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                        Returning 35 results for 'created were retreat'.
                    
                
                        
                            
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                                        create were retreat
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     sixteen troglodytes in varying stages of decay. Feasting on the remains are seven drow ghouls that were created by Vlonwelv to devour the dead. The ghouls retreat into the back tunnels when one or more drow enter the room. If a drow is not among those who enter, the ghouls attack.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
                                                
                                            
                                                
                                                     R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     throughout the prison, and all light created by continual flame spells in the prison takes on a reddish hue. Prison Deployment. The guards in area R19 don their armor, arm themselves, and move to area
                                                
                                            
                                                
                                                     R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. See Invisibility. The warden and all prison guards gain the benefit of a see invisibility spell.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     retreat from the world and not allow herself to be imperiled by mortals once more. The characters won’t have to deal with her again in their lifetimes unless they continue meddling in her followers
                                                
                                            
                                                
                                                     should be a priority. Until its master sends it on another rampage, it lurks inside the forge where it was created (see chapter 3). Characters who help rebuild Ten-Towns might be asked to take up the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
                                                
                                            
                                                
                                                     killed, the doppelganger tries to retreat to area 19 to warn Nezznar. Treasure Nezznar’s divinations are accurate. Buried under heavy rubble at the bottom of the rift is the crushed skeleton of a dwarf
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Aftermath of the Last War The war is over, but deep rifts remain between Thrane and its neighbors. Aundairian war magic created a blasted wasteland between the two nations. To the east, the conflict
                                                
                                            
                                                
                                                     with Karrnath left farms and cities such as Shadukar devastated and abandoned, home only to the lingering undead left behind after the Karrnathi retreat. For most, these grim reminders of war
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Freth. They have been watching the invisible troll but aren’t sure what to make of it. They retreat to area 12 (through areas 9b, 10a, and 10b) if threatened. Zaztorrl’s loyalty to House Freth is shaky
                                                
                                            
                                                
                                                     planning to soften up the troglodytes in area 7a and are not expecting to face adventurers. If four of the drow fall, the survivors use darkness spells to cover their retreat to area 13. 9c. Roper
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     successful DC 15 Wisdom (Perception) check: many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
                                                
                                            
                                                
                                                     in steep-sided gullies. The plateaus jut fifty to one hundred feet above their surroundings and are difficult to climb except where rock falls and subsidence created natural ramps. The crumbling sides
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     successful DC 15 Wisdom (Perception) check: Many of the beasts’ footprints are deeper on the retreat than they were on the approach march. They were weighed down with loot on the homeward-bound trip
                                                
                                            
                                                
                                                     in steep-sided gullies. The plateaus jut fifty to one hundred feet above their surroundings and are difficult to climb except where rock falls and subsidence created natural ramps. The crumbling sides
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     clerics of the abbey created an army of skeletons to guard the beach. The skeletons lie under the sand and attack anyone who comes near.” “The pirates got ashore somehow. There’s probably a path
                                                
                                            
                                                
                                                     when you want to give information to the players, particularly if they retreat from the Skull Dunes and return to the lighthouse. The major can offer suggestions and occasional helpful hints. These
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     of avarice. Before serving under anyone’s banner, a yugoloth asks the only question on its mind: What’s in it for me? Spawn of Gehenna. The first yugoloths were created by a sisterhood of night hags
                                                
                                            
                                                
                                                     this new army, the hags crafted four magic tomes and recorded the true names of every yugoloth they created, save one, the General of Gehenna. These tomes were called the Books of Keeping. Since
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     them, typically after being created from other leaders who betrayed their masters. Undead Nature. A skull lord doesn’t require air, food, drink, or sleep. Skull Lord
 Medium undead, lawful evil
                                                
                                            
                                                
                                                    , poison spray, ray of frost, shocking grasp
 1st level (4 slots): magic missile, expeditious retreat, thunderwave
 2nd level (3 slots): mirror image, scorching ray
 3rd level (3 slots): fear, haste
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     in its description of Annam’s deeds “in time’s dawning.” It boldly claims Annam collected the fragments of the First World—the original world of the Material Plane, created by the primordial dragons
                                                
                                            
                                                
