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Returning 35 results for 'connecting realizes gar to have remain'.
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Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
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
Monsters
Fizban's Treasury of Dragons
rather enjoy the company of people—as long as they remain unaware of my true nature.
Deep Dragon Ideals
d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Ideal"}
Ideal
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
Kobold
Legacy
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Species
Volo's Guide to Monsters
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
other creatures, because such objects are more likely to be in good condition and thus more useful or valuable.
When they go after items that aren’t free for the taking, kobolds try to remain
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strewn about the floor of the cabin.
This area is occupied by three drowned ascetics. As they don’t have anything to do until they receive orders from the drowned master, or directly from Gar
the threat until they’ve disturbed the creatures by making noise or by pulling back the blankets under which they lay. Characters who are aware of the undead, or that want to remain undetected in
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
strewn about the floor of the cabin.
This area is occupied by three drowned ascetics. As they don’t have anything to do until they receive orders from the drowned master, or directly from Gar
the threat until they’ve disturbed the creatures by making noise or by pulling back the blankets under which they lay. Characters who are aware of the undead, or that want to remain undetected in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Other Elements Once you’ve located the adventure in the world and figured out how you’re going to handle the factions, only a few tasks remain. Give some of the magic items in the adventure an
Eberron spin by connecting them to the magic of dragonshards. The four elemental weapons wielded by the prophets, for example, might be powered by Khyber dragonshards. Connect the economy of the Dessarin
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cult are vicious sea reavers. Many of them were pirates before they fell in with the cult, and they remain eager for blood and plunder. Crushing Wave reavers appreciate the value of stealth and
Dagger. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or ranged 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Gar Shatterkeel Gar Shatterkeel is the water prophet of Elemental Evil and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
fought Xabazhut elsewhere. The dragon tries to remain hidden in the smoky air until he can breathe fire down on the party from above. If the dragon realizes the characters survived, he stays and fights them until he becomes Bloodied; then he returns to his lair to recover.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Other Elements Once you’ve located the adventure in the world and figured out how you’re going to handle the factions, only a few tasks remain. Give some of the magic items in the adventure an
Eberron spin by connecting them to the magic of dragonshards. The four elemental weapons wielded by the prophets, for example, might be powered by Khyber dragonshards. Connect the economy of the Dessarin
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
fought Xabazhut elsewhere. The dragon tries to remain hidden in the smoky air until he can breathe fire down on the party from above. If the dragon realizes the characters survived, he stays and fights them until he becomes Bloodied; then he returns to his lair to recover.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
princesses included — obey Uthor’s commands when it comes to military matters. Once Iymrith realizes that small folk have invaded the stronghold, she does everything she can to foment a war. She tries to
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
princesses included — obey Uthor’s commands when it comes to military matters. Once Iymrith realizes that small folk have invaded the stronghold, she does everything she can to foment a war. She tries to
giants protect Nym and Mirran, who retreat to areas 6 and area 30, respectively, if seriously threatened. The crab and the other giants remain here. 15 Serissa, Uthor, Iymrith, 2 hill giants Uthor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
perils became too much for them. Brythia petitioned Torm for aid, and Fazrian answered the summons. The planetar provided much-needed assistance and healing, then chose to remain by Brythia’s side as
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
through it without alerting the troll requires a successful DC 12 Dexterity (Stealth) check. If a character fails this check, the troll hears the character’s footsteps or the creaking of the deck and realizes there’s an easier meal to be had. Map 2.6: dark duchess View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the ship’s hold (area D9). Climbing onto the ship and moving
through it without alerting the troll requires a successful DC 12 Dexterity (Stealth) check. If a character fails this check, the troll hears the character’s footsteps or the creaking of the deck and realizes there’s an easier meal to be had. Map 2.6: dark duchess View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a few feet away. Maggots feast on the rotting remains.
Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
perils became too much for them. Brythia petitioned Torm for aid, and Fazrian answered the summons. The planetar provided much-needed assistance and healing, then chose to remain by Brythia’s side as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a DC 15 Intelligence (Nature) check realizes that the scales came from multiple owners. Most were shed by an adult red dragon, while a few were cast off by one or more young red dragons. 12b. Tiamat
Intelligence (Investigation) check realizes that they are fakes made of polished stone. 12d. Dragon Hatchery Lava Pool. The entire floor is a 1-foot-deep pool of lava. The lava is created magically but
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
hazards. To this end, the sahuagin are most likely to attack the characters just after the party enters combat with the undead in area 2. EXTERIOR FEATURES
The presence of Gar Shatterkeel and the rift
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lost when the empire fell. These and several less influential clans are competing for overall leadership, while the spies and assassins of the Khesh’dar (Silent Folk) remain neutral in the struggle
gradually spreading within Darguun, but no one yet realizes the power of the force that lies beneath their nation.
