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Returning 35 results for 'connecting raise guard to have reluctantly'.
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Monsters
Fizban's Treasury of Dragons
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
dragon.
Underground River. Where an underground river runs along the outside edge of the lair, the dragon has slowed its flow with a rocky dam, creating a small pool in which to bathe and raise aquatic
Monsters
Fizban's Treasury of Dragons
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
. Where an underground river runs along the outside edge of the lair, the dragon has slowed its flow with a rocky dam, creating a small pool in which to bathe and raise aquatic delicacies.
Guest Suite
Backgrounds
Baldur’s Gate: Descent into Avernus
, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting &mdash
matter what the situation. I never raise my voice or let my emotions control me.
3
The first thing I do in a new place is note the locations of everything valuable—or where such things
Backgrounds
Guildmasters’ Guide to Ravnica
, inspired by the example of the angels, moved by the plight of the downtrodden, and devoted to the cause of justice. Or you could be a cynic in the ranks, perhaps because you reluctantly followed in the
-Boros Contacts table.
Boros Contacts
d8
Contact
1
A former comrade in arms was promoted into the prestigious Sunhome Guard.
2
One of my parents is a ranking Boros officer
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
follow those suggestions or ignore them, but you can’t raise any of your scores above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
23. Northern Exits The dragon bones that blanket the caldera have been pushed away from these exits to create a bleak open plaza connecting both tunnel exits to the entrance to the temple. This space
blocked by 2 barbed devils and 4 guard drakes (see appendix D for statistics). The devils’ attention is focused toward the plaza, however, not down the tunnels or on what the guard drakes do. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
long before she became undead. She is a member of the old guard and was around long before Severin took over. Given the chance, she talks about serving under Sammaster and killing dragons to raise
their floors and ceilings shattered, and the staircase that once curled up the inside of the tower, connecting its various levels, has also been destroyed. The ground floor is now packed with icy
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
long before she became undead. She is a member of the old guard and was around long before Severin took over. Given the chance, she talks about serving under Sammaster and killing dragons to raise them
their floors and ceilings shattered, and the staircase that once curled up the inside of the tower, connecting its various levels, has also been destroyed. The ground floor is now packed with icy debris
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
23. Northern Exits The dragon bones that blanket the caldera have been pushed away from these exits to create a bleak open plaza connecting both tunnel exits to the entrance to the temple. This space
blocked by 2 barbed devils and 4 guard drakes (see appendix D for statistics). The devils’ attention is focused toward the plaza, however, not down the tunnels or on what the guard drakes do. The
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
narrow, twisting passages between the lair’s fungal walls with magical and mundane traps. A typical lair has the following features: Connecting Passages. Because a deep dragon lacks a sapphire dragon’s
ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly including connections to the adjacent underground stream as entrances to the lair
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
was a trusted agent of Clan Axebreaker until she betrayed the clan and stole its fortune. If pressed, Varrin reluctantly tells the characters her name (Korda Glintstone), but he stresses that they
shouldn’t reveal they know it. No one in the prison except perhaps the warden knows Prisoner 13 by her real name, so using it would only raise suspicion. Her cell is marked on the map. Key. Prisoner 13
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
was a trusted agent of Clan Axebreaker until she betrayed the clan and stole its fortune. If pressed, Varrin reluctantly tells the characters her name (Korda Glintstone), but he stresses that they
shouldn’t reveal they know it. No one in the prison except perhaps the warden knows Prisoner 13 by her real name, so using it would only raise suspicion. Her cell is marked on the map. Key. Prisoner 13
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Guard Sentry and Watch Member Guards protect people, places, and things, either for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the
. They might be bouncers, lookouts, members of a city watch, or other keen-eyed warriors. Guard Medium or Small Humanoid, Neutral
AC 16 Initiative +1 (11)
HP 11 (2d8 + 2)
Speed 30 ft
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Lower Level: General Features Map 6.4 shows the layout of the lower level of the glacial rift. This area has basically natural formations, with some rough-hewn connecting passages and enlargements
hourly basis. At the end of each hour, roll a d10. On a roll of 1, which indicates a random encounter, choose from the following possibilities: One frost giant, a guard making the rounds 1d4 + 1 ogres on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Chapter 11: Van Richten’s Tower One of the men employed by Strahd to raise Castle Ravenloft was an archwizard named Khazan. After his work on the castle was complete, Khazan retired to the Barovian
valley and built a tower for himself on a small island on Lake Baratok. With the help of some engineers and laborers, he also built an earth-and-gravel causeway connecting the island with the nearby
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
food. Building traps deters intruders. Training guard animals helps protect the lair. Mining provides gems and ore for bribing enemies to leave them alone. Carving tunnels and rooms creates spaces for
thing to do, but they are smart enough to realize that the strategic death of an individual can buy valuable time for the rest of the tribe, and each individual reluctantly accepts this need for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
meant to raise an alarm and deter petty thieves, not to stop determined adventurers. If the guards spot an intruder, they do the sensible thing: call the authorities. The City Watch has small, single
-person “watch boxes” set up on nearly every street corner in the Sea Ward, including the intersection just outside the gates of Cassalanter Villa. If a guard sounds the alarm, the Watch member on duty
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
here are 20 feet high with 10-foot-high corridors connecting them. 16a. North Guard Post Scaladar. Two modified scaladar guard the hall. They are described in more detail below.
