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Returning 35 results for 'conceal watch repelling'.
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Monsters
Fizban's Treasury of Dragons
their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at
create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals
Monsters
Fizban's Treasury of Dragons
, using their psionic abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population
spells that create illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon
Backgrounds
Baldur’s Gate: Descent into Avernus
to some imaginary or extinguished patriar lineage.
Because of your skill in passing yourself off as a patriar, you have a Watch token that allows you alone into the Upper City of Baldur’s Gate
. You might be able to bluff others through with you, or even convince members of the Watch that you’re a patriar. However, any true test of your authenticity is likely to reveal your deception
Monsters
Fizban's Treasury of Dragons
abilities to cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
Monsters
Fizban's Treasury of Dragons
cloak themselves and watch from afar. When an emerald dragon is old enough, the dragon might take on the guise of a creature that can blend in with the local population, or at least get close without
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conceal what has transpired. The arrival of the City Watch foreshadows the return of Barnibus Blastwind and Saeth Cromley (see appendix B), who arrive in due course with twenty constables (veterans) and
conflict at Gralhund Villa goes unnoticed outside the walls of the estate, the carnage can’t be hidden from the City Watch for long. There are too many murdered servants and guards for anyone to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
conceal what has transpired. The arrival of the City Watch foreshadows the return of Barnibus Blastwind and Saeth Cromley (see appendix B), who arrive in due course with twenty constables (veterans) and
conflict at Gralhund Villa goes unnoticed outside the walls of the estate, the carnage can’t be hidden from the City Watch for long. There are too many murdered servants and guards for anyone to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Wisdom (Perception) check notices an arrow slit concealed in a gap in the stairwell stones. The guards in area 5 watch the stairs through this slit, giving them a warning of the characters’ approach
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Wisdom (Perception) check notices an arrow slit concealed in a gap in the stairwell stones. The guards in area 5 watch the stairs through this slit, giving them a warning of the characters’ approach
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
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
(see appendix C) protect the palace and its king. Fifty stand at attention in perfect rows before the palace, ready to cut down anyone who approaches the palace gates unescorted. Another fifty watch
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
(see appendix C) protect the palace and its king. Fifty stand at attention in perfect rows before the palace, ready to cut down anyone who approaches the palace gates unescorted. Another fifty watch
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to
see whether any of the characters notice the lizardfolk in hiding. If the lizardfolk go undetected, they send two fast swimmers ahead by a secondary route to alert bullywugs at the castle. Two more scouts follow the characters while the last two remain at their post and continue keeping watch.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
). A character can conceal a Tiny object from the Watch with a successful DC 12 Dexterity (Sleight of Hand) check. If the Stone of Golorr is found during a search, the Watch sergeant inspects it
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to
see whether any of the characters notice the lizardfolk in hiding. If the lizardfolk go undetected, they send two fast swimmers ahead by a secondary route to alert bullywugs at the castle. Two more scouts follow the characters while the last two remain at their post and continue keeping watch.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
). A character can conceal a Tiny object from the Watch with a successful DC 12 Dexterity (Sleight of Hand) check. If the Stone of Golorr is found during a search, the Watch sergeant inspects it
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to
see whether any of the characters notice the lizardfolk in hiding. If the lizardfolk go undetected, they send two fast swimmers ahead by a secondary route to alert bullywugs at the castle. Two more scouts follow the characters while the last two remain at their post and continue keeping watch.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dexterity (Stealth) check for the lizardfolk guards, with advantage (they’ve had plenty of time to conceal themselves). Compare their result to the characters’ passive Wisdom (Perception) scores to
see whether any of the characters notice the lizardfolk in hiding. If the lizardfolk go undetected, they send two fast swimmers ahead by a secondary route to alert bullywugs at the castle. Two more scouts follow the characters while the last two remain at their post and continue keeping watch.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. North of the slave pen is the den of the outpost’s quaggoth servants. Watch posts lie at either end of the outpost, near the northern and southern entrances to the cavern. VELKYNVELVE: GENERAL FEATURES
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. North of the slave pen is the den of the outpost’s quaggoth servants. Watch posts lie at either end of the outpost, near the northern and southern entrances to the cavern. VELKYNVELVE: GENERAL FEATURES
to the webs.
