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Returning 35 results for 'conduct rangers guard to her reveal'.
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Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
Fool. You have
Monsters
Candlekeep Mysteries
makes them look like flesh-and-blood people, and the constructs conduct themselves as convincingly real humanoids who are simply living their lives in Wisteria Vale. Detect magic spells do not reveal
Classes
Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them
, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and
Classes
Xanathar's Guide to Everything
Horizon Walkers guard the world against threats that originate from other planes or that seek to ravage the mortal realm with otherworldly magic. They seek out planar portals and keep watch over them
, venturing to the Inner Planes and the Outer Planes as needed to pursue their foes. These rangers are also friends to any forces in the multiverse — especially benevolent dragons, fey, and
Monsters
Curse of Strahd
insane. Only then did von Holtz reveal himself to be Strahd von Zarovich. Somehow the deva realized that any attempt to slay Strahd would be futile—that the ancient curse upon the land meant that the
languish in the abbey's madhouse, the Abbot is giving his creation lessons in etiquette and ladylike conduct so that “she” can be formally presented to Strahd and win his love.
Strahd has no interest
Classes
Fizban's Treasury of Dragons
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Monsters
Bigby Presents: Glory of the Giants
frigid air to freeze foes in place.
If the cradle is destroyed, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion
. 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
Backgrounds
Baldur’s Gate: Descent into Avernus
military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village
usually gain access to friendly military encampments and fortresses where your rank is recognized.
BALDUR’S GATE FEATURE: CITY GUARD
You may choose to currently serve in either the Flaming
Monsters
Bigby Presents: Glory of the Giants
, its icy body shatters to reveal the awakened scion of Thrym inside it. Forming a double-bladed axe in its hand, the 70-foot-tall scion rushes at any foe that dares to challenge it. Emulating sagas of
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
Classes
Fizban's Treasury of Dragons
dragon’s hoard, creating your bond through that token’s lingering draconic magic.
2
A secret order of rangers who collect and guard draconic lore taught you their ways.
3
A
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
innkeepers, rangers, and the clergy of gods that are aligned with the Harpers’ ideals.
The Order of the Gauntlet: One of the newest power groups in Faerûn, the Order of the Gauntlet has an
Backgrounds
Sword Coast Adventurer's Guide
You are a scion of one of the great noble families of Waterdeep. Human families who jealously guard their privilege and place in the City of Splendors, Waterdhavian nobles have a reputation across
conduct yourself in the world at large as a representative of your house.
Noble
d8
Personality Trait
1
My eloquent flattery makes everyone I talk to feel like the most
Monsters
Fizban's Treasury of Dragons
.
Emerald dragons’ preference for volcanic lairs often puts them in conflict with fire giant;fire giants. Despite their reluctance to reveal themselves to strangers, emerald dragons might approach
hunts for buried coins for the dragon’s hoard.
3
A galeb duhr acts as a door guard to a young emerald dragon;young emerald dragon's lair.
4
A young emerald dragon invites repeated
Aarakocra
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Elemental Evil Player's Companion
.
Beak and Feather
From below, aarakocra look much like large birds. Only when they descend to roost on a branch or walk across the ground does their humanoid appearance reveal itself. Standing
than a few dozen aarakocra live away from the nests of their families. Those that do are usually rangers or fighters, constantly patrolling for outside threats.
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
offer bribes, favors, or other incentives to induce people to reveal their secrets.
Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can
Deck of Many Things
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
Euryale. The card's medusa
apply it.
