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                        Returning 35 results for 'guard clothing leading'.
                    
                
                        
                            
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                                        guard closing leading
                                    
                                
                        
                    
                
                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    . High-end clothing made from pride silk is both fashionable and protective, leading many nobles and wealthy merchants to seek full outfits and formal gowns made with it. The tailors skilled enough to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Z2. Guard Post Here, the cave splits to the left and right. Standing on a five-foot-high ledge between the divide are two feral-looking women wearing shredded clothing and clutching spears. Aziana
                                                
                                            
                                                
                                                     and Davanka, two werewolves in human form, stand guard on the ledge. They sound the alarm when they spot intruders. Any loud noise here can be heard throughout the den, bringing quick reinforcements from areas Z3 and Z5. The werewolves fight to the death.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    19. Drake Pens The drakes that patrol the lava tunnels are kenneled in this chamber. When the characters investigate this chamber, 4 guard drakes (see appendix D) are present, fighting over hunks of
                                                
                                            
                                                
                                                     meat that are best left unidentified. Gnawed humanoid bones are scattered throughout the room, along with belt buckles, tattered boots, and scraps of blood-soaked clothing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    19. Drake Pens The drakes that patrol the lava tunnels are kenneled in this chamber. When the characters investigate this chamber, 4 guard drakes (see appendix D for statistics) are present, fighting
                                                
                                            
                                                
                                                     over hunks of meat that are best left unidentified. Gnawed humanoid bones are scattered throughout the room, along with belt buckles, tattered boots, and scraps of blood-soaked clothing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     portcullis. âThereâs nothing to see!â shouts a guard, âPlease move along.â
  Solamnic knights mysteriously
 arrive in Kalaman The characters learn the following from a gate guard or anyone in the crowd: An
                                                
                                            
                                                
                                                     leading to the city councilâs conference rooms are two heavily armored Knights of Solamnia on horseback. One of them holds a banner bearing a prominent rose emblem.
 The two knights here are Undead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     copper plate.
 The three skeletons are animated and attack any creature that comes within 10 feet of the door leading to area 5 or the door leading to area 6, unless that creature is wearing the
                                                
                                            
                                                
                                                     depict the person entombed withinâtwo human males and one human female, all of noble bearing. If opened, the tombs contain mostly moldering bones and scraps of clothing, but see the âTreasureâ section
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     roughly forty feet across and ten feet deep. A five-foot-high ledge to the north overlooks the pool. A similar ledge spans the eastern wall, with a rough-hewn staircase leading up to it. A few crates sit
                                                
                                            
                                                
                                                     atop the eastern ledge. The water is fresh. The ceiling is roughly 20 feet above the surface of the pool. The fissure in the ceiling is 3 feet wide at its widest point, and 6 inches at its narrowest. The crates on the eastern ledge contain heaps of adult-sized clothing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     with them. Navigation and propulsion of the craft is handled by two members of the town guard (guards), who are assigned by the council to sail or row the boat. The guards do not disembark when the
                                                
                                            
                                                
                                                     characters reach their destination, instead staying with the boat to keep it under their control and guard the partyâs return trip. While they are at sea, as their boat approaches the promontory, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the gala. If one or more characters are spotted in a restricted area or cause a public incident, a guard approaches them. Roll on the Museum Guards table to determine which guard arrives. Characters in
                                                
                                            
                                                
                                                     formal dress are escorted to the Gemstone Wing, while characters who are improperly dressed for the occasion are told to leave the museum at once. If the characters protest, the guard becomes hostile
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     unobstructed. Small windows glint from high on the vaultâs stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
 Vidorantâs
                                                
                                            
                                                
                                                    , they learn the general exterior layout, including the locations of the main door, balcony door, and windows. They also get a good look at the guard uniformsâdark blue with gold stitchingâwhich can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    L2. Guard Cave A round, high-ceilinged cave opens here. It has two narrow exits, one leading north and the other south. A flat boulder sits in the center of the cave. Itâs about six feet across
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     small, private bath and a walk-in closet filled with expensive clothing, mirrors, combs, and so forth. Treasure. The suite contains personal items equivalent to two rolls on the âGems or Art Objects
                                                
                                            
                                                
                                                     successful DC 15 Dexterity check to open. 13. Guard Rooms This guard room is intentionally set in the midst of the family rooms and the master suite. The guards are responsible for safeguarding the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     and fight at Vizeranâs command. Between one and three suits guard each room and corridor of the tower. If Vizeran is threatened, he uses them to run interference, buying him time to escape or
                                                
                                            
                                                
                                                     counterattack. A character who pokes around the tower and succeeds on a DC 15 Wisdom (Perception) check notes signs that other humanoid creatures were recently present in Araj, including discarded clothing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Nimblewright A nimblewright is a magical construct created to serve as a guard or assassin. Composed predominantly of lightweight wood and powered by magic, it can pass for humanoid while wearing
                                                
                                            
                                                
                                                     clothing. Some nimblewrights wear plain clothing, while others are clad in flashier attire. A nimblewright is emotionless, its face frozen in whatever expression was given to it by its creator. Duelist
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     leads up to it. Guards on Watch The prison has four guard towers (see area R9), and three guards (veterans) in cold weather clothing are stationed atop each one. If you need to make Wisdom (Perception
                                                
                                            
                                                
                                                     of the ordinary, such as an approaching ship or group of visitors or a monster flying overhead, one guard descends into the tower to alert the rest of the prison while the others stay at their post
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     trail leading to the fort ends at a wooden double door. Two guards are posted, one on each of the ramparts to each side of the gate. They look like overgrown, bipedal turtles armed with crossbows.
 The
                                                
