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Returning 35 results for 'could returning group to her release'.
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Monsters
Acquisitions Incorporated
trust Omin Dran. Wait, that’s two pieces of advice. You owe me.
Sometimes a goblin can’t catch a break. First, you fall in with a cult that works for the release of a death god. Then
you get taken prisoner by a group of sociopathic adventurers who end up letting you die after you save their sorry lives. One minute, you’re a dead goblin named Splug. And then you’re alive
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
escape a darkweaver should think twice about returning to the creature’s lair, though, as darkweavers prioritize their appetites over bargains.A Darkweaver’s Lair
Darkweavers dwell in
Orc
Legacy
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Species
Volo's Guide to Monsters
warriors are commanded to scour the surrounding landscape for any opportunity to spill blood and bring glory to their gods. Often, bands of warriors work on a rotation, with one group heading out on a
raid just as another group returns, laden with severed heads, sacks of loot, and armfuls of food. Warriors also serve as scouts, bringing back detailed reports about the surrounding area so that the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Returning to the Silent Roar If the characters free Afsoun, the rebel leader accompanies them to the city to reunite with her sister. Though the Silent Roar has little money to offer, Laleh and
free treats from the Ghorbani Bakery. Afsoun must lie low now that she has defied the Brightguard, but the Silent Roar as a whole is invigorated by their leader’s recovery. The group redoubles its efforts to oppose the Brightguard and Atash.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, where they go next is up to them. Shemeshka will avoid them for the rest of the adventure. To continue with this chapter, the group should meet with R04M, either by returning to the walking castle or by
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
that mortals must suffer and die at the whims of these entities. In Orcus, they see the promise of release from pain without the demand of obedience. In the state of undeath that Orcus offers, they will
Orcus’s intervention in returning his child to the world after the gods cruelly snatched her away. All who would become cultists of Orcus must be willing to become undead. Those who commit to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
into a group consciousness. Hallucination spores then induce a shared dream that provides entertainment and social interaction. Myconids consider melding to be the purpose of their existence. They use
Reproduction. Like other fungi, myconids reproduce by mundane sporing. They carefully control their spores’ release to avoid overpopulation.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Temple of Ember, seeking help to avenge its death at the hands of Damen Rak, head of one of the five families that oversee Siabsungkoh. 3 A group of bandits with twenty trained pangolins (use the cat
stat block) pose as merchants, release their pets when the characters pass by, and blame the party for the escape. They demand recompense for the lost animals. 4 Wynlings (see below) harass a community’s wagons every time they head to market. The locals hire the characters as guards.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Every fiend spawned from Khyber owes fealty to one of these overlords. In many ways the Lords of Dust are a reflection of the Chamber. Each group is trying to steer the fulfillment of the Prophecy to
serve its own ends. The goal of the Lords of Dust is to release the overlords from their bindings and loose them upon Eberron in a new age of darkness. Despite this unified goal, the Lords of Dust
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
favor by using an approach that relies on your best bonuses and skills. If the group needs to trick a guard into letting them into a castle, the rogue who is proficient in Deception is the best bet
to lead the discussion. When negotiating for a hostage’s release, the cleric with Persuasion should do most of the talking.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
same XP that the other characters earned each session, keeping the group at the same level. Some groups like to work out a policy regarding how many missing players is too many to proceed. For example
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. If questioned about his motivations, he claims that Acererak took his family hostage, and will not release them until Moghadam completes his work. The truth is that the artificer has no family. He
. More recently, the architect sent his own expert gemsmith along with a group of thieves to the Temple of Moloch, so that they might steal the gemstone eyes from its most famous statue. However, the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
R04M’s story that Shemeshka is up to no good, Zaythir or another ally can suggest the group should be wary on returning to Fortune’s Wheel. When they arrive in Sigil, the characters find it unchanged
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
party must make a group Dexterity (Stealth) check. The DC is 23 to avoid the notice of Akaanvaerd. On a failed check, Akaanvaerd spots the characters, but he doesn’t pursue them immediately. At your
DC of the group Dexterity (Stealth) check is 16. If the characters fail this check, two fire giants break off and attack the party on the crater’s rim. Wrestlers’ Aid. If any Fireside giant wrestlers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. If they decide to release it later, they can do so by returning to the House of Liars or by magical means available in Sigil. CoupleOfKooks “You never stop being a hero. You might take a break, you
, more powerful self. If a character doesn’t release their lost incarnation, it might make the following chapter more challenging. Let each character decide what to do with their trapped incarnation
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
opportunity to kidnap one or more characters and deliver them to Zariel. If they succeed, Zariel invites the rest of the group to her flying fortress to negotiate terms for their comrades’ release (see “Zariel’s Flying Fortress”).
