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Returning 35 results for 'crossing risk guard to her reserves'.
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Monsters
Bigby Presents: Glory of the Giants
rage.
If intruders disturb its resting place, the fire scion’s cradle rises as a bipedal juggernaut of molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion&rsquo
scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See “Giants of Myth” in chapter 3 for additional inspiration.)
Scions of
Monsters
Bigby Presents: Glory of the Giants
molten rock. Sometimes miners risk their lives to find rich veins of ore in a scion’s volcano, or misguided fire cultists offer sacrifices meant to appease or awaken the volcano, and the awakened
first empires of giants until Annam retreated into seclusion. On other worlds, the scions guard their birthplaces (which are rich in elemental magic) or hold the substance of the world together. (See
Backgrounds
Sword Coast Adventurer's Guide
, and their members operate anywhere the organization deems necessary. These groups employ listeners, rumormongers, smugglers, sellswords, cache-holders (people who guard caches of wealth or magic for
provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
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
confident in my ability to adapt to any situation and handle any danger.
5
I’ll take any risk to earn recognition for my scientific brilliance.
6
I have a tendency to take shortcuts in
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Underworld Crossing The Tartyx River is dotted with ruined temples of Athreos on either side of its banks that serve as crossing points between the mortal world and the Underworld. Souls of the dead
to keep the living out of the realm of the dead and the dead from returning to the land of the living. Underworld Crossing Adventures Adventures in Underworld crossings usually involve the characters
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Crossing is a cutpurse’s paradise, and every traveler here runs the risk of being pickpocketed. As the characters make their way from one end of Wyrm’s Crossing to the other, have each player roll a d20
Wyrm’s Crossing The characters must cross this landmark to reach the Coast Way, which heads south to Candlekeep. Read the following to describe the scene: Two great bridges meet at a tall, rocky
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Moving on the Train To reach the Stranger, the characters must make their way from the Caboose (area E1) to the Jail Car (area E8). Crossing between Cars Creatures can safely move from one car to
and deposit them into an empty cell in the Jail Car (area E8). Guard Patrols Hostile modrons patrol the rooftops of the cars, attacking anyone they see who isn’t supposed to be there. Whenever one or
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
members of the town guard to patrol the potential rendezvous points each night for the next two weeks in case the smugglers return earlier than expected. If the ship is sighted, the council is unwilling
to risk the lives of volunteers by ordering them to take the ship and its crew by force. As soon as an approaching vessel is spotted, the council expects the characters to perform the actual task of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Employment Characters who are interested in making a fair wage for little risk can find jobs around town. Having a job can also enable a character to come to the attention of one of Saltmarsh’s
leaders. The employment opportunities below are tailored to each of those individuals, including: Hiring on with the Oweland family to work on a fishing boat Joining the guard and report to Eliander
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
folk and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Calishite inhabitants fiercely guard their home from the Guild and the rest of Baldur’s Gate. Little Calimshan is further detailed in "Little Calimshan". Norchapel. The quietest of the Outer City
and price out the resident radicals, if not for its odoriferous tanneries. Wyrm’s Crossing. This massive bridge crosses the Chionthar River. Shops and homes gird the bridge’s edges. See "Wyrm’s Crossing" for more information.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
necessary, though they are unwilling to risk their life or possessions. Carousing Contacts Tavern Contact Type The Snapping Line Fishers, sailors, laborers The Empty Net Smugglers, criminals The Wicker Goat Dwarves, town guard
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
decided not to risk trying to complete the journey to the inn, but the other soldier sent to guard the caravan agreed to stay and keep an eye on the situation.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
, though, he discovered a hint of a truth he’d never considered. He had to know more, but the secrets he sought lay only in the Underworld. Phenax wouldn’t risk alerting Erebos to his interest, so he sent
Underworld. Though it took him years, the oracle discovered what he sought. Keeping the information secret and smuggling it out of the Underworld proved challenging, though. To guard what he’d learned
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
be complicit in Xenagos’s theogenesis, Heliod’s acts of arrogance, or both. She reserves special contempt for Heliod and his champions, relishing every opportunity to teach them humility. Klothys
insurmountable odds, and Karametra’s taming of nature all run the risk of inspiring ambitious mortals who lust for ever more power and strain to break away from their proper place in the cosmos. Klothys
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, poisonous flower blossom, rusty foot trap In the jungles of Valachan, survivors must guard their hearts lest something monstrous eat them. For some, that risk is worth the reward of the unusual plants and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
bard in fine style — while also being careful to guard any secrets the noble’s household doesn’t want retold or sung across Faerûn. Not all wandering performers are true bards, nor are all bards
it is considered a gift of their gods. Characters with the bard class who rise to prominence among these folk must align themselves with their clan’s priests and shamans or risk being outcast. Most
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cup-shaped purple flowers. Tubules within the plant’s branches connect the flowers to reserves of acidic sap in the plant’s trunk. Purple blossoms squirt this sap at prey through the flowers’ pistils
loose dirt around itself to catch unsuspecting prey off guard. Horrid Plant Large Plant, Unaligned
Armor Class 6
Hit Points 42 (5d10 + 15)
Speed 5 ft.
