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Returning 35 results for 'continued relies goblins to have requires'.
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Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Actions Stations and Crew An infernal war machine doesn’t have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle’s various functions. Any option
that appears in the Action Stations section of an infernal war machine’s stat block requires an action to perform.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dexterity (Athletics) check. The room is empty except for a pair of latched wooden gates in the north wall. Beyond the gates are two wolf pens strewn with gnawed bones. Opening or closing a gate requires an action. Two vicious, hungry wolves are locked in each pen. The goblins use them as mounts.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hallway contains six iron-barred cells, their doors held shut with arcane lock spells. Faculty members and students can ignore the spells and open the cell doors normally. Forcing open a door requires
a successful DC 25 Strength (Athletics) check or a knock spell. The cells contain no furnishings other than waste buckets. The middle cell on the east side of the hall holds three goblins abducted
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Time In situations where keeping track of the passage of time is important, the DM determines the time a task requires. The DM might use a different time scale depending on the context of the
Gate to Waterdeep, the adventurers spend four uneventful days before a goblin ambush interrupts their journey. In combat and other fast-paced situations, the game relies on rounds, a 6-second span of time described in chapter 9, “Combat.”
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Four goblins dressed in cold weather clothing stand guard atop each tower. The rampart battlements grant them half cover against attacks from outside the fort. They are supposed to be looking outward
for signs of trouble, but the goblins prefer to stand around the brazier for warmth. One goblin has a horn that it can blow to sound an alarm, putting the entire fortress on alert. Since visitors aren’t
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the sigil of the Six! A crew of hobgoblins and goblins can be seen swarming the deck, and a ballista and three harpoon guns are trained on your vessel. To arms!
If the battle balloon took more than
crew is made up of a female hobgoblin captain named Garla, six hobgoblins, six goblins, six smoke mephits, and a hippogriff (serving as the captain’s mount). All these creatures are recent mercenary
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
28. Grick Snack Watch Post The Xanathar Guild maintains a watch post here, called “Grick Snack” by the bugbears that command it. Two bugbears and six goblins are stationed in this area. 28a. West
38, the two-headed statue in area 39a, and the stairs west of the statue that lead down to level 2. Casting dispel magic on the obelisk renders it nonfunctional. Toppling the obelisk requires a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. Goblin Bazaar In this monstrous market live forty goblins. Half of them are guards, and the other half are traders. The goblin boss and his retinue lurk in area 1e. 1a. Bazaar Side Entrance
cartoonish goblin heads drawn in charcoal.
Noise. Banging noises can be heard to the north. (The goblins in area 1b are building a wooden stage there.)
1b. Auction Hall The goblins are erecting a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Developments If the goblins spot the characters (or if the characters approach openly), the goblins shoot arrows from
behind the arrow slits. However, they can’t fire directly at enemies at or past the broken gate. The goblins also shout loudly enough to alert their comrades in areas 4 and area 6 that the castle is under
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Cragmaw Hideout Locations The following locations are keyed to map 1.2. Mike Schley Map 1.2: Cragmaw Hideout View Player Version H1: Cave Mouth The goblins’ trail ends at a cave in a hillside five
stream is 2 feet deep. It’s cold and slow, and not difficult to wade across. The thicket in area H2 is impenetrable from the west side of the stream. Development. The goblins in area H2 are supposed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-foot-high ceilings, with 7-foot-high doorways connecting them. Climbing the outside walls without equipment requires a successful DC 15 Strength (Athletics) check. Each of the doors in the towers, as
in a magical force field. Duhlark’s paranoia continued to grow, until he suspected Alcedor of selling their secrets. Alcedor left the towers, never to be heard from again, and Duhlark became a recluse who died in his own fortress.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
might be able to creep past them. Have each character make a Dexterity (Stealth) check. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Development. If the goblins spot
the characters (or if the characters approach openly), the goblins shoot arrows through the arrow slits. However, they can’t fire directly at enemies who have reached or gone past the broken gate. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Feasting Hall Chief Guh is found here, along with five male hill giants, four ogres, and six goblins. Oil lamps in iron sconces are mounted to thick wooden pillars that support rafters 30 feet
from the floor and the roof, which peaks 65 feet overhead. Protruding from the north, west, and south walls is a 10-foot-wide, 20-foot-high wooden ledge that the goblins use to get around the room. (The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
contains an adult goblin and 1d6 goblin children (noncombatants). When the fortress comes under attack, the goblins who live here pull up their rope ladders, which makes getting to the huts difficult. A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10
scimitar and a shield, as well as 23 sp and 4 gp in a belt pouch. 4. Tower Shell This circular area is cobbled with cracked granite, upon which sprawl the bodies of four goblins, apparently slain in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and bore it back to their castle for further study, believing it to be an Ostorian artifact. The cloud castle then drifted away with its prize. The villagers were surprised to find a clan of goblins
, and sent a band of goblins to plunder the abandoned village. Characters who capture and interrogate these goblins can learn where the villagers are located. The following warning signs indicate that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
creatures in areas 1a, 1b, and 1c detect them and attack. 1a. Ledges Ten-foot-high ledges of rock have formed along the walls of the cavern. Climbing up to a ledge or safely descending from one requires a
