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Returning 35 results for 'conclusion restoring guarded to have remain'.
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Magic Items
Dungeon Master’s Guide
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
Monsters
Mordenkainen Presents: Monsters of the Multiverse
typically has one or more pupils who are druid;druids (see the Monster Manual), and the archdruid’s lair is usually guarded by loyal Beasts and Fey creatures.
When an archdruid uses their Change
Elemental with a challenge rating of 6 or less and can remain in that form for up to 9 hours. The archdruid can choose whether its equipment falls to the ground, melds with its new form, or is worn by the
Monsters
Waterdeep: Dungeon of the Mad Mage
in 1d4;{"diceNotation":"1d4","rollType":"roll","rollAction":"Children of the Night"} rounds, acting as allies of Zorak and obeying his spoken commands. The beasts remain for 1 hour, until Zorak dies
its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's
Magic Items
Waterdeep: Dragon Heist
the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration
desires of any creature that communicates telepathically with the stone.
The Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the
Monsters
Waterdeep: Dungeon of the Mad Mage
commands. The beasts remain for 1 hour, until Keresta dies, or until Keresta dismisses them as a bonus action.Keresta can take 3 legendary actions, choosing from the options below. Only one legendary
Lair
A vampire chooses a grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn
Monsters
Fizban's Treasury of Dragons
has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass unless the dragon
a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat to those approaching the lair, and visibility is the best possible
Monsters
Fizban's Treasury of Dragons
crystal dragon who has guarded a mountain pass for decades unexpectedly retires to the Elemental Plane of Air. Monstrous forces immediately move into the area—and might take control of the pass
, creating one or more of the following effects:
Clear Skies. The skies above a crystal dragon's lair remain clear and free of precipitation unless magically altered. Winds blow lightly, posing little threat
Demilich (Variant)
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
their quest for power beyond the mortal world. As their patron did, they secure their remains within well-guarded vaults, using soul gems to maintain their phylacteries and destroy the adventurers who
be permanently destroyed. Its skull reforms after 1d10;{"diceNotation":"1d10", "rollType":"roll", "rollAction":"Enduring Existence"} days, restoring the creature to its wretched state. If it has the
races
At the conclusion of the Gods’ End, a thousand souls fell to Etharis like burning stars from the sky. The downcast had once been part of the celestial legions, but the death of the gods sent
downcast, are far fewer in number than when they first arrived. Many succumbed to despair and sickness after their fall from grace. Of those who remain, some still serve the Arch Seraphs in their twisted
Vampire Warrior
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
the Night"} rounds, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The
underground crypt or vault guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any
Vampire
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3 legendary actions, choosing from the options below. Only one
grand yet defensible location for its lair, such as a castle, fortified manor, or walled abbey. It hides its coffin in an underground crypt or vault guarded by vampire spawn or other loyal creatures
Vampire Spellcaster
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
, acting as allies of the vampire and obeying its spoken commands. The beasts remain for 1 hour, until the vampire dies, or until the vampire dismisses them as a bonus action.The vampire can take 3
guarded by vampire spawn or other loyal creatures of the night.
Regional Effects
The region surrounding a vampire's lair is warped by the creature's unnatural presence, creating any of the following
Moonblade
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries
, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion Once Dae Won-Ha’s gwishin is reassured that she hasn’t been forgotten, the memory-affecting fog ceases to appear and the curse afflicting the people of Yeonido ends, restoring their
characters with this and suggests restoring the magistrate’s shrine outside the city and circulating records of Won-Ha’s works. Ahn-Jun might also arrange a meeting with Queen Jin-Mi, who supports
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion Once Dae Won-Ha’s gwishin is reassured that she hasn’t been forgotten, the memory-affecting fog ceases to appear and the curse afflicting the people of Yeonido ends, restoring their
characters with this and suggests restoring the magistrate’s shrine outside the city and circulating records of Won-Ha’s works. Ahn-Jun might also arrange a meeting with Queen Jin-Mi, who supports
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
in restoring the town. Nimuel and Lungtian reward the characters as promised, with Lungtian bestowing the Ninuno’s Mark charm upon each of them (see “Ninuno’s Mark” below). If the party is unable to
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Conclusion If the characters save Pangil ng Buwan, the bakunawa accompanies them back to Kalapang. Pangil ng Buwan apologizes to the townsfolk, explains the cause of the attack, and promises to aid
in restoring the town. Nimuel and Lungtian reward the characters as promised, with Lungtian bestowing the Ninuno’s Mark charm upon each of them (see “Ninuno’s Mark” below). If the party is unable to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Shatterkeel is defeated or retreats to the deeper levels and the characters defeat Thuluna Maah and Morbeoth, the Crushing Wave cult falls apart. Surviving cultists abandon this level
