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Returning 35 results for 'contingency reflect guard to have recorded'.
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Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Species
Wayfinder's Guide to Eberron
Caerys held her double blade in the falcon guard, level with her shoulders and spreading out like wings. “I came in search of legends. Ten thousand years ago Daealyth of Taeri stood this
is why your people constantly seek out conflict; you need to find challenges worthy of a hero.
In creating a Valenar, think about your patron ancestor. Your class should reflect their class; if you
Monsters
Fizban's Treasury of Dragons
;{"diceNotation":"1d8","rollType":"roll","rollAction":"Trait"}
Trait
1
I speak slowly and deliberately, pausing to reflect after (or sometimes in the middle of) each utterance.
2
I am more
serves as a mobile rookery for a flock of pteranodon;pteranodons and eats fish they drop.
4
A young dragon turtle has been enslaved by an aboleth and forced to guard the creature’s lair
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
spellcasting, forming spirals that reflect the mathematical perfection of nature.
Suggested Characteristics
The bizarre science of the Simic Combine attracts a certain type of personality and encompasses
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
which of the following sections best matches the information the character recorded in their mimir. Each entry details the data’s effects on X01’s personality and has ramifications in the “Conclusion
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Eldritch Machines In a Cannith enclave, a team of artificers maintain the creation forge that produces the warforged. In the Shadow Marches, druids guard the seals that hold the Daelkyr at bay. In
a device can reflect the culmination of a villain’s master plan or a last defense against evil that must be protected at all costs.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana. Your Intelligence (Arcana) check
city guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, memory, or deductive reasoning. The Arcana, History, Investigation, Nature, and Religion skills reflect aptitude in certain kinds of Intelligence checks. Arcana Your Intelligence (Arcana) check
guard Forge a document Recall lore about a craft or trade Win a game of skill Spellcasting Ability Wizards use Intelligence as their spellcasting ability, which helps determine the saving throw DCs of spells they cast.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception Your Charisma (Deception) check determines whether you can convincingly
fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone's suspicions with false assurances, or maintain a straight face while telling a blatant lie
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
. The Deception, Intimidation, Performance, and Persuasion skills reflect aptitude in certain kinds of Charisma checks. Deception. Your Charisma (Deception) check determines whether you can convincingly
fast-talk a guard, con a merchant, earn money through gambling, pass yourself off in a disguise, dull someone’s suspicions with false assurances, or maintain a straight face while telling a blatant
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to as one. The Watch doesn’t patrol this area, however, and many crimes go uninvestigated. The City Guard oversees the Field Ward from the walls around it, but its members get involved only when folk
-duty members of the City Guard, situated on the corner of Endshift Street and the Breezeway. Though the guards might not be inclined to assist you, your status as a visitor to Waterdeep technically
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
automatically recorded in the magical ledger in the clerk’s office (area A15). Ceilings The ceiling in the public parts of the casino is 50 feet high and festooned with hanging stalactites. The
the casino floor, and a sixth stands next to the display case containing the erinyes statuette (in area A9). If the characters cause a ruckus, the nearest guard moves toward them and tries to quell the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during
your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
on the table reflect the characteristics of a dungeon’s creator, its intended purpose, its location, or some (often catastrophic) event in its history. You can use a single quirk or combine quirks as
–66 Intended as a death trap to eliminate any creature that enters, perhaps to guard a treasure or to harvest souls for a necromantic rite 67–69 Intended as a tomb 70–72 Long known as the site of a
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells
during your adventures. You could discover a spell recorded on a scroll in an evil wizard’s chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
under “Creating a Creature” in this chapter to better reflect the NPC you have in mind. Alignment Choose the NPC’s alignment, which can help you sketch the outlines of an NPC’s behavior and
and lowest ability scores, and combine them to inspire a persona. For example, if you find the adventurers unexpectedly arguing with a Lawful Neutral guard, you might create a cooperative but laconic
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
moment to pause and reflect in such a place, or stop for a quick snack. Set flowers in your cap or hair to protect against evil faeries. When the hair on your neck stiffens or the skin on your arm
Today Throughout recorded history, halflings have never sought to expand their reach beyond the borders of their isolated communities. They live their lives satisfied with what the world has to offer
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
based on their contents.
A2: Guard Nook Sam Keiser
A small, bipedal reptile stands guard in this nook.
A Kobold Warrior keeps watch in this nook. The guard is initially Indifferent
the characters. The kobolds’ initial attitude is Indifferent. If they learn the characters eliminated the guard in area A2, these kobolds are Hostile.
Treasure. Stashed in the junk pile are 25 GP and
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
chamber. The tranquil surface seems to reflect something odd.
