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Returning 35 results for 'before bow diffusing coming retreat'.
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Elf
Legacy
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Species
Basic Rules (2014)
have been known to retreat from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating
skill with sword, bow, and strategy.
Hidden Woodland Realms
Most elves dwell in small forest villages hidden among the trees. Elves hunt game, gather food, and grow vegetables, and their skill and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Preparing for the Drowned Ones The hermitage offers an abundance of tactical opportunities to defend against the coming attack. Invite the players to concoct a plan to reinforce the old fortress, and
to decide on a course of action for when the drowned ones breach the defenses. The survivors do not participate in combat against the drowned ones. Even if they aid in the defensive preparations, come nightfall they retreat to area 25.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
retreat when half of them are dead. The eastern stairs descend 30 feet before coming to the bridge in area 15.
the door, 4 more lizardfolk and 3 yuan-ti malisons (type 1) show up. The door is then opened from this area and the enemy forces attack. The malisons retreat if one of them is killed. The lizardfolk
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
lizardfolk and 3 yuan-ti malisons (type 1) show up. The door is then opened from this area and the enemy forces attack. The malisons retreat if one of them is killed. The lizardfolk retreat when half of them are dead. The eastern stairs descend 30 feet before coming to the bridge in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
”). The troglodytes attack anything that isn’t a troglodyte or a drow. If the adventuring party includes one or more drow characters or NPCs, the troglodytes bow their heads and wait for new orders
sixteen troglodytes in varying stages of decay. Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. The ghouls retreat into the back tunnels when one or more drow enter the room. If a drow is not among those who enter, the ghouls attack.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
branches of a young tree, elves are flexible in the face of danger. They trust in diplomacy and compromise to resolve differences before they escalate to violence. They have been known to retreat
from intrusions into their woodland homes, confident that they can simply wait the invaders out. But when the need arises, elves reveal a stern martial side, demonstrating skill with sword, bow, and strategy.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
drow quietly make their way up the mountainside, into the yakfolk village, and down into the fire giant forge by way of the elevator (area 9). The yakfolk have been warned that the drow are coming and
party finally confronts him. Draac doesn’t give Zalto the iron flask until the characters are defeated or forced to retreat. If the characters leave Ironslag without confronting Duke Zalto, the drow
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
also lag behind, serving as a rearguard watching for threats coming up behind the characters as they travel. NPCs can serve as scouts or members of a rearguard as the players wish. Some of the
first and can choose whether to avoid or deal with the encounter. If characters in the scouting party notice the encounter without being seen themselves, they can retreat back to the main force to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
welcome is contradicted by angry voices and cries of pain coming from behind a building.
The bounty hunters have attacked several villagers who questioned their intentions. The other locals have
retreated to their homes while several bounty hunter guards have set an ambush for anyone coming down the road, crouching low and hiding behind the wall near the archway. A character who is looking for
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Summer Is Coming Slaying Auril or her roc prevents the Frostmaiden from casting her nightly spell, ending her everlasting winter. The characters can also counteract the Frostmaiden’s everlasting
retreat from the world and not allow herself to be imperiled by mortals once more. The characters won’t have to deal with her again in their lifetimes unless they continue meddling in her followers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
quickly retreat whence they came, the ghost of a svirfneblin named Udhask appears. It uses Horrifying Visage, then attacks with his Withering Touch. If it takes any damage, the ghost shouts “They are
coming! Everyone must hide!” It then flees. The characters can follow the fleeing ghost to an old burrow, where it disappears. Within the burrow, Udhask’s skeletal remains lie next to a stone bed
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Instead of the official they expected to meet, they see a somber human man with gray hair wearing purple robes and sitting on a central rug among several books and sheafs of paper. As the guards retreat
, the man introduces himself as Atiba-Pa, regent of the People’s Stewards, and he thanks the characters for coming as he beckons them to join him. Atiba-Pa Atiba-Pa (lawful good, human priest) is a
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
enlightenment. There, the characters learn about the dangers facing Stormwreck Isle. Each character has a specific reason for coming to the cloister, as shown on the character sheets. You can also let
—now visible off the bow—promises rare wonders. Seaweed shimmers in countless brilliant colors below you, and rays of sunlight defy the overcast sky to illuminate the lush grass and dark basalt rock of
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the coming battle. There is one invisible stalker per two members of the party, including sidekicks. The encounter begins when the characters hear the captain yell from his cabin as he is attacked
. The stalkers fight to the death. Storm Galas Windrage creates a storm to distract the characters and their allies before the coming battle. When the storm begins, read the following boxed text aloud
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
been outfitted with a tiny costume. One wears a makeshift cape, another has suspenders, a third wears a stylish bow tie, and the fourth has a top hat perched jauntily on its head.
Someone has used
) check. Encourage a player to really sell this scene by naming their frog and coming up with ways to inspire it. If one of the characters succeeds on this Wisdom check, that character’s frog wins the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
appears as little more than a vague shape. Hidden in the webs are a narrow staircase down and, near the bow, a table and four chairs. The weathered furniture here is worthless, but the table is still
initial attack, one swarm of insects (spiders) boils up the stairs from area 4 each round, using the same initiative count as the giant spider. The swarms keep coming until four have entered the fight, unless the passage from area 4 is blocked somehow. Each swarm attacks the nearest creature.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.
