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Returning 28 results for 'consist reminding guard to her rotation'.
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consult remaining guild to her rotation
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consult remaining guard to her rotation
consult reminding guard to her rotation
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
vault, and if the characters do something particularly loud, a guard might investigate at your discretion. Exterior Security Characters who learned the guard rotation in the “Preparation” section know two
rotation, roll a d4 to determine if a guard is present when the characters approach that room. On a 1, a guard is present in that room. If the characters learned the guard rotation in the “Preparation
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
area T3 or the statues in area T6) The guard rotation (detailed in “Vault Guards”) Map 8.1: Players’ Map
Guards table to help you roleplay each guard. Former Guards d6 Ex-Guard 1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
two guards are always on duty on the balcony, accessed via a rope ladder the guards leave hanging down to ground level. The characters also learn the basic exterior and interior guard rotation (detailed in “Vault Guards”).
unobstructed. Small windows glint from high on the vault’s stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
Vidorant’s
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that unlocks this door. T3: Gem Room This room contains open crates of gems sorted by color and type. Most are neatly faceted, though a few remain uncut.
Guards. This room is part of the guard rotation
hold rolled-up sheets of parchment.
Guards. This room is part of the guard rotation. Roll to determine if a guard is present (as described in “Interior Security”). Shelves of Potions. The four
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cult of Zariel Goals: Conquest, glory in battle, fame and fortune derived from military victory Typical Cultist: Berserker, cult fanatic, cultist, gladiator, guard, knight, veteran Signature Spells
typically consist of folk who have used rituals to contact devils and pledge their souls to them in return for power. The Lords of the Nine drive most of the soul trade, and the gifts they can offer are determined by Asmodeus’s decrees.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
the schedule of the next rotation, and his agents are standing by to capture a number of guards and cooks so the characters can take their place (see “Approaching the Prison”). Prisoner 13. Prisoner 13
meeting with Varrin, he provides them each with the choice to pose as a guard or a cook. Guards must wear splint armor, and kitchen staff must wear simple uniforms. Cooks can hide light armor under their uniforms. Small characters also have the option to stow away inside a crate of supplies.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the schedule of the next rotation, and his agents are standing by to capture a number of guards and cooks so the characters can take their place (see “Approaching the Prison”). Prisoner 13. Prisoner 13
meeting with Varrin, he provides them each with the choice to pose as a guard or a cook. Guards must wear splint armor, and kitchen staff must wear simple uniforms. Cooks can hide light armor under their uniforms. Small characters also have the option to stow away inside a crate of supplies.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
B6 1 half-ogre that became poisoned after drinking six casks of cheap wine B7 3 duergar and 1 gazer (see appendix B) standing guard while Thorvin Twinbeard (see appendix B) works on a mechanical
its side in area B7. Xanathar wants this mechanical version of itself to hover over the crowd, reminding the Lords of Waterdeep of the beholder’s superiority, but no one can figure out how to make it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Loyalists The loyalists consist of newcomers who arrived from the northern reaches of Keoland, loyal to King Kimbertos Skotti. They feel that the town should focus on becoming a useful asset to the
crown and value the good of the kingdom before the good of the region. The town guard, the dwarves, and the local farmers are generally loyalists. The loyalists care about security. They want to keep
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
vegetation forms the city’s outer wall, with the treetops magically woven together to create a barrier against intruders. Expertly trained archers stand guard on platforms nestled among the upper
behind a basalt arch holds a perpetually burning flame. Priests keep a strict rotation to ensure the fire never goes out, as it represents Purphoros’s fire that keeps the world warm through the colder
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with valuable cargo may carry 2d10 guards with a veteran guard captain. Cargo ships that transport livestock may have goats, camels, draft horses, mules, and other beasts, in addition to their crews
to an important destination. Most crew members and officers on passenger ships are commoners. Vessels carrying important people may carry 2d10 guards with a veteran guard captain. The passengers on a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
creatures for scouting or guard duty, or using dimension door to slip away from a deal gone bad. The hard part of that last one is always figuring out which of your franchise mates you’ll bring with you
nightmare of franchise-branded zombies running amok. Still, if things get bad, there’s nothing like a general marketing campaign reminding local folk that necromancy means raise dead. Even if you can’t cast
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
stamp. The Council of Order has the following members: Aristimus, a lawful neutral githzerai futurist (see Morte’s Planar Parade), captains the town guard. Juliett-314, a cheery but unforgiving octon
Cycle, the time it takes for the largest gear in Mechanus to complete a single rotation. However, on at least one occasion, the march came early, and legions of modrons wreaked widespread havoc as
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(male Tethyrian human guard), is a hothead and has been agitating to confront the orcs before they lay siege to the ranch. Perd and Marka’s children, Livi (female) and Thrade (male), aren’t old enough
dwarf guards) who serve as the area’s blacksmiths, tinkerers, and general laborers-for-hire. The remaining defenders consist of eighteen farm and ranch folk, as well as a few Emerald Enclave allies
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
quickly if sliced off. The slaadi call this mysterious area Spawn Hollow and guard it fiercely. They know about the rift and worry that the mind flayers of Illithinoch might try to expel them. They don’t
feet across and appears to consist of warty flesh slowly falling into its center. Any object or creature entering the vortex is lost within the Far Realm for 2d6 hours before reappearing in the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
them at headquarters. (Certainly, reminding the characters of what happened to the last two franchise headquarters that held orrery components should be enough to inspire them to hold onto the
bridge, Dalath’s Span. An enormous half-orc thug named One-Tusk stands guard outside the shop. Eriss is inside, polishing bottles containing miniature ships. She claims that these were once real ships
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
frost giant jarl won’t allow Nilraun to accompany him on his whale-hunting expeditions. Nilraun spends his idle hours contemplating how to steal the ring while reminding the giants that the Zhentarim
Storvald retires here when he’s not plying the northern waters. He isn’t here when the characters first arrive at Svardborg. Instead, two frost giants and two winter wolves stand guard here, watching
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
party is prominently wearing the special golden medallion (see the sidebar), all the creatures in this area attack the party. Two minotaur skeletons, two specters, and a bodak (see appendix C) guard this
wall, effectively blocking it, is a large crystal statue of a minotaur.
