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Returning 30 results for 'contingency ward realize'.
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Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->The Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Citadel Defenses The Radiant Citadel’s location within the Deep Ethereal makes it difficult to assault. It keeps no standing army, but its council for defense has contingency plans it frequently
refines based on intelligence from the Court of Whispers. The city’s primary protection is a powerful ward that can be activated by the Speakers for the Ancestors. When all fifteen are assembled in the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hive Ward. For 10 gp, Fell can give a character a magic tattoo that functions as a nexus feature (see “Glitch Characters” in the introduction). He can later remove it for the same amount. Rest at the
Ubiquitous Wayfarer. Accessible via dozens of planar portals, the Ubiquitous Wayfarer is a friendly, three-story tavern in the Lower Ward. Its proprietor, Riaen Blackhome, rents rooms for 2 gp per
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Hive Ward. For 10 gp, Fell can give a character a magic tattoo that functions as a nexus feature (see “Glitch Characters” in the introduction). He can later remove it for the same amount. Rest at the
Ubiquitous Wayfarer. Accessible via dozens of planar portals, the Ubiquitous Wayfarer is a friendly, three-story tavern in the Lower Ward. Its proprietor, Riaen Blackhome, rents rooms for 2 gp per
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
encounters (see “Encounter Chains” below). The main villain determines which ward the map depicts and what name is written on it: If Xanathar is the villain, “Grinda Garloth” is written by the X on a map of
the Dock Ward. (The X marks the dock neighborhood of Mistshore, where Grinda lives.) If the Cassalanters are the villains, the name “Cassalanter” is written by the X on a map of the City of the Dead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
encounters (see “Encounter Chains” below). The main villain determines which ward the map depicts and what name is written on it: If Xanathar is the villain, “Grinda Garloth” is written by the X on a map of
the Dock Ward. (The X marks the dock neighborhood of Mistshore, where Grinda lives.) If the Cassalanters are the villains, the name “Cassalanter” is written by the X on a map of the City of the Dead
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
loyal captain returned to Ghalasine at once but found herself unable to enter the city. Charmayne had anticipated Naevys’s return and prepared accordingly by invoking a powerful ward that prevents
anyone born in Ghalasine from entering or leaving the city. As she came to realize the people of Ghalasine didn’t love her as they did the king, Charmayne became filled with rage. She used magic to tear
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
loyal captain returned to Ghalasine at once but found herself unable to enter the city. Charmayne had anticipated Naevys’s return and prepared accordingly by invoking a powerful ward that prevents
anyone born in Ghalasine from entering or leaving the city. As she came to realize the people of Ghalasine didn’t love her as they did the king, Charmayne became filled with rage. She used magic to tear
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lower Ward Industrial smog and fumes blanket the Lower Ward, a noisy tangle of bellowing forges, magical refineries, and alchemical emissions. Cobblers, smiths, and smelters gravitate to the ward
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Lower Ward Industrial smog and fumes blanket the Lower Ward, a noisy tangle of bellowing forges, magical refineries, and alchemical emissions. Cobblers, smiths, and smelters gravitate to the ward
worth buying. Day in and day out, they wade through the ward’s dreary miasma to trade shifts at workshops that never stop. The Lower Ward is the beating heart of Sigil—an engine of creation that refines
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined
continue north. The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
southern gate, and in the heart of the Trades Ward where the city is at its narrowest — bounded by Castle Waterdeep, high on a spur of the mountain, and the walls of the City of the Dead. The conjoined
continue north. The aforementioned boulevards, along with the Street of the Singing Dolphin in the Sea Ward, are the major arteries of the city. Hire-coaches and drays can be most frequently found on
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
— Blade Ward Abjuration C Chill Touch Necromancy — Dancing Lights Illusion C Elementalism Transmutation — Fire Bolt Evocation — Friends Enchantment C Light Evocation — Mage Hand Conjuration — Mending
Conjuration C Chain Lightning Evocation — Circle of Death Necromancy M Contingency Abjuration M Create Undead Necromancy M Disintegrate Transmutation — Drawmij’s Instant Summons Conjuration R, M
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
either side of the front door. Upon entering the establishment, visitors quickly realize that it’s three times more spacious on the inside. The Hearth gained its larger dimensions courtesy of
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
either side of the front door. Upon entering the establishment, visitors quickly realize that it’s three times more spacious on the inside. The Hearth gained its larger dimensions courtesy of