Furnishings. Water
. These scaladar obey the commands of illithids and attack any creatures that aren’t mind flayers or their thralls. Trobriand’s rings no longer have any effect on these constructs. 16b. South Guard
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
portcullis. “There’s nothing to see!” shouts a guard, “Please move along.”
Solamnic knights mysteriously
arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
; it was tarnished in a way the Knights of Solamnia from old stories would surely have avoided. When the characters identify themselves, the guards raise the gate’s portcullis and admit them into the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Entrance and Guard Post The sahuagin have tightened their defenses at the north entrance. Expecting an attack, they no longer use the causeway and keep this gate sealed at all times of day. As the gate
gains access to the fortress, they find the north entrance under heavy guard. A sizable force of ten sahuagin, two sahuagin champions, and two sahuagin coral smashers hold ranks here, prepared to face
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
also keep those within from falling to their deaths, and they block the wind. By Day. Three ogres stand guard atop each gate tower (see area 6B). They can shout for reinforcements, which come from areas
9, 10, and 15. Rezmir and her guard drakes (see area 11) arrive three rounds later. The lower courtyard is clear of fog during daylight hours. At Night. In addition to the ogres standing watch (see
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
also keep those within from falling to their deaths, and they block the wind. By Day. Three ogres stand guard atop each gate tower (see area 6B). They can shout for reinforcements, which come from
areas 9, area 10, and area 15. Rezmir and her guard drakes (see area 11) arrive three rounds later. The lower courtyard is clear of fog during daylight hours. At Night. In addition to the ogres standing
Compendium
- Sources->Dungeons & Dragons->Monster Manual
for pay or from a sense of duty. They might perform their duties vigilantly or distractedly. Some raise alarms at the first sign of danger and defend their charges with their lives. Others flee
outright if their compensation doesn’t match the danger they face.
To distinguish between Waterdeep’s different groups of guardians, keep this handy mnemonic in mind: the Guard guards the walls while the
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
bridge spans the passage, connecting two tunnels that are 20 feet above the stream.
One goblin stands watch on the bridge. It is hiding, and characters can spot it by succeeding on a Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Guard
Stat Block: Guard
This gullible recruit spends more time dreaming than patrolling.
Distractable. Bartho is easily distracted from his post because he’d rather be doing anything else.
Sleepy
aren’t real. They’re just a myth told to scare little children from wandering into caves.” (False)
Jane Katsubo Gala
Human Gate Guard
Stat Block: Guard
Though she’s memorized all the keep’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
12. Guarded Caves These caves and the tunnels connecting them are free of fog. 12a. Standing Gate to Level 14 House Freth posts guards here to watch for trouble that might ascend from level 13
all to see. One consequence of his injury is that Tanimar has been relegated to guard duty. He fights alongside his younger brother, Xaphtal Freth. The other two drow are named Hexab Do’ett and Moltar
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
connecting the tombs that the priests use in their caretaking duties, so exploring such a complex can be a daunting task. The Graveyard Temple Adventures table offers ideas for adventures that could
of angry spirits.
9 Escape the graveyard when undead suddenly rise and overtake the complex.
10 Use a person’s remains to raise them from the dead.
Graveyard Temple Map The temple
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. A staircase of chiseled ice hugs the interior wall, connecting both levels. Unless the characters take strides to conceal their approach, the ogres on the roof spot them. Tower Rooftop Three ogres
guard the tower rooftop, which is furnished with a ballista. See area 6B for details. Ground Floor A silver chime attached to the inside of each door rings whenever the door is opened, alerting the
Kobold
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Volo's Guide to Monsters
a perfect world, the creatures would be left alone to dig their tunnels and raise the next generation of kobolds, all the while seeking the magic that will free their imprisoned god (see the &ldquo
network of passages beneath the streets, connecting them to a nearby waterway and greatly improving the town’s sanitation. If the kobolds like the area and aren’t mistreated by the humans
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a secret panel. A tool or weapon can be used to pry open the panel, behind which are several wires connecting the lift car to a small Eberron dragonshard. Each wire is connected to an individual pin
. Orgon wants to go down to Old Sharn’s ruins to help guard the relic excavation site. If Luna and Vonnie are on the lift when Orgon enters, they leave immediately. When Orgon enters the lift, he
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
earth) 47–49 Carved into a sheer cliff face 50–52 Caverns carved by a beholder’s disintegration eye ray, with unnaturally smooth walls and vertical shafts connecting different levels 53–55 Contains
–66 Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite 67–69 Intended as a tomb 70–72 Long known as the site of a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
two-headed creatures, and as a guard for the treasure vault (area 38). As the characters approach the entrance to this area, read: A deep voice cries out through the open doorway ahead, quickly
extend from a large pouch hanging around the giant’s two necks, connecting directly into his chest. A pig snoozes on the floor at the ettin’s feet.
“Stand still!” one head roars. “My steward Slippy will
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a pile of rocks and ice chunks for hurling. The guard certainly hurls missiles if not immediately forced into melee. His treasure is at area 6. Note that the giant in area 2 will hear sounds of
combat here and rush to aid his comrade (and vice versa). 2. Guardroom Ice Cave One frost giant waits here on standby guard. On the floor of the cave are a pile of sleeping skins and two bags. The guard
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
patrolled regularly. During daytime, the typical patrol is one sentry (a Guard) placed every 300 feet along the top of the wall. At night, the guard patrol is quadrupled, with two sentries posted together
a pair of towers. The tower tops and connecting blockhouse are equipped with arrow slits and holes for pouring boiling oil straight down onto invaders. Each gatehouse tower connects to the city