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
remain protective of the area. If the characters want to proceed into area 10 without angering the kraken priests, they must succeed on DC 15 Charisma (Persuasion) check and promise not to harm Fhenimore
the mountain, and let them know that the master of the mountain also resides that way. They’ll tell the characters his name is Gar Shatterkeel, and that he’s a very powerful ocean dweller with a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
spell, sounds of combat in areas not completely sealed off from the outside by doors, or a whisper in the dragon’s ear. If the dragon realizes intruders are near but can’t determine their whereabouts
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
portraits magically spring from their paintings, gaining the statistics of flying swords, and remain detached from the paintings thereafter. Replace the wands’ Longsword action option with the
. The Dragonchess set weighs 30 pounds and has beautifully carved and enameled pieces. A character who succeeds on a DC 25 Intelligence (History) check realizes that the set is one of four made by
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empty holds where prisoners, slain whales, and stolen goods are kept. Storvald is returning angry from not having caught a single whale, and that anger intensifies when he realizes that Svardborg has
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a DC 15 Intelligence (Nature) check realizes that the scales came from multiple owners. Most were shed by an adult red dragon, while a few were cast off by one or more young red dragons. 12b. Tiamat
Intelligence (Investigation) check realizes that they are fakes made of polished stone. 12d. Dragon Hatchery Lava Pool. The entire floor is a 1-foot-deep pool of lava. The lava is created magically but
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
empty holds where prisoners, slain whales, and stolen goods are kept. Storvald is returning angry from not having caught a single whale, and that anger intensifies when he realizes that Svardborg has
around the iceberg to check on Cryovain’s mate in the temple of Thrym (area 4). Five frost giants remain aboard the Krigvind — four to man the ballistae and one to guard Cryovain (see the “Dragon in Chains” section). Map 7.3: Krigvind View Player Version
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
portraits magically spring from their paintings, gaining the statistics of flying swords, and remain detached from the paintings thereafter. Replace the wands’ Longsword action option with the
. The Dragonchess set weighs 30 pounds and has beautifully carved and enameled pieces. A character who succeeds on a DC 25 Intelligence (History) check realizes that the set is one of four made by
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
spell, sounds of combat in areas not completely sealed off from the outside by doors, or a whisper in the dragon’s ear. If the dragon realizes intruders are near but can’t determine their whereabouts
, Cryovain is slow-witted and easily baited. The howling of the wind prevents Cryovain from hearing intruders who remain relatively quiet. The wind also silences the characters as they follow the icy path (area H1) that leads to and from the gatehouse (areas H2 through area H6).
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
lost when the empire fell. These and several less influential clans are competing for overall leadership, while the spies and assassins of the Khesh’dar (Silent Folk) remain neutral in the struggle
gradually spreading within Darguun, but no one yet realizes the power of the force that lies beneath their nation.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the “dragon-man” (Cyanwrath), the better warriors, and the “dragon-dogs” (kobolds). As long as the cultists pay well for
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
best to remain at least one hundred feet away from them, the sahuagin immediately attack. Otherwise, they follow and watch from a distance, allowing the characters to spring any potential traps or
hazards. To this end, the sahuagin are most likely to attack the characters just after the party enters combat with the undead in area 2. EXTERIOR FEATURES
The presence of Gar Shatterkeel and the rift
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
kobolds (those on level 1) have been burned, but the level 2 huts and both guard towers remain. Anyone can determine from tracks that the cultists trekked away in small groups in all directions. A
to the west. A few raiders remain in the cave: the Wearer of Purple (Mondath), the “dragon-man” (Cyanwrath), the better warriors, and the “dragon-dogs” (kobolds). As long as the cultists pay well for
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
is in combat identifies a number of silver wires connecting the ranger’s cloak and backpack. If Barbatos is defeated, examining his body reveals that the backpack holds a troll’s still-beating heart
character who succeeds on a DC 18 Wisdom (Animal Handling) check can convince at least one of the owls (of your choice) to remain with the party for the duration of the adventure. Feeding the owls
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
is in combat identifies a number of silver wires connecting the ranger’s cloak and backpack. If Barbatos is defeated, examining his body reveals that the backpack holds a troll’s still-beating heart
character who succeeds on a DC 18 Wisdom (Animal Handling) check can convince at least one of the owls (of your choice) to remain with the party for the duration of the adventure. Feeding the owls