, griffons, and wyverns as well. Emerald Door The Emerald Door—the main point of access to the Inner Ward—stands at the western end of the Court of Air. It is fifteen feet tall and made of a translucent
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
appendix B). The Open Lord is waiting for them in an alley in the Dock Ward, under the cloak of an invisibility spell. She remains invisible for the entire meeting. Harper spies in Luskan recently
rendezvous. If the drow realize they’re being followed, they make no effort to shake their pursuers. If they’re attacked, they scatter and try to complete their mission before heading back to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
appendix B). The Open Lord is waiting for them in an alley in the Dock Ward, under the cloak of an invisibility spell. She remains invisible for the entire meeting. Harper spies in Luskan recently
rendezvous. If the drow realize they’re being followed, they make no effort to shake their pursuers. If they’re attacked, they scatter and try to complete their mission before heading back to the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Dendar’s hiss and the dry rasp of her scales when they first realize their potential. Ghaunadaur, That Which Lurks, Underdark god of aberrations, also known as the Elder Eye. It is worshiped (if
unbreakable leash forged by Gond and a glowing ward conjured by Mystra, for which the Chaos Hound bit off Tyr’s hand. Moander is a dark power of corruption and decay. Those touched by its influence
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
halflings’ worldview and to ensure that their unique place in the cosmos will be forever preserved. HALFLING SUPERSTITIONS
Halflings might perform the following actions, among many others, to ward
written accounts of their history. Scholars who study their behavior speculate that halflings realize — consciously or otherwise — that the past is a story that can only be retold, not changed, and the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
of Dendar’s hiss and the dry rasp of her scales when they first realize their potential. Ghaunadaur, That Which Lurks, Underdark god of aberrations, also known as the Elder Eye. It is worshiped (if
unbreakable leash forged by Gond and a glowing ward conjured by Mystra, for which the Chaos Hound bit off Tyr’s hand. Moander is a dark power of corruption and decay. Those touched by its influence
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
halflings’ worldview and to ensure that their unique place in the cosmos will be forever preserved. HALFLING SUPERSTITIONS
Halflings might perform the following actions, among many others, to ward
written accounts of their history. Scholars who study their behavior speculate that halflings realize — consciously or otherwise — that the past is a story that can only be retold, not changed, and the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is The Granite Ledger, a compendium of Talhundereth’s secrets. An ancient protective ward remains on the book; when the book is touched, two earth elementals rise from the floor and attempt to smash
dial the correct combination and realize they need to insert a gem into the indentation. An Alternate Solution. The mind flayers who attacked Talhundereth long ago found a different solution to the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is The Granite Ledger, a compendium of Talhundereth’s secrets. An ancient protective ward remains on the book; when the book is touched, two earth elementals rise from the floor and attempt to smash
dial the correct combination and realize they need to insert a gem into the indentation. An Alternate Solution. The mind flayers who attacked Talhundereth long ago found a different solution to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magic. Characters who have a passive Wisdom (Perception) score of 17 or higher realize that the spiders are a threat before the creatures attack. All sorts of damaged and unfinished attractions are
twenty kegs explode at once, the blast blows half the ship to smithereens, shatters windows throughout the Dock Ward, and can be heard as far away as the Field Ward. J28. Walk-in Closets Eyecatcher only
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
magic. Characters who have a passive Wisdom (Perception) score of 17 or higher realize that the spiders are a threat before the creatures attack. All sorts of damaged and unfinished attractions are
twenty kegs explode at once, the blast blows half the ship to smithereens, shatters windows throughout the Dock Ward, and can be heard as far away as the Field Ward. J28. Walk-in Closets Eyecatcher only
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
moving to a higher plane of existence that mortals can never realize: joining with the Sovereigns, merging with the Silver Flame, or simply rejoining the cycle of life in a new form. That claim
the area, prompting residents to leave offerings outside their doors to ward off the evil. 4 The radius of any light source in the zone is halved, and saving throws against necromancy spells are made
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
moving to a higher plane of existence that mortals can never realize: joining with the Sovereigns, merging with the Silver Flame, or simply rejoining the cycle of life in a new form. That claim
the area, prompting residents to leave offerings outside their doors to ward off the evil. 4 The radius of any light source in the zone is halved, and saving throws against necromancy spells are made