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Returning 16 results for 'both before defenders caste rolling'.
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Orc
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Mordenkainen Presents: Monsters of the Multiverse
and tenacity that can’t be matched, and the god equipped his children to be able to live above or below ground.
On some worlds, such as Eberron, orcs were among the first defenders of the natural
three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
attract the attention of one or more wandering monsters determined by rolling another d6 and consulting the Wandering Monsters table. See “Security Forces” above for more information about how many
clockwork defenders and clockwork observers are present in Little Lockford. In the Cavemouth district, the monsters encountered have all crawled from the mines. The characters encounter Tockworth’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Remove these Bastion Defenders from your Bastion’s roster. If the Bastion has zero Bastion Defenders, one of the Bastion’s special facilities (determined randomly) is damaged and forced to shut down. A
dispute. Their use of the facility doesn’t interrupt any orders you’ve issued to it. Guest A Friendly guest comes to stay at your Bastion. Determine the guest by rolling on the following table, and work
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the defenders’ situation worsens. Add +2 to the next roll on the table. The siege lasts as long as you like. Use frantic rushes between emergencies to describe small horrors and victories while wearing
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
town’s few bariaur defenders, smashing fishing boats and cottages in its rampage.
The bariaurs of Grakenok have put up a heroic defense of their home. They’ve been suffering whirlwyrm attacks for days
every round. Instead of rolling damage, Sytri and Tol both deal 10 damage to the whirlwyrm on each of their turns. For every round by which a rival hero beats the characters to Grakenok (if any
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. The surviving defenders rally around them to hold the docks. Mark one victory and advance to Event 6: “Rolling Thunder.” The party retreats or Valdi dies. The defenders crumble and the zombies advance
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, conical projectiles—each made of rusted iron and over fifteen feet long—blast through the gate in rapid succession, impacting amid Rigus’s defenders. Soldiers scream and barricades shatter. Then a wave of
During this battle, roll on the Gate to Acheron Battlefield Events table each round on initiative count 0. Also consider rolling on the table if a character tries to leave the mapped battlefield. Gate
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed
Vogler Battlefield Events During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
collapsing roof, the falling net, and the rolling sphere, a beholder can use its disintegration ray to blast a hole in the ceiling above its enemies, opening up a previously prepared chamber filled with mud
sends its minions to attack or draw out defenders while it flies high overhead and uses its eye rays to subdue the village, targeting leaders and other formidable foes before significant resistance can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
withdrew to nurse their wounds, leaving Goldenfields’ defenders to wonder when the next attack would come. The attack hasn’t changed the mood among the residents, who place great stock in the strength of
through the air (maximum 20d6).
Treasure Each hill giant carries a sack that holds 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, and 1d4 - 1 art objects
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
initial volley of boulders. Their job is to distract the town’s defenders and engage enemy archers in melee combat. The axe beaks act on the orcs’ initiative count. Rules for mounted combat can be found
sack holding 1d6 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, and a ruby pendant (worth 750 gp). The magmins and the orcs have no treasure. Each orog
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
grease to get it rolling again. The old brake looks solid, but each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
forge, three in each chamber. They are all that’s left of the mine’s dwarven defenders. The first character to enter either chamber is attacked by the specters in that chamber, and those from the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
back to Zalto (taking 20 minutes to reach him). Zalto then places the foundry on alert, meaning that its defenders can’t be surprised. 4. Barn The village has three barns (areas 4A, 4B, and 4C). Each
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
unassailable fortress, enclosed on all sides by sloped outer walls as wide at the base as many city blocks in Waterdeep. Defenders can fire arrows down from atop the walls, or, in winter, pour water down them
massive granite doors sealing its entrance and a host of battle-hardened defenders waiting beyond. Despite its almost mythic reputation, Mithral Hall is more of a stronghold than a city, with tunnels to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
revere Silvanus, Malar, and occasionally Selûne. Given the Dambrathans’ history of domination by the Crinti, a ruling caste of half-drow, it is no surprise that they reserve their greatest hatred for
is inextricably linked to Cormyr. A strong realm bolstered by its loyal army (the Purple Dragons), a cadre of magical defenders and investigators (the War Wizards), and numerous wealthy and influential
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and tales. High Marshal Methrammar Aerasumé, the city’s lord, resides in a tall, slender palace on the east side of the city and commands Silverymoon’s knight-defenders. The city’s magical defenses
, hurling benches, rain barrels, and whatever else they can find in lieu of rocks. Treasure Each hill giant has a sack containing 2d6 × 100 cp and 1d4 mundane items, determined by rolling on the Items in a






