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Returning 35 results for 'constant relative guard to have recovery'.
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Backgrounds
Baldur’s Gate: Descent into Avernus
, working for someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting &mdash
Guild. If either of them ever finds out, your life as you know it will be over.
6
A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower
Backgrounds
Guildmasters’ Guide to Ravnica
-Boros Contacts table.
Boros Contacts
d8
Contact
1
A former comrade in arms was promoted into the prestigious Sunhome Guard.
2
One of my parents is a ranking Boros officer
.
5
An adolescent relative ran off to join the Gruul in an act of rebellion and has not yet returned.
6
I once befriended an Izzet scientist, and we’re still cordial though the
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
Gnome
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Basic Rules (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the apartment
stare, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit
Kenku
Legacy
This doesn't reflect the latest rules and lore.
Learn More
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->Hold Back The Dead
reclaim the fortress. The fortress would allow the Lord’s Alliance to keep a closer watch over dangers in the region. The characters are initially hired to help guard Ironspine Keep, which is expected to
sequester his forces, and Szass Tam can’t allow the powerful Sword Coast cities to control the stronghold. He quickly dispatched a legion commanded by a spectral warlord to discourage the recovery effort
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->Basic Rules (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the
, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
habitations in Oeble, that particular tenement had been built for humans, and smaller residents coped with the resulting awkwardness as best they could.
But at least the relative largeness of the
, then appeared to go back to sleep.
— Richard Lee Byers, The Black Bouquet
A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
, despite their relative independence, still have a tendency to seek out a companion to emulate and follow. A kenku loves to mimic the voice and words of its chosen companion. ROLEPLAYING A KENKU
If
you’re playing a kenku, constant attempts to mimic noises can come across as confusing or irritating rather than entertaining. You can just as easily describe the sounds your character makes and what
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->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->Acquisitions Incorporated
wild lands of the North can certainly oblige them. Or you might wish to have the journey pass in relative peace while the players coordinate franchise tasks left over from the previous episode. Luskan
raiding, handing down less-desirable opportunities to Fourth Ship Taerl. Fifth Ship Rethnor acts as the city’s guard — an unprofitable enough duty that many of its members look for other ways to earn
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->Eberron: Rising from the Last War
plague. In desperation, King Kaius I embraced the Blood of Vol, whose priests bolstered the armies of Karrnath with undead. Initially, those skeletons and zombies required constant control and served
of Karrnath’s living troops offset by the recovery and raising of their remains. Malevanor claimed that Karrnathi undead are animated and granted intelligence by the patriotic spirit of Karrnath
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->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->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
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
someone who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting — but what you learn you pass on
as you know it will be over. 6 A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower ranks hoping to find out what happened to them. 7 You’ve
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
who has more than they deserve. But the Guild offered you a way to fix that. You keep doing what you’ve always done — guard work, dock labor, business accounting — but what you learn you pass on to the
life as you know it will be over.
6 A close friend or relative joined the Guild and vanished mysteriously. You’ve worked your way into the lower ranks hoping to find out what happened to them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. Any hook horrors there attack only if the intruders slay or drive off the gorgons. White Gate. A white gate is situated in the opening in the rock wall that leads to the Forest of Recovery. Forest of
Recovery Powerful conjuration magic suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
power of the gods for a reason, and surely that reason can’t be to stand guard while merchants sleep. Then again, the High Observer is, by all reports, a wise and effective ruler. Perhaps he perceives
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
All for One: The Clan So the barman isn’t a relative, and you don’t even know the names of any of the folk here? How can you possibly sleep peacefully in this inn, surrounded by strangers? We’ll be
craft like any other activity, calling for careful practice and constant attention to detail in order to yield the best, most satisfying results. Young nobles apprentice for a time with masters of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
8. Gray Alchemist The Gray Ghosts have claimed this cave as both a safe house and a laboratory, where their alchemists can work in relative peace and isolation. This area is surprisingly clean and
information each time a character succeeds on a DC 13 Charisma (Intimidation) check: Gorglak is a warrior of the Stone Guard stationed at one of the outer gates near the Darklake District. Gorglak is an
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
decades, the expansion of the Mere in the calamities of the Spellplague cut off most travel along the High Road. During that time, the Stoneshafts lived in relative isolation, stockpiling their ore
gathering supplies and reinforcing Thornhold’s defenses. Stoneshaft dwarves can taste the wealth, bustling energy, and constant excitement of nearby Waterdeep, and want to share in it. They don’t want to be
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Astral Adventurer’s Guide
Guard, the Donjon is where those judged too dangerous to serve sentences working the fields on the underside are imprisoned. The Warden of the Donjon is a plasmoid boss (see Boo’s Astral Menagerie
“finder’s fee” for returning a lost item to its rightful owner. More important in the short term is the boost to its reputation that the business receives with every successful recovery. Great Market
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, finely honed weapons, or the end result of any other endeavor that enriches the crafter while it pays homage to the Creator. Dwarves guard their personal creations with the vigilance and ferocity of a
and then knowingly leave it vulnerable to being stolen (or worse). A dwarf who loses an item to thievery pursues the item’s recovery or seeks vengeance against the thieves with the same fury that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
to his inner council. Dissent in the Ranks Under Severin’s leadership, most cultists are devoted to Tiamat—but not all. Some of the old guard dislike the cult’s new direction, and long for the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Mirabar more advantageous relationships with Waterdeep and Baldur’s Gate, something which has not gone unappreciated by the council. The city’s guard, the Axe of Mirabar, exists primarily to deter
and prevent sabotage of the mines, without which Mirabar would collapse. The guard also provides swift and capable defense and law enforcement within the city. The wealth of Mirabar is so great that it
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
a relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
to his inner council. Dissent in the Ranks Under Severin’s leadership, most cultists are devoted to Tiamat—but not all. Some of the old guard dislike the cult’s new direction, and long for the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
relative few serve as thieves, assassins, and spies. Dragon-themed symbolism and iconography pervade the cult’s official regalia—black clothing that features a cape or cloak cut to resemble dragon
council. Dissent in the Ranks Under Severin’s leadership, most cultists are devoted to Tiamat—but not all. Some of the old guard dislike the cult’s new direction, and long for the established
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
presence, and every surface of the cave is covered in slime. A kuo-toa whip and two kuo-toa stand guard atop a pebbled beach strewn with dead crabs, rotting fish, and treasure. These kuo-toa have been
magically enslaved by the aboleth. While enslaved, the kuo-toa remain in constant telepathic contact with the aboleth, but they can’t take reactions. Whenever an enslaved kuo-toa takes damage, it can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, human guard) is friendly and speaks evenly, but she’s frustrated by her site’s setbacks and is protective of her workers. She wants to know what the characters’ business is at the potentially
can also share the following details: Her laborers are in constant fear. They think some creature or gang is trying to harm them. No one’s seen anything, but accidents and sabotage are common. She’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
constant presence of the Watch — which exclusively patrols that district — goes far toward assuring their security. As a side effect, it also means many patriars go months without engaging with the
guard. Among the common folk and criminal element of the city, patriars have a reputation for callousness. Common wisdom holds that patriars are out of touch with everyday life and value citizens