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Returning 35 results for 'confession raids guard to have reapers'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying
Monsters
Mordenkainen Presents: Monsters of the Multiverse
inspires works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with
Monsters
Mordenkainen Presents: Monsters of the Multiverse
guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in battle with their psionic abilities or training
Monsters
Mordenkainen Presents: Monsters of the Multiverse
works of grand but melancholic beauty, while in others, it manifests as rage.
Like many who dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dwell in the Underdark, duergar must constantly be on guard against the raids and plots of their neighbors. To this end, duergar warriors fulfill a variety of combat roles, often marrying their fury in
Backgrounds
Ghosts of Saltmarsh
You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second
, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
encounters involving merchant caravans, guard patrols, and fellow travelers. Small farms and manors cluster near the roads, relying on passing guard patrols for their safety. Where these settlements
grow more widely spaced, bandit raids become more likely. Travelers on the road meet 1d4 caravans per day and have a 5 percent chance of being the target of an ambush by 2d4 bandits led by a bandit
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
number of ettins to help guard the stronghold. The dragon also controls a terrified group of elf prisoners Neronvain brought back from one of their raids, who fight for the dragon and the wyrmspeaker
chance that Chuth has left the caves to hunt, or that he and Neronvain are out scouting future raids. You can determine this randomly as you see fit, or allow the characters to hole up within sight of the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
number of ettins to help guard the stronghold. The dragon also controls a terrified group of elf prisoners Neronvain brought back from one of their raids, who fight for the dragon and the wyrmspeaker
chance that Chuth has left the caves to hunt, or that he and Neronvain are out scouting future raids. You can determine this randomly as you see fit, or allow the characters to hole up within sight of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corpses of hunters they kill in these raids. The hunters of Therno Lake don’t know it, but the derro have been animating these corpses as zombies to help guard their outpost.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
’ story. He believes their tale if they can support it with any three of the following pieces of evidence: The documents to and from Secretary Wei found in area S3 The confession of one of the alchemists
from area S4 The potions of longevity the characters found in the Old City A gold dragon scale from area S4 Zhong Yin’s confession also counts as a piece of evidence, but the spy is reluctant to
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers at the camp, one at the entrance to the
are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a post in their hut to prevent escape. The
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
or brush conveniently conceals many of the cave mouths. Characters who need to take a long rest can easily find a secure cave in which to hide. Guard Towers. The cultists have built two guard towers
area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
raids on the Material Plane or other realms. The best duty of all for a dragon is being tasked to guard a githyanki crèche on the Material Plane, a posting that could last for years. Not only does it
. THE SPOILS OF WAR
An individual githyanki’s weapons and armor are ornate and decorated with trophies taken on raids. With each new victory, a warrior brings home a token to serve as a memento
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
its northeast edges looking out over area 2. Neronvain and Chuth brought a dozen elves back from their raids in the Misty Forest as prisoners—8 commoners, 3 nobles with whom Neronvain converses on
occasion, and a knight and mage who are Chuth’s playthings. If the characters have entered the caverns undetected, any elves not on guard duty (see area 2) are here. As long as no alarm has been raised
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
its northeast edges looking out over area 2. Neronvain and Chuth brought a dozen elves back from their raids in the Misty Forest as prisoners — 8 commoners, 3 nobles with whom Neronvain converses on
occasion, and a knight and mage who are Chuth’s playthings. If the characters have entered the caverns undetected, any elves not on guard duty (see area 2) are here. As long as no alarm has been raised
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons makes
feed the camp. The cultists and their allies eat most of it, but some is stored in the cave to feed the hatchlings. The cult has been ranging far and wide on small raids to collect treasure. Greenest
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
, and many others are simple mercenaries, hired to flesh out the camp’s strength during raids or if it should come under attack. The kobolds are here because their worshipful attitude toward dragons
feed the camp. The cultists and their allies eat most of it, but some is stored in the cave to feed the hatchlings. The cult has been ranging far and wide on small raids to collect treasure. Greenest
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Daughters of Sora Kell, keep the powerful Droaamite warlords in line and strengthen support for your fledging nation. 8–9 Patrol the forests of the Eldeen Reaches on guard against threats, particularly
