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Returning 35 results for 'conclusion rebuke guard to have recluse'.
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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
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
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Hero’s Epilogue Most adventurers hope their lives come to an end with some worthy conclusion. Sometimes in the heat of battle, though, that end can be abrupt and without real resolution. An epilogue
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Hero’s Epilogue Most adventurers hope their lives come to an end with some worthy conclusion. Sometimes in the heat of battle, though, that end can be abrupt and without real resolution. An epilogue
featuring a hero’s soul descending into the Underworld, crossing the Tartyx River, and being guided—or dragged—to the ward which awaits them might create that satisfying conclusion. Consider memorable
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion After Kirina’s formal arrest, Uzoma demands an immediate investigation of High Priest Kedjou’s lodgings to confirm the characters’ claims. Bolstered by Prince Simbon’s influence, she
drives immediate action. The characters might join her, Simbon, and a group of guards in a surprise visit to Kedjou’s chambers, where the high priest is caught off guard. His research notes—matching the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion After Kirina’s formal arrest, Uzoma demands an immediate investigation of High Priest Kedjou’s lodgings to confirm the characters’ claims. Bolstered by Prince Simbon’s influence, she
drives immediate action. The characters might join her, Simbon, and a group of guards in a surprise visit to Kedjou’s chambers, where the high priest is caught off guard. His research notes—matching the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
deadly attacks from the gate’s far side. Assaults from Acheron are common, but these attacks have been highly effective and have caught Rigus’s defenders off guard each time. Extra troops now defend the
each, and their choice of equipment from the Rigus officer’s armory (detailed in the “Conclusion”). Once Kalar and the characters come to an arrangement, she can escort them to the gate to Acheron when they’re ready.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
deadly attacks from the gate’s far side. Assaults from Acheron are common, but these attacks have been highly effective and have caught Rigus’s defenders off guard each time. Extra troops now defend the
each, and their choice of equipment from the Rigus officer’s armory (detailed in the “Conclusion”). Once Kalar and the characters come to an arrangement, she can escort them to the gate to Acheron when they’re ready.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lying, he gives them and Zhong Yin one hour to exile themselves from the city before his guards compel them to do so. Continue with “Conclusion” below. The Emperor Is Convinced If the emperor
dismisses the characters and those with them, but he tells the secretary to stay for a private audience. This session ends with the Grand Secretary being taken into custody by the imperial guard.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
lying, he gives them and Zhong Yin one hour to exile themselves from the city before his guards compel them to do so. Continue with “Conclusion” below. The Emperor Is Convinced If the emperor
dismisses the characters and those with them, but he tells the secretary to stay for a private audience. This session ends with the Grand Secretary being taken into custody by the imperial guard.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Lampad Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
) Lampad Lampads guard the shadowed paths of the world, depths typically trod by souls destined for the Underworld. These rarely seen nymphs assist Athreos in guiding the dead, moving among the spirits that
bolt (see “Actions” below)
3/day: burning hands
1/day each: hellish rebuke (see “Reactions” below), scorching ray
Invisible in Fire. The oread is invisible while fully immersed in fire.
Magic
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in
flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Senses passive Perception 12
Languages Common
Challenge 2 (450 XP)
Flaming Weapon (Recharges after a Short or Long Rest). As a bonus action, the guard can wreath one melee weapon it is wielding in
flame. The guard is unharmed by this fire, which lasts until the end of the guard’s next turn. While wreathed in flame, the weapon deals an extra 3 (1d6) fire damage on a hit.
Actions
Multiattack
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town guard, shouting at a group of soldiers stationed behind a barricade.
“Retreat! Save yourselves! Leilon is lost!”
Sergeant Yorrum is a cowardly human male guard. The party can defy him and
survives, mark one victory and proceed to “Conclusion.” Event 15. Divine Contention As Ebondeath’s spirit departs with the ruinstone, the characters gain an opportunity to strike at Ularan Mortus. Read the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
). If the guard gets away, refer to the “Development” section in area 3. 3. Barracks The lizardfolk here likely join the guards in area 2 during any disturbance. If they are not alerted, the four of them
Compendium
- Sources->Dungeons & Dragons->Divine Contention
the town guard, shouting at a group of soldiers stationed behind a barricade.
“Retreat! Save yourselves! Leilon is lost!”