                                                     her brothers “boorish and bumbling.” Notably, Annam does not refute her on that point.) Annam’s disappointment in his sons caused him to retreat to a hidden realm within the Outlands, far removed from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     at least 50 gp. If they do, the characters gain advantage on checks made to talk their way past the patrol. Any sign of a large, armed, and potentially hostile group causes the patrol to retreat and
                                                
                                            
                                                
                                                     and buildings are lit by eldritch green, blue, and violet lights as bright as torches (created with continual flame spells). Other areas are dark.
 Shielded City. The drow have locked down their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Chamber Two bugbears stand guard in this empty room. When confronted by any threat, they retreat along the curved northern tunnel to area 28c, gather reinforcements, and make their stand in area 28b
                                                
                                            
                                                
                                                     of subdued madness in them with a successful DC 15 Wisdom (Insight) check. (The obelisk was created by Halaster and sounds just like him.) The obelisk’s “vision” refers to the secret passage at area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     created by magic and can be dispelled.) A hammock is suspended in the starboard alcove. A detect magic spell or similar magic reveals that the wall behind the hammock radiates an aura of transmutation magic
                                                
                                            
                                                
                                                     peering through the windows. U7a. Observation Deck. If Jarlaxle Baenre (see appendix B) is forced to retreat to the submarine, he is here when the characters first arrive. The observation deck is an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Barrek’zorn. If the battle turns against them, the drow use darkness spells to cover their retreat to the fortress (area 18). They know the tunnels well enough to navigate them blindly. Xaphtal seizes
                                                
                                            
                                                
                                                     creature must be trapped in the maze created by the spell, then escape. When the creature returns to the space it left, the gate opens for 1 minute. Characters must be 13th level or higher to pass through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    The Lords’ Alliance  “The Lords’ Alliance” is not a metaphor. This organization was created and is led by leaders and nobles from across Faerûn. Although many of its members have conflicting goals
                                                
                                            
                                                
                                                     their own pursuits, Melandrach is more circumspect. He has led the elves of the Misty Forest since before most of their kind abandoned their lands in the Retreat. Despite the years of discussion and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    The Lords’ Alliance  “The Lords’ Alliance” is not a metaphor. This organization was created and is led by leaders and nobles from across Faerûn. Although many of its members have conflicting goals
                                                
                                            
                                                
                                                     their own pursuits, Melandrach is more circumspect. He has led the elves of the Misty Forest since before most of their kind abandoned their lands in the Retreat. Despite the years of discussion and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    The Lords’ Alliance  “The Lords’ Alliance” is not a metaphor. This organization was created and is led by leaders and nobles from across Faerûn. Although many of its members have conflicting goals
                                                
                                            
                                                
                                                     their own pursuits, Melandrach is more circumspect. He has led the elves of the Misty Forest since before most of their kind abandoned their lands in the Retreat. Despite the years of discussion and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     she hates dwarves, and would love to see him dead. Six scarecrows were created by the hags to replace the acolytes of Sune who ran the bathhouse with Sylvarie, and whom the hags murdered when they
                                                
                                            
                                                
                                                    , maintaining their disguises. There, they meet with visitors and seek out potential new clients to manipulate. At night, they retreat to the tower and torment their current victims before resting. If any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     rest of the mansion, but they can answer direct questions with the following information: Cumin was created by Fistandia, while Coriander says that a mage named Freyot created it. Their masters went
                                                
                                            
                                                
                                                     so they can play with them. Giggling incessantly, they fly toward the characters, use their Euphoria Breath, and flit out of danger, still invisible. If they are attacked, they disengage and retreat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     elements of the ambush. Nasty Weather The sun hides behind clouds that increasingly darken as you head toward the Greypeak Mountains — and, hopefully, the wizard who created the orrery. A steady rain
                                                
                                            
                                                
                                                     artifact, or proximity to a portal to an elemental plane. But whatever its origin, it is obvious to the characters that they must maneuver the battle balloon through the storm, and retreat is not an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     single character 1 hour. Multiple characters working together can reduce the time proportionately. The noise created by smashing down the doors is loud enough to alert all the Scaly Eye members, who
                                                
                                            
                                                
