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Returning 35 results for 'consult resting guard to have reflection'.
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Monsters
Bigby Presents: Glory of the Giants
all in Surtur’s name—the volcano rumbles and spews molten rage.
If intruders disturb its resting place, the Cradle of the Fire Scion;fire scion's cradle rises as a bipedal juggernaut of
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
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.)
Scions of
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
Monsters
Fizban's Treasury of Dragons
trying to teach them military tactics.
3
A druid summoned galeb duhr to guard a young sapphire dragon;young sapphire dragon's hoard in exchange for the dragon controlling the giant spider
population, but the galeb duhr are causing trouble for local miners.
4
Two Lolth cultist;cultists seek a magical relic that attracts giant spider;giant spiders, but the relic’s resting place has
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.
Orc
Legacy
This doesn't reflect the latest rules and lore.
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races
Mordenkainen Presents: Monsters of the Multiverse
Orcs trace their creation to the one-eyed god Gruumsh, an unstoppable warrior and powerful leader. The divine qualities of Gruumsh resonate within orcs, granting them a reflection of his toughness
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.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Where Is Xardorok? To determine Xardorok’s whereabouts when the characters arrive at the fortress, roll a d20 and consult the Xardorok’s Location table or simply choose one of the suggested locations
. Xardorok’s Location d20 Location
1–5 Resting on his throne in area X19
6–10 Barking orders in area X24
11–15 Praying before the statue in area X29
16–20 Torturing a duergar accused of treason in area X34
Map 3.1: Sunblight (Xardorok’s Fortress)View Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Vault of Reflection Features Alien Growth The beholder’s aberrant influence permeates the stonework across this level of the tomb, causing purple mold to sprout from the floors, walls, and ceilings
character. (Roll a d10 and consult the beholder stat block to determine which ray it produces.) After making this attack, the eyestalk quickly disappears back into the mold.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave Features The Cave of Shattered Reflection has the following features, as shown on map 11.5. Crystal Walls Most of the walls are made of a translucent, purple crystal that is immune to all damage
within 5 feet of the door. Brian Valeza The Cave of Shattered Reflection
is dotted with diamond doors With the exception of the door in area R2, each side of each diamond door is set with a large
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters Each day of travel through the Underdark, check twice to see if the characters encounter anything unusual: once while they are traveling, and again while they are camped or resting
. Roll a d20 and consult the Random Encounters table to determine what, if anything, they encounter. Characters might encounter special terrain, one or more creatures, or a combination of the two. Any
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
inspiration, consider how the Darklord is a reflection of the players’ characters. You might also look ahead to the “Genres of Horror” section to see if any of these types of horror seem right for your
Darklord’s childhood like? Whom did the Darklord care about? Who cared about the Darklord? Who hurt the Darklord? Whose respect or love did the Darklord crave? What did the Darklord value? Consult the
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->Curse of Strahd
spend resting in the castle. In most circumstances, a random encounter occurs on a roll of 18 or higher on a d20. To determine what the characters encounter, consult the table below. Random Encounters in
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Warforged Ossuary A warforged ossuary is a former temple, crypt, or warehouse deep in the Mournland that now houses the remains of slain warforged. It is a place of honor and reflection for the Lord
of Blades and his followers. Warforged Ossuary Features The ossuary depicted in map 4.6 was once a temple, which has been refitted into a resting place for the Lord of Blades’ followers. Equal parts
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Hungry Ogres One night (or day if the situation dictates), while the traveling goat show is resting for the evening, a family of ogres catches their scent. Being ogres, always hungry and particularly
grumpy around goats, the ogres decide to attack. Assuming some of the characters are sleeping for the night, anyone on guard duty can attempt a DC 15 Wisdom (Animal Handling) or Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
maintains its original name as a reflection of its past power — and as a sign that it seeks to restore that power once again. If you want to make Luskan a bigger part of your campaign, more information about the city can be found in the Sword Coast Adventurer’s Guide.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
resting, treat this encounter as “no encounter.” Otherwise, the characters stumble upon a large fungi patch growing in a damp cave or tunnel. The fungi patch is difficult terrain and consists of many
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
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in one corner, and flickering lanterns resting here and there. Five performers occupy the room. Two of them pace nervously while the others weep.
