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Returning 31 results for 'consult returning guarding to have rebuke'.
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Tortle
Legacy
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Species
The Tortle Package
point, a tortle feels an almost overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later
dozen) in a fortified compound enclosed by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Rejuvenation trait restores him and the boneless after 1 minute, returning them to the alcove in this area. He wears the sinister armor and demon skull helmet he wore in life, but centuries of rust ensure
they don’t affect his statistics. Dranzorg can be permanently destroyed only if he’s slain by Mara or a creature possessed by Mara. Consult “Tyrant’s Escape” at the end of the adventure for details.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
bright light. Limited Teleportation As long as Vecna is conducting his ritual, diamond doors are the only form of teleportation magic besides Vecna’s Fell Rebuke reaction that functions in this place
. The cave’s crystal walls don’t restrict where Vecna can teleport using Fell Rebuke, although he still must be able to see his destination. Empowered by Secrets In the Cave of Shattered Reflection
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
overwhelming urge to venture far away from home and see more of the world. It gathers up its possessions and heads into the wilderness, returning months or years later with stories of its exploits and new
by stone walls that are easily defensible. If no such compound exists, they build one. The parents spend the remainder of their lives guarding the compound, defending their offspring, and sharing a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
heard up to a quarter mile away. Guarding the mouth of the canyon is a roc that the stone giants have tamed (see area 2). Characters who see the mouth of the canyon can also see the roc’s nest nearby
returning to its nest. If the characters approach on flying mounts, the roc attacks them only if they approach within 120 feet of its nest and it can see them. Characters above the canyon have the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
characters recorded in their mimir during part 2 and whether their reports on the Outlands were accurate, inconsistent, or skewed. Consult the Mimir Restoration Tracker from chapter 4, and choose
. Skewed Data Results Data Skewed X01’s Personality Chaotic Rigid, even for a modron, and insistent that the characters aid it in returning to Mechanus Evil Serene and overly concerned about the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
their boat is abandoned so as to lure the adventurers on board before they attack. Roll a d20 and consult the Duergar Keelboat Cargo table to determine what, if anything, the duergar are transporting in
and bring them there. See “The Day’s Catch” for details. Roll a d20 and consult the Kuo-toa Keelboat Cargo table to determine what, if anything, the Kuo-toa are transporting in their keelboat. Kuo-toa
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
either a cave bear (polar bear) or a giant goat 66–70 1 stone giant shepherding 2d6 mountain goats 71–75 2d6 Blue Bear tribal warriors returning from an unsuccessful hunt 76–80 2d6 Blue Bear tribal
warriors returning from a successful hunt with a dead elk or mountain lion 81–85 1d4 Blue Bear berserkers returning from a raid carrying the severed heads of 2d6 humans or 2d6 shield dwarves 86–90 1d4
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lurking in the shadows B11a 1 gibbering mouther guarding a treasure chest in area B11b (see “Treasure Chest” below) Mechanical Beholder A mechanical beholder built for the Day of Wonders parade lies on
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->Mythic Odysseys of Theros
would transpire here. As a result, his prophecy and the resulting legend of Phenax’s Silence foreshadowed the memories the god lost when returning from the Underworld and the first step to giving
left to you to choose, depending on the story you want to tell. Consult the Secrets of Phenax table, which presents several options for what divine secret Varyas’s eidolon might relate. The veracity
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
on acquiring the Sword of Zariel or helping Zariel find redemption, as Gargauth is quick to point out should the characters consult with him. There are other ways to free Elturel, but only if the
Cruel, using him to broker a deal with Tiamat. By returning her stolen treasure, characters can convince Tiamat to break Elturel’s chains. As tempting as such pursuits can be, the characters must be
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
illuminated by six nightlight mushrooms (see “Fungi of the Underdark” in chapter 2). A tunnel in the south wall leads to a set of double stone doors. Guarding the fungi grove are four invisible
doesn’t placate Ghuldur or Krimgol. The characters can only appease Krimgol by finding his gem and returning it to him. If he and his pet xorn are defeated in combat, Ghuldur can be persuaded to call off
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to open it were simple, nothing elaborate or complex. Each of the five dragon heads surrounding and guarding the Portal must be propitiated with the correct phrase. Each must be spoken to in the proper
overwhelming number of such item-keyed portals. Learning and meeting a portal’s requirements can draw characters into further adventures as they chase down a key item, scour old libraries for command words, or consult sages to find the right time to visit the portal.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
fixed location. The options are often presented in a table. When a random encounter occurs, you roll a die and consult the table to determine what the party encounters. Sample random encounter tables
your campaign, you might design random encounter tables to reinforce the ever-present threat of that conflict, including encounters with bedraggled troops returning from battle, refugees fleeing
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
azer is returning to the City of Brass after attending a smiths’ convention in Bytopia. Meldar shares a cabin (the one marked “c” on map 11.2) with Ignatius Inkblot and a monodrone valet known as Orb
speak to the deva guarding the Jail Car and convince the angel to revive the dead aasimar. The characters are free to keep the wand of magic missiles, since Ignatius doesn’t need it to make a case
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, you can roll a d6 and consult the Wereraven Mimicry table to determine what sound the characters hear and where it seems to be coming from. Use this table as often as you like. Chalet Brantifax
form or raven form and flee the chalet by the most expedient route, returning nevermore. (Other members of the kindness are warned to stay away from the chalet as well.) Joining the Scarlet Sash One
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can conveniently be the next one the characters pick after returning from the third portal, unless you want to have the characters run through more portal encounters. When the characters enter the
failure points earned by the party and consult the following table. Failure Points Outcome
0–2 The characters arrive first
3 The characters and the Six operatives arrive at the same
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
guarding nobility, to investigating a ruin or rumor of monsters anywhere in the North. Though it has stood for hundreds of years, Waterdeep is only now returning to its status of a century and a half ago
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
utmost to slay intruders or, at least, terrify them into fleeing her island and never returning. In addition to the powers given in her three stat blocks, she can use the lair actions described in
walrus as big as an elephant is having a grand old time rolling and sliding on the ice, paying you little heed.