, although some monsters might remain. A few cultists retreat to the Fane of the Eye or the Plunging Torrents, while others flee the temple altogether. If Thuluna or Morbeoth remain after the characters leave Crushing Wave territory, the cultists reorganize their defenses to fight off any other incursion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion If Shatterkeel is defeated or retreats to the deeper levels and the characters defeat Thuluna Maah and Morbeoth, the Crushing Wave cult falls apart. Surviving cultists abandon this level
, although some monsters might remain. A few cultists retreat to the Fane of the Eye or the Plunging Torrents, while others flee the temple altogether. If Thuluna or Morbeoth remain after the characters leave Crushing Wave territory, the cultists reorganize their defenses to fight off any other incursion.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Defeating the prophet in the Temple of the Elder Elemental Eye (area F21) causes the two remaining elemental prophets to receive a vision of the defeated prophet’s final moments and the
final incantations of a summoning ritual they haven’t yet attempted. Each surviving prophet retreats into his or her respective elemental node and begins preparations to summon one of the four Prince of Elemental Evil. Any monsters in the fane remain until the characters defeat them.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Conclusion Whether the characters found the entrance to the greater caverns (see area L16), succumbed to the dungeon’s many threats, wisely decided to turn back, or simply ran out of time, Iggwilv’s
greatest treasures remain yet to be discovered. This adventure ends on a cliffhanger. The rest of the Witch Queen’s lair, her hoard, and even more iconic adventures can be found in Quests from the Infinite Staircase!
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Conclusion Whether the characters found the entrance to the greater caverns (see area L16), succumbed to the dungeon’s many threats, wisely decided to turn back, or simply ran out of time, Iggwilv’s
greatest treasures remain yet to be discovered. This adventure ends on a cliffhanger. The rest of the Witch Queen’s lair, her hoard, and even more iconic adventures can be found in Quests from the Infinite Staircase!
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion After imparting the true names, the freed Stranger tips their hat and leaps from the train. Once out of range of the train’s teleportation ward, the Stranger casts plane shift and
disappears. The characters can leave the Concordant Express in a similar fashion, or they can remain on the train until it arrives in Mechanus and secure safe passage home from there. Whether or not they
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wearing or carrying, turns to ash, and its soul becomes trapped in the void. Magic items that end up in the void remain trapped in it until the void is destroyed (see “Conclusion”).
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
wearing or carrying, turns to ash, and its soul becomes trapped in the void. Magic items that end up in the void remain trapped in it until the void is destroyed (see “Conclusion”).
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
part of day-to-day operations at Head Office, whose spellcasting staff toil day in and day out to come up with the very latest in eldritch improvements. Many of their developments remain closely guarded
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
part of day-to-day operations at Head Office, whose spellcasting staff toil day in and day out to come up with the very latest in eldritch improvements. Many of their developments remain closely guarded
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Conclusion When the characters return to the study room in Candlekeep, they find Matreous’s body sprawled on the floor and the imp figurine missing. When the imp was taken from the mansion in its
mansion. If the characters defeat the imp, it disappears in a cloud of black smoke. Any treasure, books, specimens, or weapons the characters acquired while in the mansion remain in their possession. Anything else taken from the mansion evaporates into smoke as they pass through the doorway.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hopes of restoring his family’s lackluster reputation. Most of the elders believe Gargosh’s plan is a fool’s quest. Gargosh has developed and maintained an extensive diary of his quest, filling it with
. Gargosh’s other problem is the Harpers. That faction feels that the legendary axe should remain exactly where it is, hidden away and undisturbed, so that its power will not fall into the wrong hands. They
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hopes of restoring his family’s lackluster reputation. Most of the elders believe Gargosh’s plan is a fool’s quest. Gargosh has developed and maintained an extensive diary of his quest, filling it with
. Gargosh’s other problem is the Harpers. That faction feels that the legendary axe should remain exactly where it is, hidden away and undisturbed, so that its power will not fall into the wrong hands. They
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
who need to remain watchful for enemies or danger. Helm is a favorite deity of people who make a living by protecting someone or something, such as bodyguards, members of the city watch, and the guards
of a treasury vault. Helm embodies the spirit of watchfulness without regard to good or evil. In legends, he is honorable and keeps his word to a fault, such as when he guarded the celestial
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1. Portal Stones This location is not shown on the map. The mossy stones are old and weathered; lichen covers most of their surfaces, but traces of white paint remain in a few of the grooves.
The
the cultists have re-tuned their destinations to suit their own ends. One of them connects to the distant north (where Talis visits white dragon allies), one leads to a heavily guarded chamber in Thay