                                            
                                                
                                                     gate doors are identical to those found in area 1. Two tortles (see âTortlesâ) stand guard on 10-foot-high wooden ramparts that hug the inside of the wall. Ladders in the courtyard provide easy access
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     activities from Constable Jute or from the physician Emil Trantor, and if they missed the trail leading from the latest murder, they might need to resort to divination or commune spells or similar magic
                                                
                                            
                                                
                                                     warehouse is well guarded, and protected at night by âvicious guard dogsâ (a trio of manticores whose snarling can be heard from the street). Getting that information out of any local requires a bribe
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     Rezmir, who arrives with her guard drakes three rounds later. Spiral Staircase A spiral staircase of sculpted ice connects the upper and lower courtyards, as well as the tunnels leading to the main vault
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . Inhabitants. Popular accounts of the island describe it as unlucky, leading outsiders to avoid it. (The islandâs inhabitants know this rumor is false, though likely tied to Acererakâs long-ago
                                                
                                            
                                                
                                                     filled with monsters and puzzles. Stories state that the archlich created similar tombs to guard precious magical artifacts. One such tomb is located on the isle.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    , who arrives with her guard drakes three rounds later. Spiral Staircase A spiral staircase of sculpted ice connects the upper and lower courtyards, as well as the tunnels leading to the main vault
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
                                                
                                            
                                                
                                                     flying overheadâone guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     atop the cliffs to the west. Each watchtower stands 20 feet tall and has a rickety wooden ladder leading to the top, where a thick column of smoke issues from a brazier that is kept lit at all times
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     on Watch The prison has four guard towers (see area R9), and three guards in cold-weather clothing are stationed atop each one. If you need to make Wisdom (Perception) checks for the guards to
                                                
                                            
                                                
                                                     flying overheadâone guard descends into the tower to alert the rest of the prison while the others stay at their posts. Getting Inside If the characters use the cover Varrin provided, their ship arrives at
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Entering the Fort The gatehouse serves as the entrance to Fort Knucklebone. Six redcaps stand guard atop it. One redcap yells down at the characters as they approach, asking for the password. After a
                                                
                                            
                                                
                                                     few moments, a different redcap says, âWe donât have a password!â All the redcaps fall over in peals of mirth. The redcaps on guard duty give the characters a difficult time, asking them to do
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     Iroasâs Villains table suggests a variety of foes that might arise from among the godâs followers. Iroasâs Villains    d6 Villain 
     1  A knight in the polis guard regularly subjects his soldiers
                                                
                                            
                                                
                                                     to extreme disciplinary techniques, leading them to start a revolt. 
   2  A general (Akroan hoplite; see chapter 6) commands a town be put to the torch for its soldiersâ crimes. Followers of Phenax
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     unintelligible symbols. More notable is that the unfortunate guardâs brain has been removed from his shattered skull. The guard was killed by the mind flayer leading the Six operatives (see âPortal 4â and
                                                
                                            
                                                
                                                     long and fifteen feet wide. Crumpled on the floor before an iron door on the far side of the room, the body of a guard lies in a pool of blood. Standing closed between you and the body, six other oval
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
 A heap of discarded clothing is
                                                
                                            
                                                
                                                     piled carelessly against the far wall.
 Two Redbrand ruffians in scarlet cloaks stand guard here, though they spend most of their time taunting the hapless prisoners (see the âCaptivesâ section). If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     carpets exemplify the city-stateâs long history of vibrant textiles: painstakingly woven rugs are highly sought works of art. Some are even rumored to fly. Food and Clothing Sangarian cuisine
                                                
                                            
                                                
                                                    , filling bellies with chewy flatbreads and scrumptious pastries tinged with rosewater. But Sangarians know how to stretch small pots of a soup called aash to feed an entire family. Clothing is generally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    1. Cellar Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands
                                                
                                            
                                                
                                                     potion of invisibility, 50 gp, and a clean set of ordinary travel clothing. This is a getaway kit that Iarno keeps here in case of an emergency.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     the rift and flows out again to the north. Several ropes are secured to iron stakes along on the western edge of the rift, leading down to the chasm floor.
 Three bugbears are stationed here. Two of
                                                
                                            
                                                
                                                     them are clearing rock on the rift floor while one more stands guard in the western half of the cavern. A doppelganger named Vhalak supervises the operation in the guise of a male drow. If a fight
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has â? DANGER
                                                
                                            
                                                
                                                     expedition. When his cultist followers were routed investigating area 11, Varram left the devils here with instructions to guard against any creatures coming out of that area. The devils take their orders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has â? DANGER
                                                
                                            
                                                
                                                     expedition. When his cultist followers were routed investigating area 11, Varram left the devils here with instructions to guard against any creatures coming out of that area. The devils take their orders
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    4. Elf Quarters The tunnel leading to this area rises 20 feet to end in a rickety wooden door, constructed by the elves to keep some of the ettin smell out. This area sits atop an open bluff, with
                                                
                                            
                                                
                                                     occasion, and a knight and mage who are Chuthâs playthings. If the characters have entered the caverns undetected, any elves not on guard duty (see area 2) are here. As long as no alarm has been raised
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    City Watch The first soldiers you see in service to the city will be the members of the City Guard who patrol the roads leading to Waterdeep, watch the walls, guard civic structures, and protect
                                                
                                            
                                                
                                                     magisters. Waterdeepâs streets, however, are policed by an altogether different force: the City Watch. The similarity of their names often confuses newcomers, so I offer this handy mnemonic: âThe Guard
                                                
                                            
                                        






