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Returning 35 results for 'confusion recently guard to have raised'.
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Classes
Xanathar's Guide to Everything
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner
. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these
Classes
Xanathar's Guide to Everything
The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner
. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these
Monsters
Dragonlance: Shadow of the Dragon Queen
. Sivaks can magically change their features to mimic the appearance of those they’ve slain. This allows these cunning soldiers to sow confusion and despair among their enemies. When sivaks are
combination of warped alchemy and the Dragon Queen’s foul magic. The Dragon Armies closely guard the secret of the draconians’ creation, allowing Krynn’s metallic dragons to continue to think their eggs are being held hostage so they don’t oppose the Dragon Queen’s conquests.
Monsters
Curse of Strahd
, Strahd’s biological mother. The second was the queen’s midwife, a devout follower of Mother Night named Baba Lysaga. Although it was the former who raised Strahd and enabled him to follow in
witches, Lysaga recently uncovered a potential threat to Strahd: a secret society of wereravens called the Keepers of the Feather, a group that uses ordinary ravens as their spies.
Strahd doesn’t
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
and raised in a different world from the one that most folk know—one that grants you privilege but also calls you to fulfill a duty befitting your station. Your bond might be associated with your
Backgrounds
Sword Coast Adventurer's Guide
Though you might have only recently arrived in civilized lands, you are no stranger to the values of cooperation and group effort when striving for supremacy. You learned these principles, and much
fiddling with them, and sometimes accidentally breaking them.
7
I feel far more comfortable around animals than people.
8
I was, in fact, raised by wolves.
d6
Ideal
1
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Folk Hero Saltmarsh has long relied on its local people to rise up and deal with threats to the village. Only recently has the king taken more than passing notice of the area. You are beloved by the
local sailors and fishers for your heroics, though the newcomers to the region (primarily members of the town guard and the dwarves working the mine) know little about you. Create an event that
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal: Rejuvenating Pilgrimage. Seeking to reinvigorate your resolve, you learned of a
of the city. But Mount Hotenow erupted thirty years ago, devastating Neverwinter and erasing Corlinn Hill. Instead of growing up on an estate, you were raised in a small townhouse in Waterdeep. As an
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Folk Hero Saltmarsh has long relied on its local people to rise up and deal with threats to the village. Only recently has the king taken more than passing notice of the area. You are beloved by the
local sailors and fishers for your heroics, though the newcomers to the region (primarily members of the town guard and the dwarves working the mine) know little about you. Create an event that
Compendium
- Sources->Dungeons & Dragons->Intro to Stormwreck Isle
protect them. Recently, your resolve has been shaken by corruption in the city guard and ruling aristocrats. Personal Goal: Rejuvenating Pilgrimage. Seeking to reinvigorate your resolve, you learned of a
of the city. But Mount Hotenow erupted thirty years ago, devastating Neverwinter and erasing Corlinn Hill. Instead of growing up on an estate, you were raised in a small townhouse in Waterdeep. As an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parchment in the southwest corner, facing the north door. Elan recently acquired a spell scroll of legend lore from Wormriddle the night hag and is carefully copying the spell from the scroll to his
-covered spellbook contains all the spells he has prepared plus the following: confusion, counterspell, fabricate, feather fall, glyph of warding, magic weapon, seeming, and water breathing. If his
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parchment in the southwest corner, facing the north door. Elan recently acquired a spell scroll of legend lore from Wormriddle the night hag and is carefully copying the spell from the scroll to his
-covered spellbook contains all the spells he has prepared plus the following: confusion, counterspell, fabricate, feather fall, glyph of warding, magic weapon, seeming, and water breathing. If his
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
F: Hobgoblin Lair Hobgoblins quartered in this cave recently suffered heavy losses, including their former captain. Only four hobgoblins remain. They’ve fortified their outpost and drafted a
voracious ooze to guard it. You can add monsters, such as allied Goblin Warriors, to the cave to make this scenario longer and more difficult, or you can remove some monsters to make it easier and shorter. One or two Hobgoblin Warriors might be out on a patrol elsewhere.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Town Gates The town’s north and south gates have recently been repaired and are now manned at all hours by 5 guards and 1 veteran guard captain. Each night, the heavy wood gates are pulled shut
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Town Gates The town’s north and south gates have recently been repaired and are now manned at all hours by 5 guards and 1 veteran guard captain. Each night, the heavy wood gates are pulled shut
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
shard per person above the age of ten years, and is collected door-to-door by patrols of the City Guard on the last day of each month. Individuals who so desire can pay a single dragon in tax and
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
below provides some ideas for how your character came to town. d6 Origin 1–2 You spent years shipwrecked on a deserted isle. Finally, you were recently picked up by a passing ship on its way to
isolated village in the Hool Marshes. Last year, lizardfolk fell upon your home. You escaped in the confusion, became lost, and ended up here. If anyone wants to go bash those scaly murderers, you’re
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Warding the castle entrance are thick, battle-hardened wooden doors. Four cylindrical guard towers have wind-worn flags bearing the town’s heraldry fluttering above their tiled, conical roofs. These
towers are connected by icy battlements and parapets. Atop the castle walls and within the guard towers, torches flicker.
