon was to lure explorers to their deaths and harvest their souls to fuel Gul’s phylactery. As Thay became more hostile to outsiders
Monsters
Fizban's Treasury of Dragons
power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back, dancing and shifting with
Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the cliffs, 50 feet above the sandy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
black energy run between the pillars and the cloud.
The cult fanatics are named Abberoch, Belora, Liana, Shanzo, Torfiana, and Uzalyn. They are performing a ritual designed to anchor one of
. Darkness swallow the moon. Darkness claim this dungeon and all that dwell within.” If attacked, they continue to chant while also defending themselves. Killing a cult fanatic deactivates one of the pillars
Monsters
Fizban's Treasury of Dragons
dragon’s psionic power manifests visibly in the gem-like spines that run in a ridge from the crown of the head to the tip of the tail. These spines hover above a living topaz dragon’s back
.
Topaz Dragon Lair Features
The topaz dragon lair shown in map 5.14 is situated among the rocky cliffs and beaches of a rugged coastline. The lair is set in a cavern complex near the top of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Running the Siege You have a few options on how to run the battle. Consider the following: You can treat each defender and orc as an individual, and run the combat as a long, complex encounter. If
you do so, the players should control some of the NPCs. You can streamline parts of the fight. The map of the ranch has been divided into specific zones, and you can run regular battles only in the zone
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
).
Behind the Design: Save Ends Effects
Save ends effects are one way of saving space in stat blocks and making them less complex for GMs to run at the table. Much like how stat blocks just reference the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
in the service of gods wield mace and spell, defending against the terrifying powers that threaten the land. Wizards plunder the ruins of the fallen Netherese empire, delving into secrets too
Hotenow. NUMBER OF PLAYERS
You can run Dragons of Stormwreck Isle for one to five players. If you have four or five friends ready to play with you, each person can take one of the characters provided
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters could use, including infernal war machines, provisions, temporary shelter, and information. The characters have something Mad Maggie desires greatly: Lulu’s memories. One way to run a complex
fortress, see “Entering the Fort” below. First, however, review the following summary of how to run this scene to maximum effect. Running the Fort In this part of the adventure, the characters must
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cultists sealed this room after a disastrous run-in with its undead guardians. On the Stairs The dumbwaiter shaft from area 6 to the stairwell in front of the vault was once used to bypass the long
walk from the bedchamber to the upper parts of the complex for Diderius’s servants. The dumbwaiter’s ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
cultists sealed this room after a disastrous run-in with its undead guardians. On the Stairs The dumbwaiter shaft from area 6 to the stairwell in front of the vault was once used to bypass the long
walk from the bedchamber to the upper parts of the complex for Diderius’s servants. The dumbwaiter’s ropes and rotted wooden platform are strewn across the stairs. This area is guarded by 3 wraiths and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
under the law. Simultaneously, they manage a complex relationship with the founding civilizations. The Speakers’ first duty is to the Radiant Citadel, which sometimes puts them at odds with the
gradually cease to function. Unless a suitable replacement for that Speaker is elected and approved by the Dawn Incarnates within thirty days, plants in the Radiant Citadel stop growing, wells run dry, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Some are charged with defending sacred glades and preserving the natural balance. At times, however, all members of the order are called together to combat foes great enough to disrupt or destroy
let them run the NPCs. Should Morista come under attack, use the scout statistics in the Monster Manual to represent her.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
horn sounds from the camp’s south gate. The sentries run toward the opposite side of the camp while the camp staff scatter. If the characters follow the sound, they see several tortured-looking
random intervals. The soldiers are used to defending against spirits, but in recent weeks they’ve spotted flashes of blue lightning near Bathalang Puno, Pangil ng Buwan’s storied lair. If the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
under the law. Simultaneously, they manage a complex relationship with the founding civilizations. The Speakers’ first duty is to the Radiant Citadel, which sometimes puts them at odds with the
gradually cease to function. Unless a suitable replacement for that Speaker is elected and approved by the Dawn Incarnates within thirty days, plants in the Radiant Citadel stop growing, wells run dry, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
his underground dealings a secret from the Seven. Eventually, Halaster’s exploration broke into the Underhalls, a complex of tunnels and rooms built by the dwarves around a mithral mine beneath Mount
mountain. Using his underground complex as a base of operations, Halaster traveled to other planes and distant lands, collecting strange and dangerous creatures to live as prisoners, servants, or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
mushrooms for food or watching over hatchlings, and they all understand that their actions contribute to the survival of the group. The tribe practices for the eventuality of defending the lair
instinctively attack the gnomes. Kobolds in battle with gnomes are much less likely to run away because their hatred overrules their sense of self-preservation. A kobold’s cautious nature doesn’t mean it
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, and the next batter steps up to home plate. Home Run. A batter who rolls a 20 on the die hits a home run. The defending team doesn’t get a chance to catch the ball, and the batter and every other team
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
lore, introspection, and complex patterns. The two sometimes talk for days at a time debating the flaws in ancient sophistries and discussing the meaning of the stars. Thassa, imperturbable and
constant, makes the ideal counter to the wise yet temperamental Keranos. Another interesting relationship exists with Purphoros. The passions of the divine blacksmith run hot, as does the need to create. The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
figure called Glasstaff. A number of interesting NPCs can also be found in Phandalin, laying the hooks for short adventures in part 3. The Redbrands try to run the characters out of town, so the
during part 3. Following the map or the directions to the lost mine brings the characters to part 4, “Wave Echo Cave.” That lost underground complex is now overrun by undead and strange monsters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters As the characters explore the Whorlstone Tunnels, they can run into various creatures or hazards. Check for an encounter whenever the characters are moving along a stretch of tunnel
telepathically asks the characters to rid the cave complex of the derro cultists (see area 14) because it knows what they’re trying to do and wants to stop them. If the characters agree and seem friendly, the
Compendium
- Sources->Dungeons & Dragons->Flee, Mortals! Rule Primer
Statistics Retainers are designed to be easy to run so their player (who is already managing a complex character) doesn’t get overwhelmed with even more details. Each retainer has a simple stat block






