Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'contested runes guard to her rejection'.
Other Suggestions:
contested rules guard to her reflection
contest rules guild to her rejection
connected rules guard to her reflection
connected rules guard to her reaction
contests rules guard to her reflection
Magic Items
Tyranny of Dragons
This spear is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is “Tiamat’s eyes shine,” written in Draconic runes on the spear’s cross guard.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
10. Guard Tower The fourth hanging tower, connected by rope bridges to the slave pen and the walkway alongside the priestess’s tower, serves as a guard tower for observing the cavern, the western
passage, and the slave pen. The lower chamber of the tower is occupied by two drow and one drow elite warrior on guard duty. It contains a zurkhwood table and three chairs, a smaller side table, and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
10. Guard Tower The fourth hanging tower, connected by rope bridges to the slave pen and the walkway alongside the priestess’s tower, serves as a guard tower for observing the cavern, the western
passage, and the slave pen. The lower chamber of the tower is occupied by two drow and one drow elite warrior on guard duty. It contains a zurkhwood table and three chairs, a smaller side table, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
guard at the center of the bridge, scanning in all directions.
Each bridge is guarded by an infernal force tasked with cutting off any assistance between the east and west sides of the city. Each
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
spans the chasm. Holy runes etched into the stonework of the bridge indicate that the structure has been consecrated in the name of Torm, god of courage and self-sacrifice. Six infernal creatures stand
guard at the center of the bridge, scanning in all directions.
Each bridge is guarded by an infernal force tasked with cutting off any assistance between the east and west sides of the city. Each
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragongleam, is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is “Tiamat’s eyes shine,” written in Draconic runes on the spear’s cross guard.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
2. Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
acquire and hide small items, including makeshift weapons or tools, or even lift a key to the slave pen from a guard. What they can acquire depends on the work they do and where they go. Use the
description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.”
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
presenting a written note from the headmaster. If such a note is presented, the spectators study it closely; they can recognize a forgery with a successful Wisdom (Perception) check contested by the forger’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
acquire and hide small items, including makeshift weapons or tools, or even lift a key to the slave pen from a guard. What they can acquire depends on the work they do and where they go. Use the
description of the different locations throughout the outpost as a guide to opportunities. Taking something without being noticed requires a successful Dexterity (Sleight of Hand) check contested by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.”
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
presenting a written note from the headmaster. If such a note is presented, the spectators study it closely; they can recognize a forgery with a successful Wisdom (Perception) check contested by the forger’s
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
2. Goblin Blind When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a goblin guard post, though the goblins here are bored and
contested by the goblins’ passive Wisdom (Perception) score to avoid being surprised. See the Basic Rules for more information on ability check contests. Thickets. The thickets around the clearing are
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Dragongleam, is enchanted with 10 charges of a daylight spell for use in twilight or dark forest underbrush. The command phrase is “Tiamat’s eyes shine,” written in Draconic runes on the spear’s cross guard.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
. The Melairkyn dwarves forged the horn and placed it here to guard the treasure in this hall (see “Treasure” below). A detect magic spell or similar magic reveals an aura of conjuration magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling by iron chains is a 20-foot-long iron horn with etched Dwarvish runes coiling around it.
The giant horn weighs 2 tons. It dangles 20 feet above the floor on three thick, 5-foot-long iron chains
. The Melairkyn dwarves forged the horn and placed it here to guard the treasure in this hall (see “Treasure” below). A detect magic spell or similar magic reveals an aura of conjuration magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Hobgoblin Guards Guards. Two hobgoblins stand guard here, one in front of each door. They attack intruders, ganging up on one enemy at a time.
