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                        Returning 20 results for 'captives with result'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    -take of the players describing what they want their characters to do, and the Dungeon Master telling the players what happens as a result. On a large scale, that might involve the characters spending a
                                                
                                            
                                                
                                                     characters and other creatures swinging weapons, casting spells, maneuvering for position, and so onâall in an effort to defeat their opponents, whether that means killing every enemy, taking captives, or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     sometimes work with bandits to abduct travelers, releasing captives only if they accept a dangerous bargain. Roll on or choose a result from the Lamia Pacts table to inspire a lamiaâs desires.  Lamia
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     terror and subtly manipulating their captives over the course of generations. 3. Domains Imprison Darklords. Ravenloftâs demiplanes range in size from solitary structures to vast regions. These domains
                                                
                                            
                                                
                                                     that the most terrifying possibilities come to pass. As a result, even the most familiar races, magic items, and monsters in the Playerâs Handbook, Dungeon Masterâs Guide, and Monster Manual have places in Ravenloft, but with twists that make them creepy or mysterious.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
                                                
                                            
                                                
                                                     strive to take their enemies alive and drag captives to their hidden lairs.
 Most kuo-toa follow the orders of their more powerful leaders out of a combination of faith and fear. In rare cases, a kuo
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     into peril. These hags often spirit their victims back to surreal lairs where they hold captives prisoner or cook them into monstrous meals.
 Green hags frequently know strange magic or forgotten
                                                
                                            
                                                
                                                     secrets, such as the weaknesses of villains, the locations of lost treasures, or the ways to break curses. They might trade such knowledge for rare magic or symbolic treasures. Roll on or choose a result
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     traditions, many Vistani travel between domains, learning much of hidden lands, the many faces of evil, and the strange wonders of the Mists. A people unto themselves, Vistani refuse to be captives of a
                                                
                                            
                                                
                                                     here number among the most famous Vistani band leaders: Hyskosa. A renowned poet and storyteller, Hyskosa leads a caravan that embraces the Mists and goes where they lead it. As a result, his clan is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     treasure and captives. The warlocks take the choicest loot as a tithe to Imix, and then those who participated in the raid divide the rest according to merit. Prisoners that have no apparent usefulness
                                                
                                            
                                                
                                                     others of their kind. If two groups of firenewts come upon each other, itâs likely that theyâre in competition for the same territory, and a bloody battle is the usual result. âTis always a fight to death
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     to holding captives, these jail cells are used to hold Moonstalkers who become particularly feral during the full moon. As a result, the walls of these jail cells are lined with deep claw marks. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     stolen booty until it can be sold (area 4), a cell where captives are held until theyâre ransomed or sold (area 5), and a tavern where the pirates carouse (areas 6Aâarea 6C). The three pirate
                                                
                                            
                                                
                                                     as a result, they tend to be squalid and smelly. 4. Warehouse All three captains store their booty in this common warehouse. The double door is sealed with an iron padlock to which only the captains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     presence of one wyrmling indicates that more might be nearby. On the other hand, wyrmlings without adult dragons in their lives might become allies or as captives of other kinds of creatures. Such
                                                
                                            
                                                
                                                     of draconic nature and are so suffused with the magic of the Material Plane that they are all but immortal. Many result from ancient dragons ritually combining multiple echoes of themselves into a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     through without one, Jurth and his followers attack. Treasure Jurth has accumulated a good store of loot stolen from the hapless captives who wind up in the clutches of the cult. He conceals this loot
                                                
                                            
                                                
                                                     ambushed the Mirabar delegation south of Beliard, slaying most of their guards. Earth cultists and their captives were ferried across the Dessarin River by pirates who received the sageâs beloved books as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     preserved Humanoid corpse 10 Humanoid skeleton wearing +2 leather armor. The crypt is empty if this result is rolled a second time.  S4: Chemoshâs Shrine In the center of the crypt, a dais bears a statue of
                                                
                                            
                                                
                                                    , Madar and Tenadria. All three died as captives of the Bastion of Takhisis and were interred here so their spirits could be further interrogated using magic mirrors in their tombs. The statue to the south
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     volunteer that information). If the disguised wererats are conversed with, they claim to be captives forced to labor for the giants as scullions. If they are attacked, the wererats assume the form of giant
                                                
                                            
                                                
                                                     indicated type (save DC 15):  d12 Result   1 Death 2 Discord 3 Fear 4 Hopelessness 5 Insanity 6â12 No effect (looked away in time)  Except for the death effect, these effects are curses and can be removed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     serves as the meenlocksâ den, where they torment captives. Dark Dwellers. A meenlock shuns bright light. It can supernaturally sense areas of darkness and shadow in its vicinity and thus is able to
                                                
                                            
                                                
                                                     result of this damage instantly transforms into a meenlock at full health and under the DMâs control. Only a wish spell or divine intervention can restore a transformed creature to its former state
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     various denizens of Rivergard going about their business. Check for random encounters once per 5 minutes during the day or once per 15 minutes at night. Roll a d20; if the result is 18 or higher, a
                                                
                                            
                                                
                                                     are piled along the southern wall, and cheeses and smoked fish hang from the ceiling.
 Five human commoners labor here. Two (Lathna and Oric) are captives who donât want to be here, but the other
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     Brimskarda. The goblins are familiar with the layout of the fire giant stronghold and can be bullied into acting as guides or providing directions. Goblin captives always act in their own self-interest
                                                
                                            
                                                
                                                     creature that activates the golem can issue commands to it. The elemental spirit that animates it is compelled to obey the commands of fire giants; as a result, a command issued by a fire giant
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     failed result, the creature slips and falls prone on edge of the bridge. B11. South Passage This hallway leads south to area C10 of the Temple of the Crushing Wave. B12. Broog-Norbâs Lair If the
                                                
                                            
                                                
                                                     victim, and asks, âWho is to be questioned?â He is very excited by the prospect of interrogating a new subject. Prisoners. The captives locked in the cages include the following: Orna, a female human
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     worship this ravenous spirit and offer up captives and treasure to it as sacrifices. Seven specters created by the spirit lie dormant in their former bodies, awaiting its command. When the characters
                                                
                                            
                                                
                                                     you, its sheer walls rising overhead. Fallen rocksâthe result of a recent rockslideâblock the canyonâs exit.
 Six centaurs stand nearby. One trots forward and calls out to you. âUnfortunate timing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     enemies. Investigating. The symbols on the walls are crudely formed in Draconic and read, âHere There Be Dragons.â The metallic cage is all but destroyed and canât be used to restrain captives. A
                                                
                                            
                                                
                                                    . If combat erupts here, the result is likely to be deadly for the party. Any kobolds remaining in the areas nearby enter the room as reinforcements. Yusdrayl and her two guards arrive from area 21 at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                    .
 Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before
                                                
                                            
                                                
                                                    . White dragons canât abide rivals near their lairs. As a result, a white dragon attacks other creatures without provocation, viewing such creatures as either too weak or too powerful to live. The only
                                                
                                            
                                        






