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Returning 35 results for 'consult reflecting guard to have retain'.
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Monsters
Curse of Strahd
whose ancestors underwent, horrific magical transformations, to the extent that they retain only a fraction of their original being. Their humanoid bodies incorporate the features of various beasts. For
wild or while standing guard outside their lairs. Until it is seen, a camouflaged mongrelfolk has advantage on Stealth checks made to hide.
Horrific Offspring. It’s possible to restore a
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
races
Mordenkainen Presents: Monsters of the Multiverse
’s grim energy.
Shadar-kai have ashen skin tones, and while they’re in the Shadowfell, they also become wizened, reflecting the somber nature of that gloomy plane.
Like other elves
weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
races
Mordenkainen Presents: Monsters of the Multiverse
survive with just their wits in situations that would be deadly for other folk. Because of that fact, many lizardfolk myths state that their people were placed by the gods in the Material Plane to guard
character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
breathtaking plazas and public reflecting pools, the empire’s new capital teems with people who see the city as the promise of the empress made manifest. Adventurers come to Qaragarh seeking employment from
own hands. Churapoor A natural harbor shelters the port of Churapoor from seasonal monsoons. Despite the devastation of war, the city boasts a healthy economy, but it always needs adventurers to guard its shipments of alchemical concoctions, spices, and rich textiles.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
breathtaking plazas and public reflecting pools, the empire’s new capital teems with people who see the city as the promise of the empress made manifest. Adventurers come to Qaragarh seeking employment from
own hands. Churapoor A natural harbor shelters the port of Churapoor from seasonal monsoons. Despite the devastation of war, the city boasts a healthy economy, but it always needs adventurers to guard its shipments of alchemical concoctions, spices, and rich textiles.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
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
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine
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->Eberron: Rising from the Last War
Official Status Heads of state employ a variety of agents. Some are officially recognized, but others are expected to operate on the borders of legality. Consult the State Status table to determine
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->Keys from the Golden Vault
” section, roll a d6 instead of a d4, reflecting their increased ability to avoid the guards. If the characters spend more than 10 minutes in any room that’s part of the guard rotation, a guard
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
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the most severe wrongs, offenders are banished to uninhabited islands, though they retain the right to travel to the Meet each year to seek reconciliation with the larger community. The Gods’ Tale The
Most folk in Godsbreath go by a single name—often a nickname picked up in their youth instead of their given name—preceded by an honorific reflecting their age, profession, or standing in the community
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the most severe wrongs, offenders are banished to uninhabited islands, though they retain the right to travel to the Meet each year to seek reconciliation with the larger community. The Gods’ Tale The
Most folk in Godsbreath go by a single name—often a nickname picked up in their youth instead of their given name—preceded by an honorific reflecting their age, profession, or standing in the community
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
from the hanging guard tower across the rope bridge, visible through the locked gate. The cell has some sort of antimagic effect on it (see area 11 for details). Jorlan the drow warrior suffered
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
establish telepathic communication to allow everyone to speak freely. The guards aren’t observant enough to notice. You might wish to consult the social interaction rules in the Dungeon Master’s Guide
from the hanging guard tower across the rope bridge, visible through the locked gate. The cell has some sort of antimagic effect on it (see area 11 for details). Jorlan the drow warrior suffered
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble
Persuasion, these skills are common in Zil society; you could take the charlatan or criminal background as a way of reflecting your Zil upbringing. As a player character, one question is why you’ve left
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
deceive since childhood. You’ve been involved in dozens of schemes and feuds, and you’re likely still tied up in a few of them (consult the Zil Schemes table). Even if you have a good heart and noble
Persuasion, these skills are common in Zil society; you could take the charlatan or criminal background as a way of reflecting your Zil upbringing. As a player character, one question is why you’ve left
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Precognitive Mage
Rakdos
Rakdos Lampooner
Rakdos Performer
Reckoner
Rubblebelt Stalker
Scorchbringer Guard
Servitor Thrull
Shadow Horror
Sire of Insanity
Skittering Horror
Skyjek Roc
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, they’re approached by a hound archon (see Morte’s Planar Parade). He’s one of the locals who’s been reflecting on the gate, and he introduces himself as Varrel, a member of the town guard. He asks if the
to Mount Celestia. Two towering, bear-headed sentinels in heavy armor guard the gate. Other locals linger nearby, meditating on the gate.