Coming from one direction are several voices joined in a marching song. The singing grows louder as six bipedal rabbits wearing clothing emerge from the fog. Two of them tug at the reins of a giant
(Intimidation) group check. If the group check succeeds, the brigands are cowed by the characters’ resolve and retreat into the swamp rather than risk getting whomped by the party. On a failed check, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. The characters can retreat away from the sounds of combat, but doing so means backtracking for six miles to find another route. If they continue ahead, they are confronted with a grisly scene. Though
for the fight they know is coming, and to think about tactics other than facing Yeenoghu in straight-up combat. For example, becoming the demon lord’s quarry might work to their advantage later in the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
end of the day and retreat into reverie, I do not revisit the wonders of ancient ruins and majestic creatures I have seen on my wanderings. At those times, I recall the Evereska I wandered as a youth
folk have taken it upon themselves to speak on such topics rather heatedly. I’m hopeful that the coming decades will smooth over these differences and sooth the contentions. Evereska is a beautiful place, and I see no reason to mar that beauty with an argument among friends.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
a ten-foot-high inner wall with a door-sized opening in it that’s covered by a curtain. Coming from beyond the doorway inside the enclosed area, you can hear the groaning and plaintive cries of
courtyard when the characters arrive will make a hasty but silent retreat to places of safety outside the temple. T2. Upper Court The upper court of the temple has been completely cleared of debris. Six
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
springs into action, its blades and teeth turn it into a whirling dealer of death, able to dash from one target to the next as though it had been shot from a bow. Gnoll Witherlings A war band might go for
weeks without coming across the sort of prey it craves. Gnolls can eat wild animals for sustenance, but only the flesh of intelligent humanoids can calm the endless hunger bestowed upon them by
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
pooling resources, because he worries that neither of his investments can survive the coming catastrophe without assistance. This changes by the second council. Though losing Waterdeep allows him to
their own pursuits, Melandrach is more circumspect. He has led the elves of the Misty Forest since before most of their kind abandoned their lands in the Retreat. Despite the years of discussion and
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pooling resources, because he worries that neither of his investments can survive the coming catastrophe without assistance. This changes by the second council. Though losing Waterdeep allows him to
their own pursuits, Melandrach is more circumspect. He has led the elves of the Misty Forest since before most of their kind abandoned their lands in the Retreat. Despite the years of discussion and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pooling resources, because he worries that neither of his investments can survive the coming catastrophe without assistance. This changes by the second council. Though losing Waterdeep allows him to
their own pursuits, Melandrach is more circumspect. He has led the elves of the Misty Forest since before most of their kind abandoned their lands in the Retreat. Despite the years of discussion and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and private chamber. The characters’ arrival at Lottie’s Palace coincides with a liches’ retreat, wherein Lottie gathers with some of her lich friends to do lich stuff. The characters need to poke
characters who don’t get in the way. The door leading north into Lottie’s domain is not locked. Lottie assumes that anyone coming this way is a staff member on legitimate business, or is looking to die
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chains, all of which creak and groan ominously as the ship shifts in the wind. The only apparent access to the vessel’s interior is near the bow on the port side. A grate in the hull there belches
would take a successful DC 30 Strength check, prolonged heating, or half a dozen shatter spells. Such attempts also likely attract the attention of nearby skum. D7. Bow Pool The air in this
Compendium
- Sources->Dungeons & Dragons->Divine Contention
is soon breached, so it doesn’t matter whether the party faces their foes on the ramparts or inside the town: more undead are always coming! In the first round, the players face three ghasts per
the town guard, shouting at a group of soldiers stationed behind a barricade.
“Retreat! Save yourselves! Leilon is lost!”
Sergeant Yorrum is a cowardly human male guard. The party can defy him and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
quick to retreat when challenged, but soon return to strike again. They admire the patience and endurance of the Black Earth cult, but despise the Cult of the Eternal Flame. They see the followers of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
annoying merchant — is set ablaze. Like the flames they adore, Eternal Flame cultists are quick to act. In a fight, they rarely take prisoners or retreat; they strive to be like an ever-advancing
, minor illusion
1st level (4 slots): burning hands, expeditious retreat, mage armor
2nd level (3 slots): blur, scorching ray
3rd level (2 slots): fireball
Actions
Dagger. Melee or Ranged
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
suggested name that it likes. If you’re having trouble coming up with a voice for the awakened beast, try mimicking the speech of a cartoon character or a famous actor. Awakened Beast Encounter d8
being noticed. On a failed check, the character catches the chwinga in the act, foiling the theft, whereupon the chwinga tries to hide or flee. If it escapes, it keeps coming back to hurl tiny snowballs
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
from the top of the wall to the deck of the boat, about six feet below. Hatchways lead into the boat’s cabin from the bow and the stern.
This is the Rivermaid. The ship’s water genasi captain
, Shoalar Quanderil (see chapter 7) and a halfling servant named Pike (a thug) occupy the boat’s cabin. Two bandits serve as the rest of the crew. They remain in a cramped bunkroom below the deck on the bow
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
ended their retreat by digging in on this spot. Eventually they got word of their situation back to Port Nyanzaru, and they’ve since been reinforced. Their original, small camp has been transformed
-elf scout). Map 2.4: Camp Vengeance View Player Version 1. Boats Although the camp gets much of its food by hunting, it depends entirely on rowboats and canoes coming up the River Soshenstar to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
dim light and silt in the water. As the characters approach the sunken temple, read the following, making adjustments depending on whether they are coming from above or below the water: Below the
to kill the creature in the pit or enslave it. If the aboleths have been alerted to the approaching characters (including if the glyph in area L1 was set off), they retreat to opposite corners of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
mariners. The clerics and the surviving guards would be severely punished (perhaps by death) if they left. Therefore, they have resolved to capture or kill anyone coming to the island. If any of the
ran through the burning building to save his spell scrolls and other valuables. As the flames mounted, Odium was forced to retreat to the cellars with his rescued goods. He is a grumbler and annoys