Sergeant Yorrum is a cowardly human male guard. The party can defy him and
survives, mark one victory and proceed to “Conclusion.” Event 15. Divine Contention As Ebondeath’s spirit departs with the ruinstone, the characters gain an opportunity to strike at Ularan Mortus. Read the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
noise, does not attract the attention of the guards in area 2. 2. Guard Room If the party has not alerted the guards here, lizardfolk are lounging on benches and talking among themselves. Modify the
). If the guard gets away, refer to the “Development” section in area 3. 3. Barracks The lizardfolk here likely join the guards in area 2 during any disturbance. If they are not alerted, the four of them
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
within these tunnels and on the surface around the outside of the area. They guard the territory around the mine for miles, sending out patrols of hunters equipped with war horns and using wolves as
perimeter guards, without giving away the fact that a tribe of goblins lives nearby. Hunters take up guard posts in tall trees and atop high rocky outcrops from where they can view the terrain while
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
within these tunnels and on the surface around the outside of the area. They guard the territory around the mine for miles, sending out patrols of hunters equipped with war horns and using wolves as
perimeter guards, without giving away the fact that a tribe of goblins lives nearby. Hunters take up guard posts in tall trees and atop high rocky outcrops from where they can view the terrain while
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
deliver them to the priests of Umberlee at the Queenspire, her temple on the beach by the east entrance to the Great Harbor, at the conclusion of the festival. The last two days of Fleetswake are the
This day commemorates the birth of the city. The Field of Triumph is the site of illusory displays that chronicle the history of Waterdeep, as well as martial exhibitions by the Guard and other worthies
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
deliver them to the priests of Umberlee at the Queenspire, her temple on the beach by the east entrance to the Great Harbor, at the conclusion of the festival. The last two days of Fleetswake are the
This day commemorates the birth of the city. The Field of Triumph is the site of illusory displays that chronicle the history of Waterdeep, as well as martial exhibitions by the Guard and other worthies
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
stands 15 feet tall. Marlos Urnrayle intends to repair it, but he has not yet found anyone sufficiently skilled to do the work. Arrow Slits. The arrow slits facing this area from the guard posts at areas
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
south. The chasm floor is fifty feet below the bridge and consists of a jumbled mass of boulders. To the west, the chasm narrows and continues for some distance.
Three gargoyles guard the area
stands 15 feet tall. Marlos Urnrayle intends to repair it, but he has not yet found anyone sufficiently skilled to do the work. Arrow Slits. The arrow slits facing this area from the guard posts at areas
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
belt.
The prison guard is a bearded devil named Thoss, which attacks anyone it perceives as an intruder or a threat. Characters disguised as cultists can try to dupe Thoss into allowing them to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
belt.
The prison guard is a bearded devil named Thoss, which attacks anyone it perceives as an intruder or a threat. Characters disguised as cultists can try to dupe Thoss into allowing them to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in the south wall bears a carved pattern of stars arranged in a circle.
The door is a mimic trained to guard the staircase. It functions like an ordinary door until a creature it doesn’t recognize
intruders, particularly those scaling the walls. When a guard spots an intruder, three guards remain at their post to fight while three run to area T6 to warn Captain Mainwaring. T12: Lesser Library
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
same conclusion as Professor Skant. The characters can punch a hole in the tower’s outer wall that’s big enough for them to crawl or walk through. Any character who takes a short rest in the tower
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
in the south wall bears a carved pattern of stars arranged in a circle.
The door is a mimic trained to guard the staircase. It functions like an ordinary door until a creature it doesn’t recognize
intruders, particularly those scaling the walls. When a guard spots an intruder, three guards remain at their post to fight while three run to area T6 to warn Captain Mainwaring. T12: Lesser Library
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of this opening contains uneven, naturally formed steps that descend to area H2. If any of the Elk tribesfolk are present at this point, they volunteer to guard this entrance until the characters
same conclusion as Professor Skant. The characters can punch a hole in the tower’s outer wall that’s big enough for them to crawl or walk through. Any character who takes a short rest in the tower
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
? Not by, like, something sinister, but by throngs of drinky, otherworldly weirdos. No? Me either.”
–Aliss of Arabel, Dungeonland contestant
Dungeonland Results d10 Conclusion 1 Adventurers
area P1. Chris Seaman Shemeshka’s uniformed bodyguards, a maelephant and an eater of knowledge, defend the House of Liars P5: Shemeshka’s Guard Characters can only access this area if the portal here is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
? Not by, like, something sinister, but by throngs of drinky, otherworldly weirdos. No? Me either.”
–Aliss of Arabel, Dungeonland contestant
Dungeonland Results d10 Conclusion 1 Adventurers
area P1. Chris Seaman Shemeshka’s uniformed bodyguards, a maelephant and an eater of knowledge, defend the House of Liars P5: Shemeshka’s Guard Characters can only access this area if the portal here is
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gargoyles guard this room. The gargoyles are hostile toward the characters but don’t pursue them beyond the room. Treasure. The desk’s bottom drawer is locked. As an action, a character can open the
deluge of sand. If the characters leave the ziggurat, proceed to this adventure’s conclusion. Mosaic. The mosaic on the walls shows the history and fall of Cynidicea (detailed at the beginning of this
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
gargoyles guard this room. The gargoyles are hostile toward the characters but don’t pursue them beyond the room. Treasure. The desk’s bottom drawer is locked. As an action, a character can open the
deluge of sand. If the characters leave the ziggurat, proceed to this adventure’s conclusion. Mosaic. The mosaic on the walls shows the history and fall of Cynidicea (detailed at the beginning of this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
. Honor Guard Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure
alcove an age ago to guard the contents of the sarcophagus in area 12. It was in suspended animation until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12