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Returning 35 results for 'connects reflected guard to have remove'.
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connect reflect guard to have remote
Magic Items
Keys from the Golden Vault
condemns anyone who tries to remove it from its gold-leaf frame.
Wealth of Information. The painting’s primary purpose is to observe and recall conversations. Over the past few decades
Portrait. While you are attuned to the painting, you can command it to guard its location against one or more creatures you identify as the painting’s enemies. The painting performs this function
Monsters
Bigby Presents: Glory of the Giants
other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration
. The cloud rains acid. Each creature in the cylinder must succeed on a DC 25 Constitution saving throw or be covered in acid for 1 minute or until a creature uses its action to remove the acid from
Monsters
Curse of Strahd
the reach of melee combatants and spellcasters, or he flies away (using summoned wolf;wolves or swarm of bats;swarms of bats or swarm of rats;rats to guard his retreat).
Strahd observes the characters
to see who among them are most easily swayed, then tries to charm characters who have low Wisdom scores and use them as thralls. At the very least, he can order a charmed character to guard him
Magic Items
Infernal Machine Rebuild
surroundings to appear reflected in the blade as if in a state of decay.
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack
property of the weapon can’t be used until dawn seven days later.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Investigation) DC 15. The character deduces there is no mathematical equation that connects
the numbers exchanged between the guard and visitors. Wisdom (Insight) DC 15. The character suspects that the answer has to do with the word, not the number.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Investigation) DC 15. The character deduces there is no mathematical equation that connects
the numbers exchanged between the guard and visitors. Wisdom (Insight) DC 15. The character suspects that the answer has to do with the word, not the number.
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
House Dimir ZEZHOU CHEN A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground, and his eyes reflected light like a cat’s. He
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
House Dimir ZEZHOU CHEN A vampire appeared out of the darkness, as quiet as a breeze. He was stripped to the waist despite the chill underground, and his eyes reflected light like a cat’s. He
and even wiping their own minds to remove any evidence of their completed assignments. The first guildmaster of House Dimir was a vampire named Szadek, whose organization agreed to serve as Ravnica’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Mad Elemental This area consists of a zigzagging hall (area 30a) and a guard room (area 30b). A berserk air elemental is trapped here. Its howls can be heard throughout the area. Assume it’s in
area 30b when the characters first arrive. The elemental can tell when someone opens the door at either end of the zigzagging hall or the secret door in the guard room. As soon as it hears a door open
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
30. Mad Elemental This area consists of a zigzagging hall (area 30a) and a guard room (area 30b). A berserk air elemental is trapped here. Its howls can be heard throughout the area. Assume it’s in
area 30b when the characters first arrive. The elemental can tell when someone opens the door at either end of the zigzagging hall or the secret door in the guard room. As soon as it hears a door open
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
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->Tales from the Yawning Portal->a7
aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
aura (abjuration). After the magic of the door is identified, a dispel magic or remove curse spell is needed to remove the guard that prevents the door from being opened. Once this is accomplished, the secret door can be opened easily from either side.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cave the size of a cathedral and stacked to the height of a giant! Pathways wind through a glittering mass whose reflected light dazzles your eyes, like a million twinkling stars close enough to touch
.
Prowling through the narrow paths between the heaped treasures are 4 guard drakes (see appendix D for statistics). They are used to the vaults being unoccupied (rank-and-file cultists are not
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
cave the size of a cathedral and stacked to the height of a giant! Pathways wind through a glittering mass whose reflected light dazzles your eyes, like a million twinkling stars close enough to touch
.
Prowling through the narrow paths between the heaped treasures are 4 guard drakes (see appendix D for statistics). They are used to the vaults being unoccupied (rank-and-file cultists are not
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir, who arrives with her guard drakes three rounds later. Spiral Staircase A spiral staircase of sculpted ice connects the upper and lower courtyards, as well as the tunnels leading to the main vault
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimney’s stone cap, doing so
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
(Acrobatics) check. A failed check indicates that the character makes no progress. To enter or exit a chimney from the top, one must first use an action to try to remove the chimney’s stone cap, doing so
with a successful DC 18 Strength (Athletics) check. A character in gaseous form can navigate a chimney without having to make these checks or remove the chimney cap. Doors The conservatory’s doors are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Rezmir, who arrives with her guard drakes three rounds later. Spiral Staircase A spiral staircase of sculpted ice connects the upper and lower courtyards, as well as the tunnels leading to the main vault
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mild surprise, she notices you. “Oh. You,” she says. “You could be helpful. Come on.” With that, she turns and heads up the far stairs.