successful DC 10 Strength (Athletics) check. Five goblins stand guard on the ledges—one on each ledge marked with a “1a” tag on the map. Their names are Gleek, Lop, Nitch, Pox, and Slibberdabber. When
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
can also cast invisibility to observe silently from hiding, and relies on its true form when it wants to intimidate other creatures. Although cruel by nature, Kleve takes no action to harm anyone
patron of the council. The young drow has continued his magical training under the archmage’s tutelage. Grin is loyal to his master but not well suited to such a solitary existence. He longs for the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goblin hauling a bucket of garbage to area 17e 4 1d4 goblins with shovels, either digging through rubble or heading to a dig site 5 1d3 bugbears who sneer at visitors and make rude comments as they
happens, the Legion of Azrok’s military has been winnowed down by recent altercations with the drow. The current defenders of Azrok’s Hold include eight bugbears, thirty-two goblins, twenty hobgoblins
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
elder brain and the rest of the illithids in the colony learn of it immediately. The colony relies on a collective memory, composed from the knowledge, experiences, and skills of all of its members
individual mind flayers. Perhaps at one time each mind flayer was independent, but now the elder brain is the only true power. The illithids know that their continued survival and their eventual return to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
Religion, while a druid or ranger relies on Nature. You must have a minimum skill bonus—your proficiency bonus plus your ability score bonus—in order to develop a schema. You must maintain the minimum
you can create a particular schema. The DM can always choose to exclude a particular magic item from a campaign. Rare Components. Any magic item requires specialized materials—Eberron dragonshards, rare
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Relics of Besilmer The following items were crafted by the dwarves of Besilmer for their king, Torhild Flametongue. Lost Crown of Besilmer Wondrous item, legendary (requires attunement) This dwarven
it makes. This uses 1 charge from the crown. It has 3 charges, and it regains 1d3 expended charges daily at dawn. Orcsplitter Weapon (greataxe), legendary (requires attunement by a good-aligned dwarf
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
connect each level of a tower, and the trapdoor in the roof can be bolted shut from below. Breaking through a bolted trapdoor requires a successful DC 27 Strength (Athletics) check. Each tower contains
open requires a successful DC 25 Strength (Athletics) check. Prisoners. The drow use the troglodytes to tend their gardens (area 18i). The minotaur is too violent to be enslaved, so the drow are
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
requires a successful DC 17 Dexterity check. Two successful tosses earn one roll on the Carnival Prizes table; three successes earn two rolls on the table. Catch the Dragon by the Tail “Prizes! Prizes
Contest A participant must outperform a gnome in a best-of-five poetry contest. Doing so requires three successful DC 15 Charisma (Performance) checks in five or fewer attempts. Someone who wins the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Alchemist The magic of both alchemists and witches relies on a powerful multiversal truth: mortals can’t resist anything with bubbles.
Tasha
An Alchemist is an expert at combining reagents to
do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir’s effect from the Experimental Elixir table. Creating an experimental elixir requires you to have
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Whelm Weapon (warhammer), legendary (requires attunement by a dwarf) Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain. You gain a +3 bonus to attack and
arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
smugglers who operate in the Saltmarsh area. Gellen Primewater relies on this drop point to conduct much of his business. Lizardfolk Lair This location is featured in Danger at Dunwater. Use the
the cave as a meeting point for smugglers. He has recruited several goblins to keep watch over the place, along with a trained giant constrictor snake he raised from a hatchling. The goblins barricaded
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eye and Hand of Vecna Wondrous item, artifact (requires attunement) Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through
, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
with any creatures still inside it. The journal can be safely opened by the brain in a jar, or with a successful DC 18 Dexterity check using thieves’ tools. Its pages detail how Kwalish continued his
project requires a successful DC 18 Intelligence (Arcana) check or Dexterity check using thieves’ tools or tinker’s tools. Alongside countless dead energy cells spread across this area, the characters
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
from a city whose rulers sent adventurers to steal from the dragon’s hoard.
8 A gold dragon requires a team of specialists to help break into the infamous Lamentation Vault and acquire the world
flying cloud giant citadel, winning the continued right to dwell there in repeated gambling games.
5 A young gold dragon and an archmage are uneasy companions, bound to defend each other by the
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
crew:
Using a spelljamming helm requires a keen mind, focus, and magical talent. A character with the ability to cast spells is essential for the Spelljammer role.
A crew relies on their captain
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
character sitting in a floating barrel or other watertight container, either steering with a paddle or flowing with the current. Such a vessel has a speed of 1 mph, requires a crew of 1, allows for no
the water. Some are completely submerged, navigable only by those able to breathe underwater.
Navigation. Without the sky or the stars to navigate by, any successful passage of the Darklake relies
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
painted frescoes line the walls deeper in the cave.
The wizards who escaped Zikzokrishka’s wrath used this cave as a scriptorium and hall of records. They recorded what they knew and continued their
correctly requires a successful DC 14 Wisdom (Survival) check. If a Bedine is present to consult, the check succeeds automatically.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. The renown system requires the characters to become active participants in the horrors of Kalakeri, encouraging them to ally with evil beings or make uncomfortable concessions to win greater victories
leaders enact their monstrous agendas upon the land, leading only to continued suffering. The Dark Powers ensure that the defeated faction doesn’t remain quelled for long, though. The characters might