Webs. The dense webs of giant spiders kept by the drow conceal the outpost from below. A creature falling into the webs becomes restrained. As an action, a restrained creature can
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
guard room (area R3). These guards insist on confiscating the characters’ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gemstones and rare fungi in exchange for help repelling monsters from the Underdark. Marsh Keep. Like Blackwall Keep, Marsh Keep is newly built and watches over the Mistmarsh. The Dwarfwalk road leads east
small garrison in the fort of Stone Bridge keeps careful watch over river traffic approaching Greyhawk. Stonefort. A garrison of soldiers from Greyhawk watches over the southern Nyr Dyv from the high
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
gemstones and rare fungi in exchange for help repelling monsters from the Underdark. Marsh Keep. Like Blackwall Keep, Marsh Keep is newly built and watches over the Mistmarsh. The Dwarfwalk road leads east
small garrison in the fort of Stone Bridge keeps careful watch over river traffic approaching Greyhawk. Stonefort. A garrison of soldiers from Greyhawk watches over the southern Nyr Dyv from the high
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
conceal a dagger or similarly sized weapon from a guard’s notice with a successful DC 13 Dexterity (Sleight of Hand) check. If the characters have sled dogs or pack animals, a guard grants the party
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
!” I show him the letter that drew us here.
Phillip: I watch his reaction as he reads it.
1 Jared: He reaches for the letter but pulls back before touching it. “That seal—it’s not my
father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most
passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
!” I show him the letter that drew us here.
Phillip: I watch his reaction as he reads it.
1 Jared: He reaches for the letter but pulls back before touching it. “That seal—it’s not my
father’s.” Gareth, make a Wisdom (Insight) check.
Phillip: Gareth got 18.
Jared: You notice that Ismark is trying to conceal his terror. He’s afraid to even touch the letter’s seal.
Phillip: I ask him
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
also return the child to its grieving parents, only to watch from the shadows as the child grows up to become a horror. Dark Bargains. Arrogant to a fault, hags believe themselves to be the most
passersby, while vines snake through the undergrowth to snare and drag off creatures one at a time. Foul stinking fogs turn the air to poison, and conceal pools of quicksand and sinkholes that consume
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
levels (areas R19 through R23). Seven guards (veterans) are stationed in this surveillance hub. One sits at a console south of the staircase. The other guards watch the prisoners, whom they can
Sword Coast’s worst malefactors behind bars. So far, the warden has managed to conceal her Harper affiliation from everyone else in the prison. But she has an unusual problem that she can’t hide as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
levels (areas R19 through R23). Seven guards (veterans) are stationed in this surveillance hub. One sits at a console south of the staircase. The other guards watch the prisoners, whom they can
Sword Coast’s worst malefactors behind bars. So far, the warden has managed to conceal her Harper affiliation from everyone else in the prison. But she has an unusual problem that she can’t hide as
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters conceal their arrival, they are noticed before they reach the foot of the stairs. The stairs descend into a barracks. At the foot of the stairs, an archway leads out of the area to your
fish-like humanoid on the rack. As you watch, a wheel is turned, the victim emits another shriek, and the torturers hiss with pleasure.
Three sahuagin champions are torturing a locathah here (see
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the characters conceal their arrival, they are noticed before they reach the foot of the stairs. The stairs descend into a barracks. At the foot of the stairs, an archway leads out of the area to your
fish-like humanoid on the rack. As you watch, a wheel is turned, the victim emits another shriek, and the torturers hiss with pleasure.
Three sahuagin champions are torturing a locathah here (see