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Returning 26 results for 'begin seize'.
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Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fight a persistent guerrilla war of sudden raids and brutal attacks against isolated groups of dwarves. Duergar often begin an attack by burrowing into a dwarf settlement from below, then bursting out
in a vicious assault that leaves few survivors. If robbery rather than murder is the goal, a duergar war party might surreptitiously dig for weeks to penetrate a dwarf treasure vault, hoping to seize
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
fight a persistent guerrilla war of sudden raids and brutal attacks against isolated groups of dwarves. Duergar often begin an attack by burrowing into a dwarf settlement from below, then bursting out
in a vicious assault that leaves few survivors. If robbery rather than murder is the goal, a duergar war party might surreptitiously dig for weeks to penetrate a dwarf treasure vault, hoping to seize
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Right into the Action When everyone is ready to begin, roll for initiative. Then read or paraphrase the following aloud: You stand on the deck of your spelljamming ship, Moonraider, even as
disorient Moonraider’s crew, hoping to make it easier to seize the ship. The characters know Captain Sardax and understand that her death leaves it up to them and the other surviving crew members to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Right into the Action When everyone is ready to begin, roll for initiative. Then read or paraphrase the following aloud: You stand on the deck of your spelljamming ship, Moonraider, even as
disorient Moonraider’s crew, hoping to make it easier to seize the ship. The characters know Captain Sardax and understand that her death leaves it up to them and the other surviving crew members to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
attempt to avoid the seawater. In their frenzy, they attack any characters who emerge from below. If Krell is present, he spots the rowboat heading for the ship and attempts to seize it once it arrives
begin to break over the ship. The port half of area 1 is 3 feet below water, while the starboard edge remains 5 feet above it. Round 14 If the rowboat began its approach on round 4, it arrives at the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
at ease. By force or deception, the party boards the Sea Ghost and attempts to seize control. During this raid, the party encounters a captured sea elf named Oceanus and a trio of lizardfolk warriors
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
attempt to avoid the seawater. In their frenzy, they attack any characters who emerge from below. If Krell is present, he spots the rowboat heading for the ship and attempts to seize it once it arrives
begin to break over the ship. The port half of area 1 is 3 feet below water, while the starboard edge remains 5 feet above it. Round 14 If the rowboat began its approach on round 4, it arrives at the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
at ease. By force or deception, the party boards the Sea Ghost and attempts to seize control. During this raid, the party encounters a captured sea elf named Oceanus and a trio of lizardfolk warriors
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, is where heroes begin to explore the wonders of the D&D multiverse and its many planes of existence. Ravenloft Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil lords—and
reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many mysteries as you wish—you never know which ones will seize your players’ imaginations and become central
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Use the map to determine how long the sea voyage takes, depending on where the adventurers begin the trip and figuring that the ship covers about 1½ hexes per day. Near the end of the trip, as the
Artifact. The Horns of the Beast—a jagged crown made from the horns of demons and wild animals—rests on a pedestal in the northwest corner of the ruins. Melchis immediately attempts to seize the Artifact
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, is where heroes begin to explore the wonders of the D&D multiverse and its many planes of existence. Ravenloft Heroes are drawn into the gloomy Domains of Dread—cursed realms ruled by evil lords—and
reasons unknown, an ancient dungeon built for a forgotten purpose, and so on. Dream up as many mysteries as you wish—you never know which ones will seize your players’ imaginations and become central
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Basilisk Gate Read or paraphrase the following boxed text to your players to begin the adventure: Welcome to Baldur’s Gate, a veritable nest of rats and vipers clinging to the rocky slopes
Duke Ulder Ravengard has convinced Captain Darmin Zodge, a lawful evil human veteran, to prove himself worthy of leading the Flaming Fist — lest some rival seize the opportunity in the days ahead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Use the map to determine how long the sea voyage takes, depending on where the adventurers begin the trip and figuring that the ship covers about 1½ hexes per day. Near the end of the trip, as the
Artifact. The Horns of the Beast—a jagged crown made from the horns of demons and wild animals—rests on a pedestal in the northwest corner of the ruins. Melchis immediately attempts to seize the Artifact
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Basilisk Gate Read or paraphrase the following boxed text to your players to begin the adventure: Welcome to Baldur’s Gate, a veritable nest of rats and vipers clinging to the rocky slopes
Duke Ulder Ravengard has convinced Captain Darmin Zodge, a lawful evil human veteran, to prove himself worthy of leading the Flaming Fist — lest some rival seize the opportunity in the days ahead
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Protect a wilderness site from attackers. 20 Roll twice, ignoring results of 20. Other Goals d12 Goal 1 Seize control of a fortified location such as a fortress, town, or ship. 2 Defend a location
tables that can help you establish the important elements of a dungeon, wilderness area, or urban setting. 4. Find the Ideal Introduction An adventure can begin with a social interaction encounter in which
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Protect a wilderness site from attackers. 20 Roll twice, ignoring results of 20. Other Goals d12 Goal 1 Seize control of a fortified location such as a fortress, town, or ship. 2 Defend a location
tables that can help you establish the important elements of a dungeon, wilderness area, or urban setting. 4. Find the Ideal Introduction An adventure can begin with a social interaction encounter in which
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
one of the orrery’s clockwork components. Four purple-black outlines begin to form before the rift — slowly taking the shape of characters you recognize.