The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
View of the World A ranger’s view of the world begins (and sometimes ends) with that character’s outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward
. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
View of the World A ranger’s view of the world begins (and sometimes ends) with that character’s outlook toward civilized folk and the places they occupy. Some rangers have an attitude toward
. Indeed, to those who have seen them operate and been the beneficiaries of their prowess, it scarcely matters why rangers do what they do. That said, no two rangers are likely to express their opinions on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sage Though Saltmarsh is by no means a center of learning, the lack of ongoing examination and investigation of its environs make it an ideal place to conduct research. The mystery of the Tower of
Zenopus might also attract the attention of an academic. Consider the following options for your character. Historical Researcher The graveyard keeper, Krag, and the captain of the guard, Eliander, are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Sage Though Saltmarsh is by no means a center of learning, the lack of ongoing examination and investigation of its environs make it an ideal place to conduct research. The mystery of the Tower of
Zenopus might also attract the attention of an academic. Consider the following options for your character. Historical Researcher The graveyard keeper, Krag, and the captain of the guard, Eliander, are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1Q. Great Hall The cultists eat their meals and conduct most of their business in this high, wide hall. The eastern end of the hall is used for dining and socializing. The western half is where
Great Hall, everyone within hearing responds to the hue and cry. Cultists in the southwest tower and guard drakes from the inner ward show up at the start of the third round, and any bullywugs or
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
conversation. If other characters approach the guard later, the guard remains unwilling to share information about the vault. On a successful check, the character convinces the former guard to reveal
Guards table to help you roleplay each guard. Former Guards d6 Ex-Guard 1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
conversation. If other characters approach the guard later, the guard remains unwilling to share information about the vault. On a successful check, the character convinces the former guard to reveal
Guards table to help you roleplay each guard. Former Guards d6 Ex-Guard 1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave A character must demonstrate an interest in protecting nature or the natural order to join the Emerald Enclave. Druids and rangers are especially welcome. Waterdeep harbors a few
members of the faction, which seeks to foster harmony between nature and civilization. Members living in Waterdeep help guard the city against unnatural threats, including aberrations and undead. They
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
, so they won’t challenge characters who enter the camp, attack them, or even alert the cultists. They consider standing guard to be beneath them. They are a taciturn bunch, so they won’t be much help
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Characters can learn more once they’ve made names for themselves in the market (see “Learning More” and “What Vendors Know”). If the characters guard or stake out either Tyenmo Noodle Bowl or Xungoon Family
Seafood, no strange events unfold while they’re nearby. Investigations using magic also reveal nothing out of the ordinary.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
on checks made to ram the gate. Eight deep gnomes guard the gate. One of them carries a spell gem (see appendix B) that contains a see invisibility spell and uses it to scan for invisible creatures
Blingdenstone. This is especially important if the party contains one or more drow, whose presence would otherwise demand an armed escort at all times within the settlement. If the characters reveal that they are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Watch The first soldiers you see in service to the city will be the members of the City Guard who patrol the roads leading to Waterdeep, watch the walls, guard civic structures, and protect
magisters. Waterdeep’s streets, however, are policed by an altogether different force: the City Watch. The similarity of their names often confuses newcomers, so I offer this handy mnemonic: “The Guard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
City Watch The first soldiers you see in service to the city will be the members of the City Guard who patrol the roads leading to Waterdeep, watch the walls, guard civic structures, and protect
magisters. Waterdeep’s streets, however, are policed by an altogether different force: the City Watch. The similarity of their names often confuses newcomers, so I offer this handy mnemonic: “The Guard
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K26. Guards’ Post If the characters enter this hall through either set of double doors, read: The doors open to reveal another set of double doors ten feet ahead. Between these doors, a ten-foot-wide
corridor stretches north to south. At each end of the hall, floating in the darkness, is a human skeleton clad in the rusted armor and tattered livery of a castle guard. The “floating” skeletons hang
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K26. Guards’ Post If the characters enter this hall through either set of double doors, read: The doors open to reveal another set of double doors ten feet ahead. Between these doors, a ten-foot-wide
corridor stretches north to south. At each end of the hall, floating in the darkness, is a human skeleton clad in the rusted armor and tattered livery of a castle guard. The “floating” skeletons hang
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. Characters can learn more once they’ve made names for themselves in the market (see “Learning More” and “What Vendors Know”). If the characters guard or stake out either Tyenmo Noodle Bowl or Xungoon Family
Seafood, no strange events unfold while they’re nearby. Investigations using magic also reveal nothing out of the ordinary.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the trade hub from the surface world. The Black Network doesn’t reveal the shortest route for security reasons. Instead, its representatives lead the adventurers to a remote cave in the Surbrin Hills
, about 180 miles east of Gauntlgrym. Black Network sentries (six human veterans) guard the cave, which leads to a series of tunnels. These tunnels descend sharply as they wind their way east for another