Arch. A stone arch embedded in the middle of the
triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 49 on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
drives immediate action. The characters might join her, Simbon, and a group of guards in a surprise visit to Kedjou’s chambers, where the high priest is caught off guard. His research notes—matching the
runes in the Goldwarren—are discovered. The high priest is quickly taken into custody. In the aftermath of Kirina’s and Kedjou’s arrests, Prince Simbon thanks the characters for supporting him and
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
drives immediate action. The characters might join her, Simbon, and a group of guards in a surprise visit to Kedjou’s chambers, where the high priest is caught off guard. His research notes—matching the
runes in the Goldwarren—are discovered. The high priest is quickly taken into custody. In the aftermath of Kirina’s and Kedjou’s arrests, Prince Simbon thanks the characters for supporting him and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Hobgoblin Guards Guards. Two hobgoblins stand guard here, one in front of each door. They attack intruders, ganging up on one enemy at a time.
Arch. A stone arch embedded in the middle of the
triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 49 on level 9, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
12. Burket’s Guard Post Watching through the arrow slit at the end of the passage is an alert guard named Burket (LE male human veteran). If he sees intruders approaching, he will wait until they are
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
12. Burket’s Guard Post Watching through the arrow slit at the end of the passage is an alert guard named Burket (LE male human veteran). If he sees intruders approaching, he will wait until they are
(worth 10 gp) and Snarla’s spellbook. The book contains the spells that she has prepared and no others. It is protected by an explosive runes glyph of warding that deals 5d6 fire damage.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
) check contested by the goblin’s Dexterity (Stealth) check. This guard is lazy and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check
5. Overpass Where a high tunnel passes through the larger tunnel cavern below, the goblins have set up a bridge guard post. The stream passage continues up beyond another set of uneven steps ahead
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
provide comfort for off-duty guards.
The room includes a table and chairs for eating, a couch and several chairs for lounging, and a privy. A trunk on the east wall contains a dozen spare guard
approach (as detailed in the “Evading Guards” section), the DC of those checks decreases by 2 against the off-duty guards. Locked Door. The door to area T3 is locked. Each guard in the vault has a key
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
48. Shagambi’s Tomb Each character who teleports into this tomb from area 47C appears atop a randomly determined teleportation rune (see “Teleportation Runes” below). Characters can also enter the
this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she can’t decide which rune is best. Impulsive Wongo thinks it’s a good idea to shatter
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Charisma (Deception) check contested by the golems’ Wisdom (Insight) check, with advantage on the check if the portrayal is particularly convincing. On a successful check, the golem won’t attack that
first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 15 on level 15, in the closest unoccupied space next to the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
themselves known, the guard slides open the peephole and checks to see if they’re wearing the Ashen Heirs’ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, “Let
the embers light the way,” the guard unbars the door and admits them. Even if the characters never learned the passphrase, a character who succeeds on a DC 18 Intelligence (Investigation) check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Ezzat recently summoned the marilith to guard his phylactery. A geas spell cast on it by the lich requires the demon to protect the phylactery against theft or destruction. The marilith takes out its
inches tall that weighs 2 pounds. It is made of adamantine with gold trim, and its interior is inscribed with tiny silver runes. A detect magic spell reveals a powerful aura of necromancy magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
).
Ezzat recently summoned the marilith to guard his phylactery. A geas spell cast on it by the lich requires the demon to protect the phylactery against theft or destruction. The marilith takes out its
inches tall that weighs 2 pounds. It is made of adamantine with gold trim, and its interior is inscribed with tiny silver runes. A detect magic spell reveals a powerful aura of necromancy magic around
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, flumphs, and stirges (see “Arch Gate” below).
Guard. An invisible nycaloth stands against the south wall, protecting the arch gate. The nycaloth becomes visible when it attacks or casts a spell.
The
9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, flumphs, and stirges (see “Arch Gate” below).
Guard. An invisible nycaloth stands against the south wall, protecting the arch gate. The nycaloth becomes visible when it attacks or casts a spell.
The
9th level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
themselves known, the guard slides open the peephole and checks to see if they’re wearing the Ashen Heirs’ distinctive efreeti masks. If they are, he then asks for the passphrase. If a character answers, “Let
the embers light the way,” the guard unbars the door and admits them. Even if the characters never learned the passphrase, a character who succeeds on a DC 18 Intelligence (Investigation) check