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Returning 35 results for 'ceiling returning guard to have rules'.
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Classes
Player’s Handbook
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Traits table: Hit Point Die and training with Light armor and Shields.
Gain the Druid’s level 1 features, which are listed in the Druid Features table. See the multiclassing rules in chapter 2
Monsters
Mordenkainen Presents: Monsters of the Multiverse
":"Acid Spray","rollDamageType":"acid"} acid damage on a failed save, or half as much damage on a successful one.A hive lord rules each kruthik hive. When the hive lord dies, the surviving members of the
a single foe, they become frenzied and even more lethal.
Kruthiks abide the presence of Constructs, Elementals, Oozes, and Undead, and they use such creatures to help guard their hive. They are smart enough to barricade some tunnels and dig new ones that keep their neighbors away from their eggs.
Monsters
Fizban's Treasury of Dragons
explicitly include dragon turtles in the variant rules for making a dragon a spellcaster, you can apply those rules to these aquatic dragons.)
Dragon Turtle Personality Traits
d8
serves as a mobile rookery for a flock of pteranodon;pteranodons and eats fish they drop.
4
A young dragon turtle has been enslaved by an aboleth and forced to guard the creature’s lair
Monsters
Bigby Presents: Glory of the Giants
’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures in the area without immunity or resistance to cold damage have
until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth
Monsters
Bigby Presents: Glory of the Giants
envelops the land within 6 miles of the scion (see the Dungeon Master’s Guide for rules on extreme cold). If the climate in the area already features extreme cold, the cold is numbing—creatures
. On some worlds, these scions ruled the first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold
Monsters
Fizban's Treasury of Dragons
)
6
Control. Everyone is welcome, as long as they follow my rules. (Lawful)
Crystal Dragon Adventures
The Crystal Dragon Adventure Hooks table offers suggestions for stories and adventures
—if only they would stop trying to kill the dragon’s guests.
6
A crystal dragon wyrmling is placed in a monastery to learn the teachings of the monks before returning home in three years. The monks don’t appreciate the wyrmling’s pranks.
Cold, Radiant
Baphomet
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Out of the Abyss
, the Horned King and the Prince of Beasts. He rules over minotaur;minotaurs and others with savage hearts. He is worshiped by those who want to break the confines of civility and unleash their bestial
gravity reversal if he’s in the room, although he likes to use this action to land on a ceiling to attack targets flying near it.
Baphomet casts mirage arcane, affecting a room within the lair
Backgrounds
Baldur’s Gate: Descent into Avernus
underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies: One
, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting &mdash
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.
Ability Score
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Construct. In the center of the room is a Huge scorpion constructed from metal. (This is an incomplete scaladar that is not active.)
11b. Scaladar Guards. Two scaladar (see appendix A) guard this room and
won’t leave it under any circumstances.
Secret Door. The walls, floor, and ceiling are covered in 5-foot-square steel tiles. One tile conceals a secret door in the east wall at floor level.
11c
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2a. Guard Room This empty room lies behind a secret door. The ceiling is 10 feet high. Two arrow slits are carved into the east wall.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T5. Guard Tower, Upper Floor The upper level of the tower is an icebox with windows set in almost every wall. A rusted iron ladder bolted to the floor and ceiling leads up to a wooden trapdoor
. Mounted above the stone hearth is a dire wolf’s head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Foundling arrives to give you, Saerthe, and Boatswain Tarto a lift back to the academy. Seasoned staff are left behind to take care of the tyrant ship.
After returning to Spelljammer Academy on the
aren’t allowed to attend the senior staff briefing or see Miken, who is confined to his quarters. Two veterans stand guard outside Miken’s room, the door to which has an arcane lock spell cast on it.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A17. East Hall in Ruins The earthquake that hit Axeholm triggered a ceiling collapse that left this hall in ruins. The eastern half of the hall is strewn with debris and is difficult terrain (see the
Basic Rules). The stench of death hangs heavy here, becoming stronger as the characters move toward area A19.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. A 10-foot-square hole in the northwest corner of the ceiling magically forms if the iron chest in area X26 is opened. An amber golem once stood guard here, but it escaped after thieves broke into the
X39. Plundered Treasury The amber doors that once sealed this great stone room have been smashed, their pieces lying amid crushed bones, armor, and weapons. The ceiling here is 30 feet high and flat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
21. Giant Spider Hatchery Webs. Thick webs fill the corners, shroud the ceiling, and smother the rotted remains of old furnishings.