                                                    ): charm person, detect magic, expeditious retreat, sleep 2nd level (3 slots): darkness, invisibility,suggestion 3rd level (3 slots): dispel magic, protection from energy 4th level (2 slots): dimension door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     and private chamber. The characters’ arrival at Lottie’s Palace coincides with a liches’ retreat, wherein Lottie gathers with some of her lich friends to do lich stuff. The characters need to poke
                                                
                                            
                                                
                                                     of the following information: Lottie created the orrery and its components, but she quickly grew to regret having done so, since the artifact could destroy the world if used improperly. When she
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     Giant. They relate the same information as Heldalf, but add that they wish Ralvald would give up his impossible quest to defeat Challidax. D5: Ralvald’s Retreat A wide river crosses this cavern
                                                
                                            
                                                
                                                     waterfalls. Icy fog fills the cavern. The cave and the passageway are both Heavily Obscured by frigid fog. A strong wind (like that created by Gust of Wind) disperses the fog, but it returns after 1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     can see: +8 to hit; 16 (3d10) necrotic damage. Splugoth is not affected by any goblin mutations created by the ritual. Component Mishaps On any failed check to control the orrery components or to remove
                                                
                                            
                                                
                                                     (Arcana) check. A successful check ends the ritual and saves the world. If the battle goes poorly for the characters, they can end it at any point by … well, dying. Alternatively, they can retreat and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    .
 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
                                                
                                            
                                                
                                                     creatures. Breastplate. This breastplate has a gold dragon motif worked into its design. Created for a human hero of old Neverwinter named Tergon, it grants its wearer advantage on saving throws against the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     the creature’s chest.
 The figure is a clay golem created by Iggwilv to destroy intruders. The golem attacks any creature that enters the chamber. The golem fights to the death and pursues trespassers
                                                
                                            
                                                
                                                     fomorians in area L11. The cave morays retreat into their burrows when the fomorians arrive. L11: Fomorian Cave This cave stinks of sweat, smoke, and spoiled meat. Old, cracked bones and skulls lie
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     charges at you from an alcove in the northeast, growling. The hilt of a pristine sword protrudes from the creature’s chest.
 The figure is a clay golem created by Iggwilv to destroy intruders. The golem
                                                
                                            
                                                
                                                     here, including the din of battle, draw the attention of the fomorians in area L12. The cave morays retreat into their burrows when the fomorians arrive. L12: Fomorian Cave This cave stinks of sweat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
                                                    
                                                
                                            
                                                     it beneath her. However, she won’t retreat and uses defensive spells, her Teleport bonus action, and her Fell Counterspell reaction while she mocks intruders and uses her domain to act against foes
                                                
                                            
                                                
                                                     effect of the imprisonment spell and is trapped within a randomly colored gemstone that appears on the floor of this area. Any gemstone created by the mosaic that is returned to this area for 1 minute
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    The Mountain Door The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddin’s folk, who created a series of halls and guard
                                                
                                            
                                                
                                                     the characters either retreat or succeed in bypassing the door. Development. If the characters are repelled, they must deal with additional reinforcements if they try this approach again. Two orcs from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     created are destroyed, and their souls return to the afterlife. Vecna’s Dead. The cultists twisted the souls of five missionaries, turning them into one wraith and four specters that haunt the lower
                                                
                                            
                                                
                                                     characters try to hinder the golem, it attacks, fighting until the characters retreat. The golem allows the characters to help it bring the statue back to the Bat Guano. Dragon Turtle Bandit  Those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    . Hanging from nooses above the pit are two humanoid figures, each clothed in white with a purple hood pulled over its head.
 Creatures. The creatures hanging here are two scarecrows created by the
                                                
                                            
                                                
                                                     prance in a way that is very unbecoming of a typical undead. If they need a break from the battle, they retreat under the locked door into area 12. Development. If the characters have Patsky or the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     giant retreat beneath the sea is an appropriate locale for these encounters.  Elemental Air Encounters    d12† Encounter 
     1  1d3 mist hulks* (attitude: 1d8) wandering about, wallowing in regret
                                                
                                            
                                                
                                                    , desperately hoping someone will end its existence 
   8  1 flesh colossus* (attitude: 1d6) marked with the Giant rune of death, defending the crumbled ruins of the place it was created to protect 
   9  1
                                                
                                            
                                        






