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Returning 35 results for 'consist rites guard to her received'.
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Classes
Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles
.
Druids are concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over
Monsters
Eberron: Rising from the Last War
island domain.
Long ago, it was revealed that the elven line of Vol — a house that practiced the art of necromancy and bore the Dragonmark of Death — was engaged in secret blood rites
received a vision affirming that the bloodline of Vol was no more. To the world, the last survivor of that bloodline is known as Lady Illmarrow. But in truth, she is Erandis Vol, heir to the Mark of
backgrounds
You know the ancient rites kept alive by secretive druids and hedge practitioners in the shadowed groves of the primordial forests. Remedies and hexes woven into wicker charms can stave off
1
A crescent woven from wicker and laced with silver wire
2
A glass bauble that was the first payment you received for your hedge wisdom
3
A Tiny figure made of acorn caps from the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Rites Formal prayers to the Sovereigns usually involve song. Specific songs invoke each Sovereign and seek their favor, appreciate the blessings received, and recognize the presence of a Sovereign
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Rites Formal prayers to the Sovereigns usually involve song. Specific songs invoke each Sovereign and seek their favor, appreciate the blessings received, and recognize the presence of a Sovereign
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outsiders to Akharin Sangar to supplement the city’s guard during the festival. The group in power trusts that competent adventurers from outside the city will have no connection to the local revolutionary
factions. Midnight Sun. An ally of the characters has received permission to visit Akharin Sangar and witness a periodic event in which the moon shines like the sun. This ally asks the characters to escort them on a scholarly or religious expedition.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
outsiders to Akharin Sangar to supplement the city’s guard during the festival. The group in power trusts that competent adventurers from outside the city will have no connection to the local revolutionary
factions. Midnight Sun. An ally of the characters has received permission to visit Akharin Sangar and witness a periodic event in which the moon shines like the sun. This ally asks the characters to escort them on a scholarly or religious expedition.
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->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->Tyranny of Dragons
occasion, and a knight and mage who are Chuth’s playthings. If the characters have entered the caverns undetected, any elves not on guard duty (see area 2) are here. As long as no alarm has been raised
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for
city guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks. The DM might call for
city guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, individual Druids gain their magic from nature, a nature deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are
concerned with the delicate ecological balance that sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
deity, or both, and they typically unite with other Druids to perform rites that mark the passage of the seasons and other natural cycles. Druids are concerned with the delicate ecological balance that
sustains plant and animal life and with the need for people to live in harmony with nature. Druids often guard sacred sites or watch over regions of unspoiled nature, but when a significant danger
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks The DM might call for an
guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
) check measures your ability to recall lore about deities, rites and prayers, religious hierarchies, holy symbols, and the practices of secret cults. Other Intelligence Checks The DM might call for an
guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
occasion, and a knight and mage who are Chuth’s playthings. If the characters have entered the caverns undetected, any elves not on guard duty (see area 2) are here. As long as no alarm has been raised
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
guard here. Kalzak uses Disguise Self to maintain the form of a white-haired and bearded human ascetic leaning against a pillar. The phisarazus are disguised as crabs scuttling around the rubble
, keeping watch while looking innocuous among the harmless crabs native to the beach. If the characters reseal Miska in the Ruinous Citadel, Kalzak orders the phisarazus to remain on guard and then leaves to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
guard here. Kalzak uses Disguise Self to maintain the form of a white-haired and bearded human ascetic leaning against a pillar. The phisarazus are disguised as crabs scuttling around the rubble
, keeping watch while looking innocuous among the harmless crabs native to the beach. If the characters reseal Miska in the Ruinous Citadel, Kalzak orders the phisarazus to remain on guard and then leaves to
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->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->Dungeon Master’s Guide (2014)
religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in
Ioun, goddess of knowledge
N
Knowledge
Crook shaped like a stylized eye
Kord, god of strength and storms
CN
Tempest
Sword with a lightning bolt cross guard
Lolth, goddess of spiders and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
religious rites and festivals. Priests at such sites relate stories of the gods, teach the ethics of their patron deities, offer advice and blessings, perform religious rites, and provide training in
Ioun, goddess of knowledge
N
Knowledge
Crook shaped like a stylized eye
Kord, god of strength and storms
CN
Tempest
Sword with a lightning bolt cross guard
Lolth, goddess of spiders and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into
taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Graveyard Temple (NILS HAMM) Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots, family
. During the day, the priests lead funeral rites, care for the graveyard, and offer counsel to those praying for acceptance of their fates. Larger graveyard complexes might also have a vault for storing
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Graveyard Temple (NILS HAMM) Any place where the remains of the dead are interred is considered a place of worship for Erebos. A graveyard can consist of mass graves, individual burial plots, family
. During the day, the priests lead funeral rites, care for the graveyard, and offer counsel to those praying for acceptance of their fates. Larger graveyard complexes might also have a vault for storing
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->Monster Manual (2014)
territorial, they use camouflaged scouts to guard the perimeter of their domain. When unwelcome visitors are detected, a tribe sends a hunting band to harass or drive the trespassers off, or tricks them into
taste for humanoid flesh. Prisoners are often taken back to their camps to become the centerpieces of great feasts and rites involving dancing, storytelling, and ritual combat. Victims are either
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->Tomb of Annihilation
device called the Soulmonger. The Harpers received their intelligence from a lich, but they don’t know much about the Soulmonger other than its name and general whereabouts. Adventurers willing to
must deal with the deadly traps and monsters that guard the Soulmonger. Venturing deeper into the tomb, they uncover clues about the dungeon’s evil architect — the archlich Acererak — and learn that the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
device called the Soulmonger. The Harpers received their intelligence from a lich, but they don’t know much about the Soulmonger other than its name and general whereabouts. Adventurers willing to
must deal with the deadly traps and monsters that guard the Soulmonger. Venturing deeper into the tomb, they uncover clues about the dungeon’s evil architect — the archlich Acererak — and learn that the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(first in Bullywug and then in Common), “Push the note under the door.” The bullywug is referring to the secret message the characters received in area D6. If the characters comply, the bullywug lifts the
door is a jittery bullywug with a spear, and behind this guard is a wooden crate with hunting gear piled atop it. Huddled in the back of the hut are four more bullywugs. Tension hangs heavy in the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(first in Bullywug and then in Common), “Push the note under the door.” The bullywug is referring to the secret message the characters received in area D6. If the characters comply, the bullywug lifts the
door is a jittery bullywug with a spear, and behind this guard is a wooden crate with hunting gear piled atop it. Huddled in the back of the hut are four more bullywugs. Tension hangs heavy in the