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                        Returning 35 results for 'captives way reborn'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     place for only as long as the hunting is good in the immediate area, though they might visit the same way stations over and over during their wanderings. They also settle down temporarily whenever it
                                                
                                            
                                                
                                                     alive. After using their stingers to paralyze victims and their spiked chains to bind them, tlincallis take these captives back to their encampment and tie them to cacti or rock formations. When the
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    "} poison damage and is poisoned for 1 minute. While poisoned in this way, the creature can’t regain hit points. On a successful save, the creature takes half as much damage and isn’t
                                                
                                            
                                                
                                                     Death.
Trapped in Undeath. When Minara restored Erandis as a lich, she hid her daughter’s phylactery, weaving enchantments into it that cause Erandis to be reborn in a random safe haven after she
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     failed save, the creature is charmed by the morkoth for 1 minute. While charmed in this way, the target tries to get as close to the morkoth as possible, using its actions to Dash until it is within
                                                
                                            
                                                
                                                     vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     her to explode and die. A mephit that dies in this way does not use its Death Burst. Instead, each creature within 10 feet of the exploding mephit must succeed on a DC 21 Dexterity saving throw, taking
                                                
                                            
                                                
                                                     after another. After she’s defeated in her third and final form, Auril dies. As long as she has mortal followers who worship her, however, Auril is reborn at full strength during the next winter
                                                
                                            
                                        
                                                     Species
                                                    Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Death isn’t always the end. The reborn exemplify this, being individuals who have died yet, somehow, still live. Some reborn exhibit the scars of fatal ends, their ashen flesh or bloodless
                                                
                                            
                                                
                                                     veins making it clear that they’ve been touched by death. Other reborn are marvels of magic or science, being stitched together from disparate beings or bearing mysterious minds in manufactured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Faded Memories  A reborn with a phantom limb takes aim.  Reborn suffer from some manner of discontinuity, an interruption of their lives or physical state that their minds are ill equipped to deal
                                                
                                            
                                                
                                                    . Rather than sleeping, reborn regularly sit and dwell on the past, hoping for some revelation of what came before. Most of the time, these are dark, silent stretches. Occasionally, though, in a moment of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    19. Captives’ Quarters A campfire casts warm light over this cavern. Heaps of dead grass and palm fronds are scattered about, and the muddy floor is pitted with footprints.
 This area serves as
                                                
                                            
                                                
                                                     quarters for 2d10 captives (commoners of various races, alignments, and genders). For names for these captives, see the “Chultan Names” sidebar in the introduction. Three yuan-ti broodguards (see appendix
                                                
                                            
                                        
                                                    Kobold
                                                    
    
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                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     hidden that the surface-dwelling citizens in the area often don’t know what lies beneath them.
Because the kobolds make sure they stay out of the way of anyone more dangerous than themselves, grow
                                                
                                            
                                                
                                                     abandon this careful approach. First, because of their hatred of gnomes, city kobolds often go out of their way to target gnomes’ houses and shops. Even in such cases, the kobolds’ fear of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     remaining obelisk pieces. (This map is shown on this page; you should feel free to distribute it to your players as a handout.) Further, some townspeople are still missing and could be captives at one of
                                                
                                            
                                                
                                                     these locations. To save Phandalin and its missing inhabitants, the characters must collect the remaining obelisk shards before the overlords do. Along the way, the heroes learn more about the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    Infiltrating the Temple Human characters can pose as yuan-ti purebloods if they dress and act appropriately, and can even lead other characters into the temple as captives. They must bluff their way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     were reborn as merchant princes. And along the way they made a remarkable discovery: ruins of an ancient dwarven empire. This forgotten realm was destroyed by the daelkyr and its vast halls are held
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     writhing in torment as bloated stirges feast on their blood.
 Haruman, a human paladin of Helm, was one of Zariel’s most devoted Hellriders. He crucified deserters to Zariel’s cause on “Coward’s Way
                                                
                                            
                                                
