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Returning 35 results for 'confession reserves guard to have rushing'.
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confusion reserves guard to have rusting
confusion reserves guard to have risking
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->Acquisitions Incorporated
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Even in an urban setting, a beast companion makes a solid ally, serving as a guard or a scout when you’re skulking around places you shouldn’t be. Gloom Stalker Gloom Stalkers are often best known for
ready to travel at a moment’s notice, with franchisees always rushing headlong into the next amazing opportunity. As a Horizon Walker, you’re a master of travel, blazing trails into unknown realms by
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cup-shaped purple flowers. Tubules within the plant’s branches connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils
loose dirt around itself to catch unsuspecting prey off guard. Horrid Plant Large Plant, Unaligned
Armor Class 6
Hit Points 42 (5d10 + 15)
Speed 5 ft.
STR
18 (+4)
DEX
3 (–4)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cup-shaped purple flowers. Tubules within the plant’s branches connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils
loose dirt around itself to catch unsuspecting prey off guard. Horrid Plant Large Plant, Unaligned
Armor Class 6
Hit Points 42 (5d10 + 15)
Speed 5 ft.
STR
18 (+4)
DEX
3 (–4)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nessian Wood from the east. Ancient Setessans carved an impenetrable fortress into the mountains to guard the pass. Bassara patrols from Setessa still check in on the fortress regularly, and they occupy
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nessian Wood from the east. Ancient Setessans carved an impenetrable fortress into the mountains to guard the pass. Bassara patrols from Setessa still check in on the fortress regularly, and they occupy
the road from Meletis known as the Guardian Way, the ruins of a round tower lie beside a rushing stream. This marks the greatest extent of ancient Setessa’s reach. A site of rich natural beauty, with
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->Phandelver and Below: The Shattered Obelisk
, and so on—the goblins in area H2 notice and attack them through the thicket, which provides three-quarters cover. H2: Goblin Guard Post When the characters cross to the east side of the stream, they
can see around the screening thickets to area H2. This is a goblin guard post, though the goblins here are bored and inattentive. On the east side of the stream that flows from the cave mouth, a small
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
, and so on—the goblins in area H2 notice and attack them through the thicket, which provides three-quarters cover. H2: Goblin Guard Post When the characters cross to the east side of the stream, they
can see around the screening thickets to area H2. This is a goblin guard post, though the goblins here are bored and inattentive. On the east side of the stream that flows from the cave mouth, a small
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->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->Tales from the Yawning Portal->a6
as they enter. The tapestries displayed between the torches are rendered in bloody colors and show victorious fire giants. The door guard is hidden in the alcove (area 1A). 1A. Alcove The tapestry
that covers the opening to this guard post is of loose weave, allowing the fire giant guard in the dark recess to clearly see whoever enters the corridor. If intruders are spotted, he sounds his great
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
as they enter. The tapestries displayed between the torches are rendered in bloody colors and show victorious fire giants. The door guard is hidden in the alcove (area 1A). 1A. Alcove The tapestry
that covers the opening to this guard post is of loose weave, allowing the fire giant guard in the dark recess to clearly see whoever enters the corridor. If intruders are spotted, he sounds his great
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this level to devastate the party. If the wave shaper gets away, it returns to join the fight along with a guard patrol (see “Patrols in the Lair”). These forces arrive in this area 3d6 + 6 rounds
that the slab has been moved, it is easy to open the passage up completely. Beyond, the passage and the guard room still exist in their original dimensions, though the entrance is now under 70 feet of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
this level to devastate the party. If the wave shaper gets away, it returns to join the fight along with a guard patrol (see “Patrols in the Lair”). These forces arrive in this area 3d6 + 6 rounds
that the slab has been moved, it is easy to open the passage up completely. Beyond, the passage and the guard room still exist in their original dimensions, though the entrance is now under 70 feet of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and place outrageous bets on the outcomes of matches. AGENTS OF THE FLAMING FIST
If the adventurers spend a day in Fort Beluarian, Liara Portyr becomes aware of them and dispatches a guard to bring
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
and place outrageous bets on the outcomes of matches. AGENTS OF THE FLAMING FIST
If the adventurers spend a day in Fort Beluarian, Liara Portyr becomes aware of them and dispatches a guard to bring
hammocks in the guard towers. The breeze atop the walls provides some cooling and relief from insects. 10. Inner Bailey This bastion is a fort within a fort. The bailey is 20 feet tall at the peak of
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->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
out of the wall of this large cave, filling a swirling pool and then coursing through a passage to the north. A winding footpath follows the rushing stream. In addition to the stream’s passage, there
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and fissures on all sides. The ceiling is about a hundred feet high.
Three harpies nest on the highest ledges. These wicked creatures guard the cave for the Cult of the Howling Hatred. The bodies are
out of the wall of this large cave, filling a swirling pool and then coursing through a passage to the north. A winding footpath follows the rushing stream. In addition to the stream’s passage, there
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->Baldur’s Gate Gazetteer
family of refugees he’s helping. 12 A merchant and gate guard argue over how to accurately measure and compare the sizes of an unusually small donkey and an exceptionally large peacock. They ask for a
and laborers, the Gravemakers guard the dead — and Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
downward. The floor has been cut into hundreds of shallow steps, but the walls and ceiling are still natural rock. About sixty feet down, a rushing stream spills from a narrow crack to the south and
tunneled into the dwarven stronghold. The cavern they emerged in now serves as a guard post and a mustering point for troglodyte raiders. The tunnel in the northern end of the area runs about 500 feet and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
asks them to create a distraction so some Flaming Fist soldiers stop harassing a newly arrived family of refugees he’s helping.
12 A merchant and gate guard argue over how to accurately measure
headstones wiped anonymously clean by wind and rain. Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead — and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
asks them to create a distraction so some Flaming Fist soldiers stop harassing a newly arrived family of refugees he’s helping.
12 A merchant and gate guard argue over how to accurately measure
headstones wiped anonymously clean by wind and rain. Watching over all of this is the powerful Gravemakers crew. Far more than simply caretakers and laborers, the Gravemakers guard the dead — and
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
family of refugees he’s helping. 12 A merchant and gate guard argue over how to accurately measure and compare the sizes of an unusually small donkey and an exceptionally large peacock. They ask for a
and laborers, the Gravemakers guard the dead — and Tumbledown — from threats. With so much death concentrated in one spot, undead are a constant problem. Skeletons and revenants regularly claw