. This archmage of Oerth leads a powerful group of adventurers called the Circle of Eight and has authored several planar tomes. He has also crafted many renowned spells. Mordenkainen takes the tower
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some past members of the group have exhibited a tendency to indulge in wanton violence, causing as much damage as they ostensibly prevent. Although the Open Lord sets mission goals and parameters
Hands) are arrested for a crime, the Open Lord or the Blackstaff will usually intervene on their behalf and facilitate their release. Force Grey support comes in these ways: Adventurers who are arrested
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
eventually allows the characters to perform acts of heroism. Perhaps this means the group swears a vow to Mogis to pursue some collective revenge, or maybe the group understands that just as Mogis watches
characters, now deeply indebted to the god of slaughter, realize that he will not release them willingly from his service. At this point, the characters might seek freedom from Mogis’s service. Iroas or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
berserkers, 1 Uthgardt shaman Same as area 15A. area 15D 6 tribal warriors, 2 rust monsters Same as area 15A. The warriors release the rust monsters before they leave. The rust monsters remain here
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Watchful Knight inn, spoke with the delegation leaders and learned they planned to head south on the Dessarin Road. They intended to visit Summit Hall next, returning the body of a knight slain
group of five warriors in sky-blue armor and white cloaks, flying on giant vultures. The aerial riders flew overhead and turned south, heading in the same direction as the delegation. Eann, a cattle
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
briefly described below: Hruna speaks for the group in a voice made raspy by years of smoking. She has lost her right ear and two fingers to frostbite. Korux stares in silence and doesn’t talk much
. If the characters are interested in hearing what Hruna has to say, she presents the quest: “We’re the survivors of a group of dwarves tasked with delivering a sled of iron ingots to Bryn Shander. A
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
of a rare metal, willing to travel the world high and low in search of it. Even a deep gnome might be born with an irrepressible urge to leave the Underdark and join a group to pursue a life of shared
of them take readily to life in the outside world and don’t come back on schedule, returning to the burrow only after spending years or decades away as a member of an adventuring party. The Pull of
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
! Take these lives and release me!” Amber Monolith. The amber monolith is a rough block of solid amber 8 feet tall, 5 feet wide, and 5 feet thick. Within drifts a smoky wisp, the last lingering vestige of
after one week, returning the house to its full power. If the amber monolith is destroyed, the house responds as described above and the inky water drains away, revealing the treasure within. Mara’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Haruman’s Arrival If the characters free Jander or any of his companions, their bodies crumble to dust in grateful release. In response, twenty stirges attack the group. When the second round of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
together, they magically merge into a single Mask of the Dragon Queen. With the assembled mask, the cult can release Tiamat from her prison in the Nine Hells. After Severin (subtly guided by Tiamat
group, led by an outcast named Rath Modar, plots to unseat the lich Szass Tam from his position over the Red Wizards. Rath believes that in exchange for his help in releasing Tiamat, she will grant him
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
together, they magically merge into a single Mask of the Dragon Queen. With the assembled mask, the cult can release Tiamat from her prison in the Nine Hells. After Severin (subtly guided by Tiamat
group, led by an outcast named Rath Modar, plots to unseat the lich Szass Tam from his position over the Red Wizards. Rath believes that in exchange for his help in releasing Tiamat, she will grant him
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
its release with the location of its hidden treasure: 1,000 gp in brightly polished coins. 5 Gathering firewood results in a visit from an angered undead treant. (Use normal statistics, but the
statistics from Mordenkainen’s Tome of Foes) or a gibbering mouther with a mechanical skull housing its central brain. 8–10 The characters come across a group of roving outlaws (five to ten thugs led by a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. In the center of the image is a triangle pointing downward. An earth elemental looms over a group of warriors. A triangle pointing downward with a horizontal line through it is carved into its chest
attack the characters. The exact timing of this event is left to you, but the characters should be given enough time to take a crack at solving the puzzle. The characters can also release the elementals
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
, with no adult staying longer than a few months and none ever returning for a second stint. The instruction that young githyanki undergo is unrelenting and unforgiving. As a crop of youngsters grows
weakling to die in training than to undertake a mission and imperil a war band. Final Test of Loyalty By the time a group of githyanki come of age, they have heard years of stories of Vlaakith and her
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
toward the southeast, and their trail is easy to spot. A small, stealthy group could follow the trail to the raiders’ camp and gather information.
Governor Nighthill approaches the characters with a
. I fear that he might have tried to infiltrate their group when they retreated, or worse, was captured and carried away as a prisoner. No one understands these bandits better than he does, and his
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for more information.) A svirfneblin caravan returning from Whiteshell Mines encountered a parade of dancing myconids. Through their rapport spores, the myconids told the gnomes about a “wedding
Foaming Mug. If they do, they gain advantage on their next group Charisma check made to improve the deep gnomes’ attitude.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, after which the third signal flashes from the ship. It drops anchor and waits for the arrival of a boat from shore. A small group of smugglers approaches the ship in a rowboat. When it arrives, the
delay and the Sea Ghost sails away, returning the next night. The smugglers will drop anchor if the characters send any kind of return signal to the ship — not necessarily the correct one. The crew of
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
them in front of the group. She asks if anyone saw anything strange happening in the town as they were evacuating. One of the stonemasons claims that she saw something strange happening in the water
out on the swampland, past the marsh islands, but then she picked up her tools and ran as the soldiers ordered her to evacuate. Another stonemason claims to have seen heard some of the returning
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. Choose whichever one corresponds with the result from the “Reactivating X01” section. This determines how the characters’ actions and the released modrons affect the planes. Accurate On returning to
suffer the multiversal glitch the characters experienced. Inconsistent Unless the characters intervene, it takes months for X01 and a much-diminished group of modrons to return to Mechanus. When they