                                                     during her assault into Avernus. Flocks of stirges buzz between the branches, feasting hungrily on the screaming, crucified victims. The stirges attack the characters only if they try to free the captives (see “Haruman’s Arrival” below). Roll 2d4 to determine the number of attacking stirges.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     terrifying new forms. Such a plot comes with both opportunities and pitfalls. On the one hand, waking up in Mordenheim’s laboratory, either recently changed into reborn (see chapter 1) or about to
                                                
                                            
                                                
                                                     undergo that process, could be an exciting way to start an adventure or whole campaign. On the other, players might not appreciate losing access to their characters or having their bodies held hostage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     (from the steading to the rift and from the rift to Snurre’s hall); freed captives may join forces with their rescuers (this is a good way to introduce replacement player characters). This assumes
                                                
                                            
                                                
                                                    . The adventure contains some possible answers. Keep track of the fate of important giants and their allies or captives. Escaping adversaries will generally flee to the next higher-ranking stronghold
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     outlaws and monsters) and are eager for news. Homesteaders can usually point the way to the nearest town or neighboring homesteads (there is usually another homestead within one or two hexes). Reason to
                                                
                                            
                                                
                                                     Visit. If the characters speak with homesteaders in the area east of the Sumber Hills, they learn that raiders in brown cloaks sacked a few farms and dragged off their inhabitants. (These captives
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     (see chapter 3) stand in the adventurers’ way. Ravenous Hill giant cultists led by a maw of Yeenoghu (see chapter 6) raid settlements close to the grove, capturing townsfolk to be the main course in
                                                
                                            
                                                
                                                     a massive feast ritual. Giants, gnolls and creatures from the Hill Giant Encounters table (see chapter 3) stand between the captives and freedom. Safe Haven The characters travel with refugees fleeing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social
                                                
                                            
                                                
                                                     characters and other creatures swinging weapons, casting spells, maneuvering for position, and so on—all in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     way the adventure unfolds. The characters can learn the following things from talking with their fellow prisoners, some of who have been captives of the drow for a tenday or two: There are nineteen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monsters of the Multiverse
                                                    
                                                
                                            
                                                     the terrain proves too inflexible, lurking in ruins or shallow caves. Tlincallis stay in one place for only as long as the hunting is good in the immediate area, though they might visit the same way
                                                
                                            
                                                
                                                     captives back to their encampment and tie them to cacti or rock formations. When the sun sets, the newly hatched young emerge from the lair to eat the captives alive. These predators see themselves as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     their magic to possess the bodies of their dwarven captives and, in the guise of these dwarves, yakfolk spies have infiltrated Citadel Adbar. These agents do everything in their power to discourage
                                                
                                            
                                                
                                                    , attacking intruders they encounter along the way. 4A–4C 1 yakfolk warrior, 2d4 boars, 2d4 yaks When an alarm sounds, the yakfolk kills its prisoners and then heads toward area 8, attacking intruders it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     base’s grin has no face around it, just bare metal. The cultists constructed a secret room in the statue’s base. The only way to access it was to manipulate the tongue in the statue’s mouth like a lever
                                                
                                            
                                                
                                                     through (except by characters in gaseous or liquid form). The mind flayer fanatics realized the base would make an ideal prison for their most valuable human captives. They used the lever in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Athreos as Campaign Villain Athreos sees his responsibilities as necessary, but doesn’t cherish them. Were there a more efficient way to maintain the cycle of life and death, or to create some sort
                                                
                                            
                                                
                                                     god’s potential objectives. Athreos’s Divine Schemes    d4 Scheme 
     1  Athreos tires of his responsibilities but refuses to abandon them. Secretly, he has allowed the same spirit to be reborn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                    : Freed Captives. The missing individuals are freed and identify her as having imprisoned them. Captive Accomplice. Uncle Longteeth is captured and handed over to Excelsior’s guards. Compelling Story
                                                
                                            
                                                