This hall connects the stairs leading to areas S19 and S22
Wersten Kern loyally serves Lord Soth and stands guard over the Mourning Sanctum The interior of this mighty temple has been hollowed out, its roof and interior walls reduced to rubble, creating one
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
mild surprise, she notices you. “Oh. You,” she says. “You could be helpful. Come on.” With that, she turns and heads up the far stairs.
This hall connects the stairs leading to areas S19 and S22
Wersten Kern loyally serves Lord Soth and stands guard over the Mourning Sanctum The interior of this mighty temple has been hollowed out, its roof and interior walls reduced to rubble, creating one
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Zumzn can remove the fruit from the skull without harming itself, or someone can free the fruit after the treant’s death. The first time a character takes a bite of the fruit, the character’s physical age
(see “Supernatural Gifts” in the Dungeon Master’s Guide) against the dragon. Astral Lift. The Astral lift, which connects the chamber to several below, is described in “Garden Features.” The lift
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stopping the ritual will restore the city and its people. This quest, should you choose to undertake it, requires you to retrieve the king’s still-beating heart and remove it from the city to stop the
ritual. Start by meeting with the elf Naevys, guard captain for King Jhaeros. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and stacks of parchment on them. Mounted between the shelves are copper signs embossed with the following words in Common: “Do not remove supplies without Headmaster Blackcloak’s written consent
.”
Secret Door. A secret door opens into a dusty hall that leads to area 23c.
The spectators guard the supplies on the shelves and use telepathy to warn intruders not to touch anything without
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stopping the ritual will restore the city and its people. This quest, should you choose to undertake it, requires you to retrieve the king’s still-beating heart and remove it from the city to stop the
ritual. Start by meeting with the elf Naevys, guard captain for King Jhaeros. Good luck, operatives.”
Closing the music box causes the golden key to vanish.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and stacks of parchment on them. Mounted between the shelves are copper signs embossed with the following words in Common: “Do not remove supplies without Headmaster Blackcloak’s written consent
.”
Secret Door. A secret door opens into a dusty hall that leads to area 23c.
The spectators guard the supplies on the shelves and use telepathy to warn intruders not to touch anything without
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
feet away from the walking castle. “I am Corporal Piang Shu, representative of the Crown Generals of Rigus,” he shouts in a commanding voice. “Declare yourselves, and remove your war machine beyond
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
feet away from the walking castle. “I am Corporal Piang Shu, representative of the Crown Generals of Rigus,” he shouts in a commanding voice. “Declare yourselves, and remove your war machine beyond
Shu they don’t intend to attack Rigus. Shu’s demand to remove the walking castle is nonnegotiable, though, and the distance he insists on is a day’s travel away. The Castellan can drop the characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
visible below, with corridors radiating off in all directions. To the north, a stone staircase descends to the lowerlevels.
The grand staircase connects the first four levels of the tomb, each of which
.
The vulture is the first step.
Right the gods.
The walls of history tell all.
The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
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
. These Undead knights block the entrance to the castle. They attack anyone who tries to slip past or to remove part of a wight’s disguise. After a wight takes 10 points of damage, its disguise is undermined, revealing the skeletal form below.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
sun carving, but rather a moon carving.
The pool is a magic portal that connects to the pool in area 19D. Characters who immerse themselves in the pool surface in area 19D. 19D. Moon Pool If the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
20. Spirit Guard of Ayocuan (A-YO-kwan) A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army
the north end of the chamber are a group of statues that must have been an honor guard. These warriors wear feathered robes and headdresses and are armed with pitted bronze spears. Each of these figures
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
from this side, though three knock spells will do the trick. 19C. Sun Pool A glorious sun is carved on the ceiling, directly above a pool of still water. The ceiling reflected in the pool doesn’t show a
sun carving, but rather a moon carving.
The pool is a magic portal that connects to the pool in area 19D. Characters who immerse themselves in the pool surface in area 19D. 19D. Moon Pool If the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
visible below, with corridors radiating off in all directions. To the north, a stone staircase descends to the lowerlevels.
The grand staircase connects the first four levels of the tomb, each of which
.
The vulture is the first step.
Right the gods.
The walls of history tell all.
The clues on this bronze plaque pertain to features and locations on level 3, specifically the reflected hall
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
. These Undead knights block the entrance to the castle. They attack anyone who tries to slip past or to remove part of a wight’s disguise. After a wight takes 10 points of damage, its disguise is undermined, revealing the skeletal form below.