Spiders and Eggs. Four giant spiders guard a large cluster of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
9. Waterfall Water vents through a crack in the ceiling near the eastern wall between the stalactites of the priestess’s tower and the guard tower, creating a small waterfall that pours down to the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Combat Some encounters pit the characters against foes that mean them harm, such as wild animals or greedy bandits. See the D&D Beyond Basic Rules for how to run a combat encounter. The following
stat blocks are used in this section: Bandit Bugbear Warrior Commoner Cultist Curate Giant Spider Gnoll Warrior Goblin Warrior Gray Ooze Glob Guard Hobgoblin Warrior Jacko Knight Kuo-Toa Marauder
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
interaction, which takes many forms. For example, you might try to convince a burglar to confess to wrongdoing or try to flatter a guard. The Dungeon Master assumes the roles of any nonplayer characters who are
participating. An NPC’s attitude toward your character is Friendly, Indifferent, or Hostile, as defined in the Rules Glossary. Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
provide the spiders with easy prey, while the presence of the spiders provides additional protection for thehatchery. The eastern half of this cavern floor is covered in webs stretching up to the ceiling
. See “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide for rules about webs. Eight giant spiders lurk in the nest, minus any killed elsewhere in the nursery.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stole from Azrok, the hobgoblin warlord who rules Stromkuhldur on level 3 of Undermountain (see “Legion of Azrok”). Returning this dagger to Azrok completes a side quest.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
players. The Hold of the Deepking is a dark and foreboding edifice lodged between two great columns that rise up into thick clouds of smoke that conceal the cavern ceiling. Giant basalt braziers
from the turrets and battlements. One hundred more stand guard in the palace and comprise the Deepking’s honor guard.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room, which has a 20-foot-high vaulted ceiling. The room contains the following: Shelves. Scrolls bound in copper wire line stone shelves embedded in the east and west walls.
Monsters. Four
duergar are rooting through the collected works, and a single cloaker lurks in the shadows of the vaulted ceiling.
Ladders. Sliding iron ladders on rails allow access to the tallest shelves, which top
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1. Cave Entrance The entrance to the cave is broad and tall, but the ceiling quickly lowers to a height of 15 feet. Standing guard inside the entrance are two dragonclaws (see appendix D). They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. Vestibule Webs. A 10-foot-thick mass of sticky webs conceals the 30-foot-high ceiling. Three phase spiders lurk in the lightly obscured area amid the webs.
Guards. Four male drow stand guard in
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge and senses, tell players everything they need to know. Published adventures
rules and the adventure you’ve prepared. So how do you decide? Think through these possibilities: No Rules Required. Sometimes, resolving a situation is easy. If an adventurer wants to cross an empty
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the DM, you decide how much to tell the players and when. All the information the players need to make choices comes from you. Within the rules of the game and the limits of the characters’ knowledge
turns in Initiative order. Step 3: Describe What Happens After the players describe their characters’ actions, it’s the DM’s job to resolve those actions, guided by the rules and the adventure you’ve
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
2. Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Returning to Kalaman As the characters near the gates of Kalaman, read the following text: A crowd mills at the gate ahead, dozens of commoners murmuring and excitedly looking past the closed
portcullis. “There’s nothing to see!” shouts a guard, “Please move along.”
Solamnic knights mysteriously
arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
of the bearded devils and hell hounds are out patrolling the perimeter at any given time, returning 1 minute after combat starts unless the fighting remains very quiet. An iron ladder rises through a
chair is bolted to the floor. The chair’s armrests and legs are fitted with iron shackles.
One corner of the room has gaping holes in the floor and ceiling, through which passes a large iron ladder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Recluse A drider lives here. The sea hags in area 10 use it to guard the “front door” of their lair. 11a. Petrified Prince Maw. This yawning cave resembles the maw of some great fish. Natural
columns of rock support the 30-foot-high ceiling.
Statue. In the middle of the cave stands a half-crumbled statue of a princely human clad in plate armor, his sword drawn and at the ready.
A medusa
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
to flatter a guard. The Dungeon Master assumes the roles of any nonplayer characters who are participating. An NPC’s attitude toward your character is Friendly, Indifferent, or Hostile, as defined in
the rules glossary. Friendly NPCs are predisposed to help, and Hostile ones are inclined to hinder. Social interactions progress in two ways: through roleplaying and ability checks.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
opportunity to converse with the adventurers before making their decisions as to whether they will support Bruenor’s plans. To play out these meetings, use the social interaction rules provided in
clandestine meeting — perhaps in the characters’ quarters, in an out-of-the-way alcove of the Iron Tabernacle, or in the Great Forge. King Bruenor is the original proponent of the adventurers returning to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
sits in the middle of the chamber. A sliver of light streaming down on it from a hole in the cavern’s ceiling gives it a dark-blue sheen. Hovering near the meteorite are two identical creatures, each
through cracks in the ceiling. Meteorite. The meteorite looks like it was dropped in the middle of the floor. The 500-pound hunk of blackened metal takes on a dark-blue sheen when its surface is