STR
18 (+4)
DEX
3 (–4)
CON
17 (+3
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
when the mist inhibits visibility. As long as the characters move at this rate, the route is easily followed — there is no risk of straying in a wrong direction. From the ford, the characters can see in
Transients. The bullywugs are a roving band but they have set up a defensive camp here because they have happened upon a considerable treasure. Rather than risk traveling through the swamp with their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
gates. Non-duergar arriving from tunnels that lead to other districts are stopped and escorted to the Darklake District under heavy guard, as every other district is normally off limits to outsiders, and
trespassers risk being confronted by an invisible patrol of four duergar. The party’s fellow escapees know that trying to enter through the main entrances is a sure way to get enslaved, unless one of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, usually a password or a specific signal. Once a gorgon is set to guard an area, it attacks any who enter until they flee or are destroyed. Should someone provide the command key, the monster ignores that
territory must remain vigilant and aware of the monster’s exact position, or they risk being attacked by a gorgon they thought was no longer a threat. Those who create gorgons strive to give them
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
A Flight of Demons During a guard change, the prisoners hear a horrible droning buzz echoing through the cavern, followed by inhuman shrieking. Alarm horns sound out as four chasme demons pursue a
catches all of the drow off guard. The drow rush to defend the outpost from a possible attack. The demons initially buzz past the hanging towers, leaving the walkways and caverns out of range of the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
cling to their buzzing boomhailers as they flee. A character who spends an action alerting an anarchist to the risk and succeeds on a DC 14 Charisma (Intimidation or Persuasion) check convinces that
, the angel Artavazda (a lawful good pari; detailed at the end of this adventure) appears at the southeastern corner of the square with ten members of the Brightguard (use the guard stat block). If the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Crime Sometimes it pays to be bad. This activity gives a character the chance to make some extra cash, at the risk of arrest. Resources. A character must spend one week and at least 25 gp gathering
this region. 6 You robbed someone who was under a local crime lord’s protection, and who now wants revenge. 7 Your victim calls in a favor from a guard, doubling the efforts to solve the case. 8 Your victim asks one of your adventuring companions to solve the crime. *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. A ferry crossing allows traffic from Greyhawk and regions to the south to cross the Selintan River at its first major bend. The lord mayor of Greyhawk built Ford Keep here to protect the crossing
chapter 3) encompasses most of the ruin, and monsters guard whatever secrets the ancient castle and its dungeons might hold. Two Ford. The small village of Two Ford relies on river trade to supply its
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
leaves twelve guards behind. One travels with each wagon, acting as a guard and assistant to the teamster. The other nine are cloaked as private travelers in two distinct groups, seeking company and
monsters from miles around. Crossing this territory takes several days, during which everyone will be edgy and on watch.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
leaves twelve guards behind. One travels with each wagon, acting as a guard and assistant to the teamster. The other nine are cloaked as private travelers in two distinct groups, seeking company and
monsters from miles around. Crossing this territory takes several days, during which everyone will be edgy and on watch.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Nessian Wood from the east. Ancient Setessans carved an impenetrable fortress into the mountains to guard the pass. Bassara patrols from Setessa still check in on the fortress regularly, and they occupy
, grim Returned, or worse. Hunter’s Crossing. Setessa once extended its claim over more of the Nessian Wood, establishing military outposts like those of Akros. At the western end of the forest, along
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Worshiping Kruphix Many pray to Kruphix when they need to find something lost, but few dedicate themselves to his worship. Cults devoted to Kruphix fiercely guard their secrets, and their initiates
crossing the horizon. Then the blindfolds are removed as the faithful intone a paean to Kruphix. The hope is that Kruphix will choose to reveal himself at the climax of the ritual, whether by the appearance
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
character, but not at the risk of their lives. Lower-class contacts include criminals, laborers, mercenaries, the town guard, and any other folk who normally frequent the cheapest taverns in town. Middle
specific NPCs as contacts. You might decide that the barkeep at the Wretched Gorgon and a guard stationed at the western gate are the character’s allied contacts. Assigning specific NPCs gives the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the cave. No one but Rezmir knows how much is there altogether, but it must be a big pile by now. Aside from being recognized, the chief risk of spending time in the cultist camp is getting roped
into a work detail. Characters might be selected by an officer to spend a few hours helping with food preparation, standing guard in a tower, practicing weapon drill, or even cleaning up after animals (a job usually reserved for prisoners, but currently the number of prisoners in the camp is low).
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Boareskyr Bridge Boareskyr Bridge stands on the Trade Way and is the only consistently safe crossing over the Winding Water for more than a hundred miles in either direction. This alone makes it
camp at Fort Tamal never seemed to need such a robust guard before. Even the relative nearness of Najara seems to provide little reason for so many of Elturgard’s mightiest defenders to be squandered
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
is stored in the cave. No one but Rezmir knows how much is there altogether, but it must be a big pile by now. Aside from being recognized, the chief risk of spending time in the cultist camp is
getting roped into a work detail. Characters might be selected by an officer to spend a few hours helping with food preparation, standing guard in a tower, practicing weapon drill, or even cleaning up
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
ghosts become more common. Resurrection spells are easier to perform, but carry the risk of bringing back unwanted spirits. Fernia: The Sea of Fire. This plane encompasses both the raw elemental force
reach, and many tales begin with a hero unintentionally crossing into Thelanis. Xoriat: The Realm of Madness. Xoriat is alien, the plane of things that are fundamentally unnatural. It challenges ideas of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Darrett cooperate with any plans the characters have, as long as they clearly help prepare for escape and don’t risk any villagers’ lives. However, the mayor doesn’t want to start the evacuation until
more people. Repurposed Ferry. A character who succeeds on a DC 12 Intelligence (Investigation) check notices the ferry crossing on the Vingaard River has a series of rafts and small boats on a pulley