Map 6.2: Ritual Site Friends from the
involved, but adding or removing pieces has an impact on the ritual’s magic (see “Adding Components” and “Removing Components” below). To seize control of the components fueling the ritual, a creature on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
5 feet away from. Many of these creatures begin encounters having already tried to hide; make checks as appropriate to determine each creature’s success at evading detection.
4. Webbed Doorway This
and used it for food storage. Then, after their supplies ran low, several of them barricaded themselves in this room to seize control of the remaining supplies. In response, the rest of the cultists
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
one of the orrery’s clockwork components. Four purple-black outlines begin to form before the rift — slowly taking the shape of characters you recognize.
Map 6.2: Ritual Site Friends from the
involved, but adding or removing pieces has an impact on the ritual’s magic (see “Adding Components” and “Removing Components” below). To seize control of the components fueling the ritual, a creature on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
5 feet away from. Many of these creatures begin encounters having already tried to hide; make checks as appropriate to determine each creature’s success at evading detection.
4. Webbed Doorway This
and used it for food storage. Then, after their supplies ran low, several of them barricaded themselves in this room to seize control of the remaining supplies. In response, the rest of the cultists
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and he began to appreciate the goodness of the Dark Maiden, as exhibited in her teachings and deeds. By aiding in Selvetarm’s redemption, Eilistraee hoped to begin to heal the breach between drow and
conflict on the Material Plane. Lolth convinced Selvetarm to destroy Zanassu in its depleted state and seize the spider demon’s burgeoning divine power. She did so by suggesting to Selvetarm that a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, and he began to appreciate the goodness of the Dark Maiden, as exhibited in her teachings and deeds. By aiding in Selvetarm’s redemption, Eilistraee hoped to begin to heal the breach between drow and
conflict on the Material Plane. Lolth convinced Selvetarm to destroy Zanassu in its depleted state and seize the spider demon’s burgeoning divine power. She did so by suggesting to Selvetarm that a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult drove its usual prey away, and now the umber hulk feasts on cultists that wander into its territory. The umber hulk strikes from behind rock walls to seize its prey before burrowing away again. The
as cultists, they can rest here for a time. If the characters don’t mimic the manner of the cult (levitating, meditating, or practicing breathing exercises), any cultists present begin to ask
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult drove its usual prey away, and now the umber hulk feasts on cultists that wander into its territory. The umber hulk strikes from behind rock walls to seize its prey before burrowing away again. The
as cultists, they can rest here for a time. If the characters don’t mimic the manner of the cult (levitating, meditating, or practicing breathing exercises), any cultists present begin to ask
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken
difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
white dragon has feral eyes, a sleek profile, and a spined crest. The scales of a wyrmling white dragon glisten pure white. As the dragon ages, its sheen disappears and some of its scales begin to darken
difficult to bribe, since any offers of treasure are seen as an insult to their ability to simply slay the creature making the offer and seize the treasure on their own. A White Dragon’s Lair White