                                                     the flasks, Varrel explains he needs the bottles to ensure Sincerity meets justice at her trial. He’ll look the other way if the characters take one iron flask, but if they try to take more, he calls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     remains of past meals, which puts ettercaps in conflict with Fey. Spiteful ettercaps go out of their way to torment and feed on Fey; they prefer to menace those smaller than themselves, like pixies and
                                                
                                            
                                                
                                                     sprites. They rarely devour other sapient creatures swiftly, preferring to cocoon their captives and terrorize them for days. Ettercaps avoid fire, which can quickly burn through their webs and the dead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    , Sansuri plays the part of the proud hostess but can’t quite hide her impatience. She has no time to entertain unexpected visitors and would prefer to see them quickly on their way. If the characters ask
                                                
                                            
                                                
                                                     the locations of ancient Ostorian way-markers that point the way to long-lost treasures. Sansuri regards any such claims with great suspicion, and ability checks made to deceive her have disadvantage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                    , perhaps burning farmland and devouring livestock, demanding tribute from a village, or holding captives for ransom. Alternatively, a dragon might have established a new lair in the remote wilderness
                                                
                                            
                                                
                                                     goal, but it’s certainly one way to solve the problem. Acquire the Dragon’s Treasure. The dragon’s hoard contains unimaginable wealth—or perhaps one powerful artifact the characters desperately need
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     most loyal vassal, an ulitharid called Extremiton, to establish a splinter colony somewhere safe from githyanki incursions. Extremiton made its way to Undermountain with a group of mind flayers, laid
                                                
                                            
                                                
                                                     and is able to communicate with them telepathically. Using this ability judiciously, the ulitharid has learned a great deal about the city above and its inhabitants. Waterdeep has, in a way, captured
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     meeting room, and a second secret area used to store illegal contraband or captives. Occupants of both offices can see into these attached areas by way of magic one-way mirrors.  Map 4.12: Nightclub
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    , or would-be rescuers of captives, or to cleanse the place of its evil. The characters might also brave such a gorge to hunt one of the many dangerous creatures that haunt the area, such as a
                                                
                                            
                                                
                                                     canyon and convince them to attack a gang of undead about to pass through on their way to attack a village. 
   4  Consult a hermit who lives in a hidden part of the canyon. 
   5  Retrieve an item
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     to lurk when it’s not out hunting. The grick’s Stone Camouflage trait prevents the characters from realizing its presence—unless they shine a light source down into the hole or have some other way of
                                                
                                            
                                                
                                                     she has taken most recently. The only way into the shack is through the door on the east side. When a character first peers into the room, read: The inside of the shack is in a terrible state of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     here. Residents also include captives that the githyanki have taken on raids. 
 Law and Order. Warriors patrol above the streets in astral skiffs to keep the peace. Githyanki who cause unwarranted
                                                
                                            
                                                
                                                     place as a base, since the warriors and knights seldom patrol it, and several groups of freed captives — humans, elves, hobgoblins, and other sorts — make their homes here. Military Districts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     actually an old stone temple built in a rocky vale at the southern edge of the Sumber Hills. It was recently reborn as the Sacred Stone Monastery, home to reclusive monks dedicated to a mysterious “Way
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     chrysalises develop, bulge, and pop is called the Scabbery. Not simply a disgusting moniker, the Scabbery’s name is also a reference to the way that demons reborn here emerge harder, stronger, and crueler than
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     fighting threats such as Elemental Evil, but they hate slaveholders and do everything they can to punish those who enslave others. The elemental cults take captives and force them to work on their mad
                                                
                                            
                                                
                                                     Alluvial Sand Wastes is Tyr, struggling to find its way after the death of King Kalak. The templars of Tyr can’t allow a new threat to grow on their doorstep — or allow the templars of a rival city such
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     way against the walls, revealing a floor of black stone, much worn by the tread of countless feet. 2. Chamber of the Keeper  A cluttered room near the marshaling area has skins on the floor, a bed, a
                                                
                                            
                                                
                                                     The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
                                                
                                            
                                        






