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Returning 35 results for 'constant reaching guard to have remove'.
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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
Divine Contention
the crest that begins near its eyes and continues down its spine, reaching full height just behind the skull.
A small wooded region near Westbridge hides many old dwarven ruins and the extensive
plants in this area that are neither magical nor creatures, including the thickets described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the
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
Backgrounds
Guildmasters’ Guide to Ravnica
protection and durability
2
Fin Clade, focused on movement
3
Gyre Clade, focused on cyclical patterns and metamagic
4
Guardian Project, focused on creating guard monsters and super
attached to.
Personality Traits
d8
Personality Trait
1
I can’t wait to see what I become next!
2
I am convinced that everything inclines toward constant improvement
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic taiga
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
continues down its spine, reaching full height just behind the skull.The forest-loving green dragons sometimes compete for territory with black dragons in marshy woods and with white dragons in subarctic
described above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large
Magic Items
Infernal Machine Rebuild
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
blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
feats
Wayfinder's Guide to Eberron
Dragonmark Flaws table.
Aberrant Dragonmark Flaws
d8
Flaw
1
Your mark is a source of constant physical pain.
2
Your mark whispers to you. Its meaning can be unclear.
3
When
, a character who has the Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the
Kenku
Legacy
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Species
Volo's Guide to Monsters
the area patrolled by the guard did she explain that the noises indicated that the wingless folk had claimed that area, and that to trespass would be to court death.
— Gimble, Notes from a
city, alerting their allies to the approach of a guard patrol or signaling a prime opportunity for a robbery.
Since kenku can precisely reproduce any sound, the messages they carry rarely suffer
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
day, but those who remain are exhausted from their daily labor and the constant guard shifts to keep the camp safe from monsters and wildlife. The leader of the settler camp is a witty elderly female
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->Eberron: Rising from the Last War
follow, as well as the official you secretly report to, but must remain on constant guard against having your true loyalties revealed.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Reaching the Tower Vizeran’s tower lies on the edge of the Wormwrithings, about ten days from Menzoberranzan. The map and directions the archmage provides the adventurers in chapter 11 allow them to
sideways to squeeze. It takes about an hour to navigate its pitch-black darkness, and the journey is filled with a constant echo of distant sounds. The passage then widens, opening out into a cavern whose
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
this way, the constant vigilance and lack of truly peaceful rest would lead to a dangerous level of psychosis, but a beholder’s mind accepts this attitude as normal and necessary — it is always alert
to the possibility of assassination or betrayal by unknown threats that stand ready to pounce on the beholder the instant it lets its guard down. Complementing this ever-present, passive paranoia is
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Reaching Mantol-Derith If the characters reached an agreement with Davra Jassur in chapter 8, they can travel to Mantol-Derith along one of the many routes the Zhentarim use to move merchandise to
, about 180 miles east of Gauntlgrym. Black Network sentries (six human veterans) guard the cave, which leads to a series of tunnels. These tunnels descend sharply as they wind their way east for another
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
from chapter 5 during the journey. Shortly before the characters reach the cove, run the following encounter. Dragonnel Down When the characters are about a day from reaching the Kalaman ships at the
dragonnels flee if their riders are defeated. Wasteland Dragonnel. The coppery dragonnel is entangled in a net. A character who warily approaches the dragonnel can remove the net by succeeding on a DC 10
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, is accessible from the highest district. Reaching the gate involves a winding walk of over a mile from the town’s entrance. On reaching the gate, the characters find it sealed by an intimidating iron
deadly attacks from the gate’s far side. Assaults from Acheron are common, but these attacks have been highly effective and have caught Rigus’s defenders off guard each time. Extra troops now defend the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. You also develop a random flaw from the Aberrant Dragonmark Flaws table. Aberrant Dragonmark Flaws d8 Flaw 1 Your mark is a source of constant physical pain. 2 Your mark whispers to you. Its
Aberrant Dragonmark feat has a chance of manifesting greater power. Upon reaching 10th level, such a character has a 10 percent chance of gaining an epic boon from among the options in chapter 7 of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple protocol keeps
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Mood of the Town Saltmarsh is a place of constant energy. Few of the common folk are so affluent that they can afford to sit idle. At sunrise, the docks bustle with fishers preparing to venture out
other with their tales of the sea. Fights erupt as rival crews cross paths, and the town guard keeps a high profile in hopes of maintaining the peace. The quantity and quality of the catch in recent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
’ Alliance, the Order of the Gauntlet, the City Watch, or the Watchful Order of Magists and Protectors triggers a far-reaching effort to oust him from the city. Such proof can be obtained from any of
, or a magister provides enough evidence for them to act on. Once Manshoon’s whereabouts are established, the City Guard cordons off and surrounds Kolat Towers. The Blackstaff and the Watchful Order
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Action! Adventures in the pulp tradition tend to start with a bang and proceed at a breakneck pace, reaching a climax in pulse-pounding encounters aboard high-speed vehicles and grand melees in
dramatic locations. Action doesn’t have to mean combat, but ensuring that the world is in constant motion around the player characters is a good way to keep their interest high. Kicking Off the Action When
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->Prisoner 13
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). The exterior of the prison, including the guard towers, is 0 degrees Fahrenheit
duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple protocol keeps
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->Icewind Dale: Rime of the Frostmaiden
spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
given time. While on duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple
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->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->Mythic Odysseys of Theros
extraordinary testimony or evidence. Even just reaching Kruphix in order to communicate with him could easily require the patronage of other gods. Kruphix’s Divine Schemes Kruphix wants to maintain the
, thought to be a part of the sun, from Heliod’s followers. The priesthood blames Phenax or Erebos, but Kruphix is behind the theft. The sun stone holds a terrible secret power, and Kruphix seeks to remove it
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Reaching the Tomb The following locations provide different ways to access Xeluan’s tomb. Ruined Citadel Oztocan’s most prominent landmark is the ruined citadel around which the town was built. A
recently excavated tunnel leads to Xeluan’s tomb and is guarded at all times, as described below: Ten members of the town guard stand watch atop giant blocks of stone that were once part of a great
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
A Flight of Demons During a guard change, the prisoners hear a horrible droning buzz echoing through the cavern, followed by inhuman shrieking. Alarm horns sound out as four chasme demons pursue a
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the outpost for the drow warriors. The largest of the hanging towers is reserved for the priestesses and the shrine of Lolth, while the other is a guard tower opposite the cave used to hold slaves
.
Sound. A small waterfall pouring into the cavern creates a constant background noise, negating the cave’s tendency to amplify and carry sounds. Checks made to hear things in the cavern are made normally