Thrane and abroad. 18 Gain glory for Valenar by leading raids and battling threats from the Mournland. 19–20 On behalf of one member of Zilargo’s Triumvirate, collect information that could be used as leverage against the other two.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the Gauntlet. The Emerald Enclave is not affected by such concessions, since the order has not been overly affected by the dragon raids. As an effect of the way in which the adventurers have
Enclave sends dragons to guard the ancient treant known as the Grandfather Tree. The party can also distribute dragons to specific regions. In such a scenario, a dragon protects a 100-mile-radius
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
was long ago abandoned by the order of monks that built it. Since then, various outlaw gangs and monsters have claimed it as a lair. Burle Burle is a fortified outpost that is always on guard for
knight), who has led many successful raids into the Dreadwood. Kiara is a grim figure, always cognizant of the threat posed by the forest’s denizens. She sees trouble behind every piece of news, and she
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Order of the Gauntlet. The Emerald Enclave is not affected by such concessions, since the order has not been overly affected by the dragon raids. As an effect of the way in which the adventurers have
Emerald Enclave sends dragons to guard the ancient treant known as the Grandfather Tree. The party can also distribute dragons to specific regions. In such a scenario, a dragon protects a 100-mile
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Routine forays and raids onto the surface world have come to a halt, as has the flow of trade and information. Rumors have reached the Lords’ Alliance of demon-worshiping cults and chaos around places such
its ranks, make five photocopies of the Lords’ Alliance Guard and three photocopies of the Lords’ Alliance Spy stat cards at the end of this chapter. If you don’t want to control these NPCs yourself
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident that no enemies followed
a guard station of five guards. This check can be made only once for the group; they can’t talk their way out of a failure. After the initial opportunity to enter the camp has passed, characters need
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
traditionalists remember the terrible times during the Sea Princes’ raids and have no desire to see the crown’s ambitions lead to open war. The smugglers who operate in the area tend to be traditionalists. Most
pose as merchants and rely on their local contacts to move goods through the region without interference from the town guard or royal agents. Smuggling has long been an easy way to make money in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters working together to make a successful DC 25 Strength (Athletics) check. On the second and any successive raids upon the place, there is a 50 percent likelihood that the gates will be ajar
, and some guard will be watching for attackers in order to alert the hall. The plain around the stronghold is most evil and drab in appearance. The sky is gray and filled with sooty clouds. A distant
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
mercenaries and bandits, and not even the dedicated cultists wear recognizable uniforms on raids. No one challenges latecomers for passwords or security signals. Put simply, the raiders are confident
past a guard station of five guards. This check can be made only once for the group; they can’t talk their way out of a failure. After the initial opportunity to enter the camp has passed, characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Marine You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your
elite marine contingent, you are friends of Tom and Will Stoutly and can turn to them for help and support. Eliander Fireborn, captain of the guard, also makes time to listen to your concerns.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
burglars, con artists, smugglers, and other criminals. When a situation calls for physical violence, the Boromars usually hire freelancers—members of the Sharn Guard or agents of House Tarkanan. The
Droaam, has started launching violent raids against Boromar holdings over the last two years. A mobile organization using guerrilla tactics, Daask has managed to circumvent Boromar security and avoid
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
other shelter available. The villagers know about the cave and may have mentioned it. If the party leaves no guard, they will just have to trust the villagers not to steal their belongings. (Dishonest
often enough to keep the leaders in line. Under Keraptis's overlordship, the influx of rapacious monsters and raids from the wild mountains decreased markedly, dwindled, and then almost stopped
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
keyed to map 1.6. O1. Bunker This stone bunker stands fifteen feet tall. The rough edges of its construction indicate that it was cut from a single piece of stone.
A duergar named Brojk stands guard in
openings overlook the snow-covered grounds outside the stronghold.
Unless she has cause to leave the overlook and raise the drawbridge in area O2, a duergar named Urthhild stands guard here, stamping
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
no money on him, Sildar can secure a loan to pay the characters within a day after arriving in Phandalin. First, he hopes they’ll put a stop to the goblin raids by clearing out the caves
do besides fighting. For example, an NPC might stabilize a dying character, guard a prisoner, or help barricade a door. If an NPC contributes greatly to the party’s success in a battle, the NPC should
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lead from the front. When defending a stronghold, they guard the walls and lead sorties against enemy positions. When an external threat is near, the priests plan guerrilla raids to disrupt invaders