General Features The snow-covered ground outside the castle is 10 feet lower
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes (see appendix D) that are near the end of their training. Being not quite fully
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
one winged kobold. These creatures are in the upper part of the chamber. The lower area is where cultists conducted the rituals to create their guard drakes and then housed the creatures. The ledge is
ridiculous expressions painted on their faces. The lower area is heavily shadowed. Currently it holds three guard drakes (see appendix D) that are near the end of their training. Being not quite fully
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
shard per person above the age of ten years, and is collected door-to-door by patrols of the City Guard on the last day of each month. Individuals who so desire can pay a single dragon in tax and
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
below provides some ideas for how your character came to town. d6 Origin 1–2 You spent years shipwrecked on a deserted isle. Finally, you were recently picked up by a passing ship on its way to
isolated village in the Hool Marshes. Last year, lizardfolk fell upon your home. You escaped in the confusion, became lost, and ended up here. If anyone wants to go bash those scaly murderers, you’re
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Masterpiece Imbroglio An Adventure for 5th-Level Characters A group of scholars and sages known as the Cognoscenti Esoterica recently purchased a painting of Constantori, a famous courtier rumored to
adventure, the characters must retrieve the portrait of Constantori from the Agile Hand’s guildhouse and return it to Adrisa Carimorte, a member of the Cognoscenti Esoterica. Two adventurers hide from a guard outside the guildhouse of the Agile Hand
Compendium
- Sources->Dungeons & Dragons->Divine Contention
Arrival When the characters arrive at the tower, read the following boxed text aloud: The House of Thalivar is a tall tower at the heart of the town. Recently rebuilt by soldiers, the structure now
company of fifteen guards inhabit the tower, led by the wizard Gallio Elibro and his guard captain Hazz Yarrum. Two halflings serve the household as cooks and porters. Refer to “Meeting Gallio Elibro” when the characters present themselves for their quest.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Masterpiece Imbroglio An Adventure for 5th-Level Characters A group of scholars and sages known as the Cognoscenti Esoterica recently purchased a painting of Constantori, a famous courtier rumored to
adventure, the characters must retrieve the portrait of Constantori from the Agile Hand’s guildhouse and return it to Adrisa Carimorte, a member of the Cognoscenti Esoterica. Two adventurers hide from a guard outside the guildhouse of the Agile Hand
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
5. Fenthaza’s Quarters Two type 2 yuan-ti malisons stand guard in the corridor outside this room. Combat in the hallway alerts the yuan-ti broodguards in area 6, which arrive in 1 round. The room can
nightmare speaker (see appendix D), lairs here. If an alarm is raised, Fenthaza relies on her guards to protect her while she releases the creature trapped in the stone urn (see below). Fenthaza tries
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
5. Fenthaza’s Quarters Two type 2 yuan-ti malisons stand guard in the corridor outside this room. Combat in the hallway alerts the yuan-ti broodguards in area 6, which arrive in 1 round. The room can
nightmare speaker (see appendix D), lairs here. If an alarm is raised, Fenthaza relies on her guards to protect her while she releases the creature trapped in the stone urn (see below). Fenthaza tries
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Background Ironspine Keep has stood abandoned for many years. Representatives of the Lord’s Alliance, an organization of the strongest cities on the Sword Coast, recently funded an expedition to
reclaim the fortress. The fortress would allow the Lord’s Alliance to keep a closer watch over dangers in the region. The characters are initially hired to help guard Ironspine Keep, which is expected to
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Background Ironspine Keep has stood abandoned for many years. Representatives of the Lord’s Alliance, an organization of the strongest cities on the Sword Coast, recently funded an expedition to
reclaim the fortress. The fortress would allow the Lord’s Alliance to keep a closer watch over dangers in the region. The characters are initially hired to help guard Ironspine Keep, which is expected to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
hunters and giant beavers are wary of trespassers, and thanks to their alliance, the lakeside community has recently suffered fewer losses from the ongoing derro attacks. Curiously, the derro drag away the
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->Quests from the Infinite Staircase
hunters and giant beavers are wary of trespassers, and thanks to their alliance, the lakeside community has recently suffered fewer losses from the ongoing derro attacks. Curiously, the derro drag away the
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->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
to the touch and spaced far enough apart that a Small creature can squeeze between them. 5A. Northeast Guard Room This square room is hidden behind a secret door (see area 6 for details) and
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Strength (Athletics) check. It can also be raised with a knock spell or by moving an iron lever hidden in one of two secret rooms (area 5A or 5B, whichever is closer). The bars of the portcullis are ice cold
to the touch and spaced far enough apart that a Small creature can squeeze between them. 5A. Northeast Guard Room This square room is hidden behind a secret door (see area 6 for details) and