The actors here perform their roles reluctantly and
, or jealous rivals.) Among the junk can be found the following treasures: A powder brush with a painted handle sculpted to resemble a bunch of roses (25 gp) A gold hand mirror that removes wrinkles, blemishes, and scars from the onlooker’s reflection (250 gp) A fully charged wand of web
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
9. Death’s Head Watch Post The hobgoblins of the Death’s Head Phalanx have set up an outpost here to guard the foundry (area 12). Characters approaching this part of the dungeon hear the war chants
the sarcophagus, written in Dwarvish, translate as follows: “Thou hast found the final resting place of Harlsnod Darkshine — architect, trap builder, and drinker of fine ales.” 9c. Hobgoblin Phalanx
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
: once while they are traveling, and again while they are camped or resting. Creature Encounters d20 Encounter 1 Death tyrant 2–6 Demons 7–8 Gnoll pack 9–10 Gricks 11–14 Myconid parade 15–18 Oozes 19–20
more demons encounter the party and attack. Roll a d12 and consult the Demons table to determine what the characters meet. d20 Demons 1–2 2d4 barlguras 3–4 2d4 chasmes 5–6 1d4 hezrous 7–8 1d100 manes
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Entering the Fort The gatehouse serves as the entrance to Fort Knucklebone. Six redcaps stand guard atop it. One redcap yells down at the characters as they approach, asking for the password. After a
few moments, a different redcap says, “We don’t have a password!” All the redcaps fall over in peals of mirth. The redcaps on guard duty give the characters a difficult time, asking them to do
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
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
walls are two 10-foot-square rafts made of zurkhwood logs lashed together with thick spiderwebs. Resting nearby are six 10-foot poles that the drow use to guide the rafts up and down the river. 13b
commandeer the gondola — but without its proper pilot, the ship is attacked whenever it enters a section of the river marked with a wavy arrow. Roll a d6 and consult the following table to determine the
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->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
. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
armored figure is a death knight who stands guard in this ruined hall. It is indifferent toward creatures that enter this chamber and hostile toward creatures that try to leave area K4 or area K5. As soon
fountain’s liquid, they see a glimpse of Vecna conducting his ritual in the Cave of Shattered Reflection. A character who examines the reflection sees Vecna kneeling in a crystal-lined chamber. The lich-god’s
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
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
if the characters are resting 3 Carrion crawler 4–5 Escaped slaves 6–7 Fungi 8–9 Giant fire beetles 10–11 Giant “rocktopus” 12 Mad creature 13 Ochre jelly 14–15 Raiders 16 Scouts 17 Society of
Brilliance 18 Spore servants 19–20 Traders Ambushers One or more creatures attempt to ambush the party as it makes its way through the Underdark. Roll a d20 and consult the table to determine what the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters are resting. You can influence the pace and tension of your adventure by determining where and when the characters can rest. If the characters are exploring a vast dungeon, consider scattering a
few small rooms with only one door, where the characters can bar the door and reasonably expect to spend an hour or even a night resting in safety. On the flip side, cautious characters might try to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
D) guard the captives for Overseer Issar, a type 3 yuan-ti malison wearing a red cloth headdress. Issar is more interested in gazing at his own reflection in a hand mirror than overseeing anyone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, all covered in dust and cobwebs.
Easel. A wooden easel stands in the northeast corner, draped in a black cloth. (Under the cloth, resting on the easel, is a half-finished portrait of Dezmyr as she
holds two tiny painted wooden figurines (busts of himself and his sister as young children, which he took from the fresco in area 19).
The adventurers catch Zalthar in a moment of reflection, and he
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->Volo's Guide to Monsters
food. Building traps deters intruders. Training guard animals helps protect the lair. Mining provides gems and ore for bribing enemies to leave them alone. Carving tunnels and rooms creates spaces for
. Kobolds tend to be more active at night than during daylight hours, but unlike in a human settlement, there is no time when most of the inhabitants are resting. Warrens are built so that sleeping
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a challenge. Roll a d12 and consult the following table to determine the subject matter of a randomly chosen book. Tatyana d12 Book 1 Alchemist’s tome 2 Bestiary of strange beasts 3 Biography of a
here, it is resting on the mantelpiece under the portrait of Tatyana. If your card reading indicates an encounter with Strahd in this area, he is sitting back in one of the overstuffed chairs, staring into the fire.
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