The giant walrus (see appendix C), named Ukuma, is supposed to be guarding this room
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
slaughter innocent captives the moment they draw their swords. Returning from Death. Of course, death is not a final fate for player characters, and it doesn’t need to be for villains either. After the
villains in this category are numbered among the driving forces described later in this chapter. You can use the Villain You Don’t Understand table to choose one of these forces, then consult the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with gemstones (see “Treasure”). “Guarding” the throne on either side are two life-size statues of cloud giants — one male, one female — standing at attention, wearing tall helmets with feather
, and commands the griffons to take flight and circle the castle, attacking intruders on sight and returning here when she calls them off. A simple clasp mechanism, 10 feet above the floor, secures each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hellish Rebuke reaction, which she can use twice per day (but only once before her next turn). If she is reduced to fewer than half her hit points, Thalamra tries to escape through the nearest secret door
robes and masks in these wardrobes before leaving the dungeon and returning to the city above. The wardrobes along the west wall stand empty. Characters who search the wardrobe on the south wall find
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
slightly in the middle. A creature that moves the mat disturbs the swarm of poisonous snakes guarding the poisons. In addition to the snakes, the pit contains three vials of serpent venom, two vials of
cave floor. On a failure, the creature falls 20 feet into the slime pool. As an action, the lever can be pulled again, returning the bridge to its original state. C11. Statue Overlook Creatures that
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and small gathering chambers, where monks may bring individual tomes to seekers to be read, and where seekers may consult with monks on further materials to enable their research. Despite being
copies of rare spells to sweeten the deal. Services Those who come to Candlekeep are permitted to remain for one tenday before departing, and must remain away for at least a full month before returning
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
to find out if surfacers were here, and they walked into a cult ambush. He wants nothing to do with the cults, the surface world, or anything other than returning to the nearest drow community. He
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Random Encounters in Yon A random encounter in Yon occurs whenever you want it to. To determine what the characters encounter, roll a d8 and consult the Random Encounters in Yon table. If you get the
turns, the untethered kite flies away. Development. Regardless of how this encounter plays out, Feenia is not happy about returning to Motherhorn as long as Creeping Lyn is there. She is aware of a small
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
hands made of shimmering force hover in the center of the room, guarding a tiny ornamental tower perched on a pedestal.
The hovering hands are four living Bigby’s hands (see appendix C) that attack
“Supernatural Gifts” in the Dungeon Master’s Guide). Roll a d8 and consult the Magic Goblet Charms table to determine which charm is bestowed. Each charm grants its recipient the power to cast a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
immediately awaken two sahuagin hatchling swarms (see appendix C) from the eggs around them. The swarms attack the characters, while the priestesses try to flee, returning promptly with any surviving sahuagin
monster lives in the temple. Two four-armed sahuagin rule this fortress. The bulk of the sahuagin forces are on the fortress’s lowest level. If the party frees Shern by returning it to the ocean, it
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
place in the ordning not to their crafting ability but to their extraordinary physical prowess. They take on a lot of the work of guarding the forges and keeping them stoked — effort without which
horse isn’t a person. That said, it’s not unheard of for a fire giant to “consult with” a slave physician when it falls ill, or with a slave engineer right before beginning a difficult stage of tunnel
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
once provided an exit from the garden, the fey crossing is now one-way, allowing exit only with a special key (see the “Returning to the Garden” section of this adventure’s conclusion for more on exiting
cave. Two giant toads lair in the cave, guarding their clutch of eggs. The toads are indifferent to the characters unless the characters come more than 10 feet into their den, at which point the toads
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
bronze horn to warn the hall (see area 2). The giant has four rocks for throwing. If the characters are returning after severely defeating the giants, a ballista (from the arsenal at 10A) will be set up
contents of the chest, consult chapter 7 of the Dungeon Master’s Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result