Vecna included this fountain of blood in his unreality to taunt Kas, who knows it’s here but can’t drink from it while chained in area K5
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
disguised as Mordenkainen, Kas never lets his guard down or removes the Crown of Lies. Occasionally during this adventure, Mordenkainen is absent from the sanctum. During these interludes, the vampire
weaves his ritual and encourages the characters to follow the vampire to Pandemonium when they can. In this case, Kas lacks the completed Rod of Seven Parts. Adjust chapter 10 to reflect that Miska never
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they
add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C10-C19) C10. Servants’ Quarters This room is for servants to rest, bathe, and clean their uniforms, and the furnishings reflect as much. After taking over the castle, the cultists
bedchamber, including a soft bed, warm quilts, elegant tapestries, and a gilded chamber pot. Bars over the windows dispel the air of luxury somewhat, as does the guard standing just inside the door.
A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
voice and focuses on the business of running the bathhouse. Dread Morgan knows the ritual needed to bind a creature’s desire to a cursed painting, which is recorded on a tiny scroll hidden in a bone
blindness. She wears a delicate white veil across her eyes and speaks in a singsong voice, giggling often. She keeps her guard dog, Morty, with her at all times. This disguised hell hound appears as a mastiff
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
being the oldest tavern in town, the Wicker Goat is owned by Lankus Kurrid (NG male human guard), a retired officer of the Keoish army who caters to the dwarven miners and town guard. The two-story
determine the nature of an available task. d6 Task 1 Guard a mining shaft that was recently attacked by duergar from the Underdark. 2 Escort supply wagons moving to and from Saltmarsh. 3 Explore a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Standing next to the display case is a tiefling security guard.
The five tables closest to the entrance are high-stakes tables (50 gp buy-in) open to anyone, while the easternmost two tables are reserved
the following order: Wumpus Thistledown, Anaïs Bellefleur, Whipp Walsh, Jetta Moore, Karn Ironpebble, Nightshade, and Ruthie Swifford. That leaves Lahdia Mizreem as the winner.
Security Guard and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. N4: Windfall’s Office The door to the office is locked and guarded by two pit fiends. Each pit fiend standing guard also carries a key to the office door for emergency purposes. Opening the door
musings of the Dragon Queen?”
The facets of the sanctum’s walls reflect images of Tiamat’s eyes as she talks. Windfall regains 300 hit points but has the paralyzed condition due to Tiamat’s magic as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
holding flutes of sparkling wine. One is playing the harpsichord. C2. Garden Mudroom This room has the following features: A guard dressed in House Cassalanter livery sits idly on a crate, watching
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
this place, although he would not mind seeing evil characters in the party die also. Guardroom (G). One fire giant guard and three wererats in human form (appearing as female humans in tattered
walls are pegs holding a giant’s bag, a cape, a shield, keys to the cells, and a shirt. If the guard is subdued and interrogated, he knows nothing of the secret tunnel to area 8 (and thus does not
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
plan to get past the Undead guardians in this area. W13: Starry Cavern Glittering minerals in the ceiling of this large cavern catch any light and reflect it back to create the impression of a starry
.
The spherical monster that guards this room is a spectator that speaks Common. One of the human wizards who worked in the Forge of Spells summoned the creature to guard the magic items created and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
reading “Acont, Prince of Minotaurs.” Two skeletal knights (see appendix B) and a minotaur skeleton stand guard in this room and attack intruders on sight. Brickwork Seals. Each occupied crypt is
them a gift, the mirror of reflected pasts (see appendix A). An elven relic used to help long-lived peoples recall happier times, the mirror was intended to help the kingpriest reflect on simpler
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
called the Avowed, guard this place and work tirelessly to ensure the library’s protection and preservation. Though they are friendly enough in a workaday fashion, they are also suspicious of all visitors
brought. As the first monk examines an offered gift, determining its title and provenance, a second gate guard performs a casting of the message spell. The Waterdhavian sage Waldrop tells me that the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silver statue of a tall, mostly human-shaped individual.
Two moonlight guardians (see appendix A) guard this secret entrance. They attack any intruders on sight and fight until destroyed. Trapped
skeletons guard this curved hallway. Beyond them, heavy, round metal doors seal five doorways. A brown stain covers the ground in front of the northernmost door.
The two minotaur skeletons attack
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
guards to escort the adventurers to the guest quarters (area 3), where they are to remain until summoned. If the characters allow themselves to be taken to area 3, the storm giants stand guard in area 2
, Serissa views the arrest of her sisters as a sensible precaution. On Serissa’s orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mostly empty tower chamber. A wooden staircase hugs the west wall.
A thug sits near the bottom of the stairs, engrossed in a saucy novella. If this guard detects intruders, he tries to run up the
risk.”
A bandit stands guard outside the door to Guildmaster Dusk’s quarters (area G26). The bandit’s job is to shout at the first sign of trouble, thus alerting the guildmaster. Desk. If the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
created by Kashem, a bitter dao bound to guard this chamber by Iggwilv. The Witch Queen imparted a mote of her power to Kashem in exchange for the dao’s services. Long after the archmage’s departure
mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any creatures that enter the lake. Rebuking Island. Iggwilv recorded a series of messages in this cave to taunt