One ogre zombie, two ghasts, and one minotaur living crystal statue (see appendix C) guard this area. Unless a character in
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
undesirable chores to Rethnor. Ship Rethnor engages in few worthwhile activities aside from guard duty, which is a poor source of income. Rethnor toughs sometimes roam the streets of Luskan, looking for
Gharraghaur, reminding travelers of whose wealth sustains the region. North of the city, the Northern Means heads up toward Icewind Dale. Not many take this route without purpose, but scrimshaw from the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by dirty dishes.
The cauldron was originally used in the abbey laundry, but the survivors rescued it from the ruins and now use it for cooking. Meals prepared here consist of boiled vegetables and
lumber.
Unless alerted by a commotion in area 2, one guard (veteran) is napping on a pallet. The pallets hold nothing but rags stuffed inside flour sacks to make crude mattresses. The kettle, used
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
throne consist of sixty worth 50 gp each, fifteen worth 100 gp each, three of 500 gp value, and one 1,000 gp gem. 13. Guard Area One frost giant guard stationed in the far southern end of this chamber
bag. 10. Antecavern A frost giant guard is alert inside this oblong cavern at all times. He has a greataxe and one throwing rock. He shouts to alert the guards to the south if intruders enter the area
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
behir’s legs, and freed himself from its clutches. The creature’s shrieks became the lightning of the storm, and its broken femur became the symbol of Bahgtru’s followers, reminding them that anything can
. Luthic is often thought to take the guise of an enormous cave bear. Her followers honor this aspect of her by keeping cave bears as pets to guard the whelping pens that are filled with squabbling young
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
lower yards.
One erinyes is on guard in each of these towers, occasionally leaving the tower to walk the battlements of the adjoining curtain walls. Each erinyes is hostile to anyone attempting to
between the towers, barring access from the lava river beyond.
Two erinyes guard access to the harbor, one in each tower. These guards are hostile to anyone attempting to enter or leave the hold via the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
Four hobgoblins and one hobgoblin captain stand guard here, dressed in flame-red tabards with the symbol of elemental fire on the chest. They challenge anyone approaching from the west, but they
within each niche.
The shadowy forms are statues of dwarven warriors, carved long ago as an honor guard for those passing through this area. Tripwire Trap. A tripwire stretches across the floor between
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the other supplies are mostly still usable, even if they won’t be especially useful to adventurers. They consist of tools for mining, stone-working, and iron-working, shovels, lanterns and candles
small reptilian humanoids guard this room, the walls of which have niches carved into them. Each niche is lined with moss and holds a brown egg the size of a small orange.
Seven kobolds guard this room
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the gods prepare their prayers in this area, meditating on the blessing they want. A salamander and four fire snakes are in this room. The salamander stands guard before the door to area I5, while
any creatures in this room and area I6. Offerings. The offerings consist of foodstuffs and colorful crafts with little monetary value. The edges of the room hold hundreds of pounds of such goods, all
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
adversary. He invites the characters to explore the manor if they desire, reminding them that he still owns the place. He also tries to get the best of the characters, offering money, land, goods, or
to the idea. Sharna is a formidable combatant compared to most folk in Phandalin. She also keeps four bodyguards (thugs) on hand to guard the exchange, travel to the mines, rough up “uncooperative
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
made several structural alterations to the hall, including widening arrow slits in the guard tower and the entry hall balcony to create doorways on the second level. They then built the crude wooden
unidentifiable heaps of mold.
This room served as a storeroom for mundane materials for the original garrison but has not seen any use since then. The contents of the barrels and crates mostly consist of ruined