The gate’s guards are warden archons (see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Tongue” sidebar). Immortal servants known as magen (see appendix C) tirelessly perform their duties or wait in silence for new orders. Deadly living spells (see appendix C) guard a handful
percentile dice and consult the Ythryn Encounters table to determine if the party has a random encounter. Some random encounters have variants if Avarice or Auril is present in the necropolis (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
and dinner. These bells also denote the changing of the guard at the eastern gatehouse and the Emerald Door. Miirym The Sentinel Wyrm
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, they’re approached by a hound archon (see Morte’s Planar Parade). He’s one of the locals who’s been reflecting on the gate, and he introduces himself as Varrel, a member of the town guard. He asks if the
to Mount Celestia. Two towering, bear-headed sentinels in heavy armor guard the gate. Other locals linger nearby, meditating on the gate.
The gate’s guards are warden archons (see Morte’s Planar
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Precognitive Mage
Rakdos
Rakdos Lampooner
Rakdos Performer
Reckoner
Rubblebelt Stalker
Scorchbringer Guard
Servitor Thrull
Shadow Horror
Sire of Insanity
Skittering Horror
Skyjek Roc
offers new race and class options, reflecting the unique character of Ravnica as a Magic setting, and the creatures and characters seen on Magic cards. You can also use this material in any other D&D
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Netherese Tongue” sidebar). Immortal servants known as magen (see appendix C) tirelessly perform their duties or wait in silence for new orders. Deadly living spells (see appendix C) guard a handful
percentile dice and consult the Ythryn Encounters table to determine if the party has a random encounter. Some random encounters have variants if Avarice or Auril is present in the necropolis (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
of the tallest chambers, reflecting sunlight by day or a continual flame spell on cloudy days or at nights. Modrons. Candlekeep is a haven for thirteen rogue modrons (monodrones) that escaped from
and dinner. These bells also denote the changing of the guard at the eastern gatehouse and the Emerald Door. Miirym The Sentinel Wyrm
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
repressing the rest of the mob. Word quickly spreads that the characters helped the city guard control the unruly derro scum. At your discretion, give the characters advantage on checks made to interact with
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Worshiping Kruphix Many pray to Kruphix when they need to find something lost, but few dedicate themselves to his worship. Cults devoted to Kruphix fiercely guard their secrets, and their initiates
are certainly those among them who might try if they could see a way to retain their own powers.
The Silence. When the squabbling of the gods threatened the world once more despite Kruphix’s warning
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Worshiping Kruphix Many pray to Kruphix when they need to find something lost, but few dedicate themselves to his worship. Cults devoted to Kruphix fiercely guard their secrets, and their initiates
are certainly those among them who might try if they could see a way to retain their own powers.
The Silence. When the squabbling of the gods threatened the world once more despite Kruphix’s warning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
17–20, an encounter takes place. Roll another d20 and consult the Random Encounters in Gracklstugh table; if the characters are outside the Darklake District, treat any entry marked with an asterisk
repressing the rest of the mob. Word quickly spreads that the characters helped the city guard control the unruly derro scum. At your discretion, give the characters advantage on checks made to interact with
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
they find the fake stone or not, characters have little recourse but to consult with “Laeral” at the Seven Masks Theater in the Dock Ward. If they go there, proceed with encounter 6, “Theater.”
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
animated mushrooms guard the fungi patch, attacking if they are harmed or if the characters try to harvest any of the fungi. Shriekers. The shrieking of these fungi has a 50 percent of attracting a nearby
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect
of 9 or lower on the d20 as a 10. Cosmic Omen 6th-level Circle of the Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
starry form, rather than transforming into a beast. While in your starry form, you retain your game statistics, but your body becomes luminous; your joints glimmer like stars, and glowing lines connect
of 9 or lower on the d20 as a 10. Cosmic Omen 6th-level Circle of the Stars feature Whenever you finish a long rest, you can consult your Star Map for omens. When you do so, roll a die. Until you
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
they find the fake stone or not, characters have little recourse but to consult with “Laeral” at the Seven Masks Theater in the Dock Ward. If they go there, proceed with encounter 6, “Theater.”
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
shares one piece of useful information. Roll a d8 and consult the Ahoyhoy Lore table to determine what information is shared. Ahoyhoy Lore d8 Lore 1 There are several shipwrecks off the northern
mountains east of Ahoyhoy is an old shrine that belonged to some kind of snake cult. It’s a place of mystery and secrets. 6 Tortles mate and lay eggs when they grow old. The parents guard the eggs until
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
common but inedible species of giant fungi. Roll a d10 and consult the Fungi Patch Discoveries table to determine what else the characters find here. See “Fungi of the Underdark” in chapter 2 for more
animated mushrooms guard the fungi patch, attacking if they are harmed or if the characters try to harvest any of the fungi. Shriekers. The shrieking of these fungi has a 50 percent of attracting a nearby