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Returning 28 results for 'confession relying guard to have resisted'.
Other Suggestions:
confession rolling guard to have resist
confession rolling guild to have resist
confession rolling guild to have resulted
Monsters
Fizban's Treasury of Dragons
or deep gnomes, relying on these folk to help protect the territory surrounding their lairs.
Martial Hoards
Sapphire dragons’ favorite prizes are weapons and armor, records of military
trying to teach them military tactics.
3
A druid summoned galeb duhr to guard a young sapphire dragon;young sapphire dragon's hoard in exchange for the dragon controlling the giant spider
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
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
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->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->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
serve as mounts or guardians, relying on their speed, keen senses, and ability to fit in kobold-sized tunnels. Other tribes use giant bats as mounts and guard animals, but the bats require a lot of
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
overlooks the forest it borders. A few farms cluster around it, the locals relying on the royal garrison to keep them safe from marauders. Burle’s most distinctive feature is the small copse of trees
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
overlooks the forest it borders. A few farms cluster around it, the locals relying on the royal garrison to keep them safe from marauders. Burle’s most distinctive feature is the small copse of trees
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Nordenland. Rauland was a land of builders who resisted conquest through technology. Meanwhile, the proud Unterfolk keep a long military tradition stretching deep into their history as warring tribes. At
instead of relying on brute force—to break their enemies’ spirit as well as their armies. Favored by Maligant, the Unters even managed to capture Grabenstein—a feat many tribes failed to achieve during
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
isn’t an exact fit for one of the standard types of dungeon or if you want to mix things up. Relying on random rolls to stock an entire dungeon can lead to incongruous results. A tiny room might end up
inhabitants worship 7 Cistern or well for drinking water 8–9 Guardroom for the defense of the lair 10 Kennel for pets or guard beasts 11 Kitchen for food storage and preparation 12 Pen or prison where captives
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
isn’t an exact fit for one of the standard types of dungeon or if you want to mix things up. Relying on random rolls to stock an entire dungeon can lead to incongruous results. A tiny room might end up
inhabitants worship 7 Cistern or well for drinking water 8–9 Guardroom for the defense of the lair 10 Kennel for pets or guard beasts 11 Kitchen for food storage and preparation 12 Pen or prison where captives
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guard standing at ease. The pose it assumed led to its naming, and it is viewed with respect by the citizens of the southerly wards. The Hawk Man This statue looks like a winged, hawk-headed being
the north, wherein lies the entrance of a tunnel carved through the arm. Visitors and residents can ring a bell in the courtyard, whereupon a door guard acknowledges the ringer and lowers a rope ladder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
guard standing at ease. The pose it assumed led to its naming, and it is viewed with respect by the citizens of the southerly wards. The Hawk Man This statue looks like a winged, hawk-headed being
the north, wherein lies the entrance of a tunnel carved through the arm. Visitors and residents can ring a bell in the courtyard, whereupon a door guard acknowledges the ringer and lowers a rope ladder
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
replaces one of its feet, which it lost in battle years ago. Tucked in the pockets of its overcoat are four fist-sized gray gemstones — the control gems for the gray slaadi that guard the ship’s upper
mind flayer doesn’t know it). If the mind flayer and the characters establish a truce, N’ghathrod offers to “guard the ship” while the characters set out to retrieve the stolen helm. If the characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
replaces one of its feet, which it lost in battle years ago. Tucked in the pockets of its overcoat are four fist-sized gray gemstones — the control gems for the gray slaadi that guard the ship’s upper
mind flayer doesn’t know it). If the mind flayer and the characters establish a truce, N’ghathrod offers to “guard the ship” while the characters set out to retrieve the stolen helm. If the characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
doesn’t reach the ends of this corridor, creating pools of darkness there. Two lawful evil human cult fanatics guard the tunnel, one at each end. Characters with darkvision or their own light sources spot
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
doesn’t reach the ends of this corridor, creating pools of darkness there. Two lawful evil human cult fanatics guard the tunnel, one at each end. Characters with darkvision or their own light sources spot
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Cormyreans are justly proud of their homeland, and go to great lengths to guard it and its honor. Still, there is no shortage of danger in the Forest Kingdom, whether from scheming, treacherous nobles
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
guards to escort the adventurers to the guest quarters (area 3), where they are to remain until summoned. If the characters allow themselves to be taken to area 3, the storm giants stand guard in area 2
Serissa’s trust, the characters might try to convince her that Mirran and Nym are complicit in the assassination of their mother and the abduction of their father. Without evidence or a confession from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
guards to escort the adventurers to the guest quarters (area 3), where they are to remain until summoned. If the characters allow themselves to be taken to area 3, the storm giants stand guard in area 2
Serissa’s trust, the characters might try to convince her that Mirran and Nym are complicit in the assassination of their mother and the abduction of their father. Without evidence or a confession from
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
urge is easily resisted. Prolonged custody of the wand might have a more detrimental effect, at your discretion. Y29. Museum A palatial hexagonal building rises before you, crowned with a glittering
as walls and pillars. The pillars are four spitting mimics (see appendix C) that guard the creature on display, attacking anyone who touches or otherwise disturbs it. The dead creature is a magically
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Storeroom Shelves and racks in this storeroom hold iron bars of various lengths.
The heavy bars were raw materials for the duergar workshop, left here once the duergar started relying on mithral
Qunbraxel, the mind flayer and associated grimlocks relocate from the guard room (area G24) to the vault. Treasure. In addition to the mudslick tower, this room contains a strongbox with 1,300 gp inside. G15
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
: Storeroom Shelves and racks in this storeroom hold iron bars of various lengths.
The heavy bars were raw materials for the duergar workshop, left here once the duergar started relying on mithral
Qunbraxel, the mind flayer and associated grimlocks relocate from the guard room (area G24) to the vault. Treasure. In addition to the mudslick tower, this room contains a strongbox with 1,300 gp inside. G15
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
. Cormyreans are justly proud of their homeland, and go to great lengths to guard it and its honor. Still, there is no shortage of danger in the Forest Kingdom, whether from scheming, treacherous nobles
nation’s borders. The Moonsea. The shores of the Moonsea have long been home to cities that rise swiftly, relying on vigorous trade and gathering powerful mercenaries to their banners, only to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
urge is easily resisted. Prolonged custody of the wand might have a more detrimental effect, at your discretion. Y29. Museum A palatial hexagonal building rises before you, crowned with a glittering
as walls and pillars. The pillars are four spitting mimics (see appendix C) that guard the creature on display, attacking anyone who touches or otherwise disturbs it. The dead creature is a magically
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Flowing designs decorate the walls. Lounging against the south wall are two mind flayers, their face tentacles periodically gesticulating.
Two mind flayers named Shalghast and Ulthundul guard this room
” section at the end of this chapter. X5: Cosmologium Sarah Dahlinger Two menacing slaadi guard Illithinoch’s orrery A massive iron orrery fills the center of this room, its numerous arms spinning
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. Flowing designs decorate the walls. Lounging against the south wall are two mind flayers, their face tentacles periodically gesticulating.
Two mind flayers named Shalghast and Ulthundul guard this room
” section at the end of this chapter. X5: Cosmologium Sarah Dahlinger Two menacing slaadi guard Illithinoch’s orrery A massive iron orrery fills the center of this room, its numerous arms spinning