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                        Returning 35 results for 'guards could location'.
                    
                
                        
                            
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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     hive abandon their lair and search for a new one. When a suitable location is found, the largest kruthik in the hive undergoes a metamorphosis, forming a cocoon around itself and emerging several weeks
                                                
                                            
                                                
                                                     series of hisses and chittering noises. These sounds can often be heard in advance of a kruthik attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone
                                                
                                            
                                        
                                                    Guards and Wards
                                                    
    
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                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     these effects.
Guards and wards creates the following effects within the warded area.
Corridors. Fog fills all the warded corridors, making them heavily obscured. In addition, at each intersection or
                                                
                                            
                                                
                                                     burned or torn away while guards and wards lasts.
Other Spell Effect. You can place your choice of one of the following magical effects within the warded area of the stronghold.
Place dancing lights in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     charactersâ visit. Once the player characters choose a location, go to that location and review its "What You Need to Play" section.  Keep Locations   Location Description   1: Outer Gatehouse Guards vet
                                                
                                            
                                                
                                                     welcome new heroes or repel would-be invaders.
 Two armed guards stand at the front gate. They hail you and motion for you to approach.
 The player characters start just outside the keep. The first time
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Vault of Dragons Once the characters have the Stone of Golorr, they can use it to determine the location of the Vault of Dragons and the keys needed to enter it.  A gold dragon guards a pile of golden dragons.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     first arrive at a location or under a specific circumstance, as described in the text.
  
  The guards are Bartho and Gala. The characters must respond to the guards and say whether they mean well or
                                                
                                            
                                                
                                                    . The gate guards, Bartho and Gala, can describe and give directions to any location in the keep. They can also tailor recommendations to a travelerâs needs. For example, if a character wants to purchase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Gathering Intelligence By combing through local pubs or asking around with their own informants, the characters can locate up to six guards (veterans) formerly employed by Vidorant. Use the Former
                                                
                                            
                                                
                                                     Guards table to help you roleplay each guard.  Former Guards   d6 Ex-Guard   1 Turolga Flathelm (neutral dwarf), a gruff woman who has a soft spot for stray cats 2 Ballidyr Josephon (neutral human), a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     fears that the other Kings of Coin might seek revenge. At your discretion, Samira might have her guards spirit Kala away to a secret location, or she might ask the characters to take her to a safe
                                                
                                            
                                                
                                                    Conclusion Samira appears on the scene soon after Kala and the biza are defeated. Along with several Silent Verse guards, Samira quickly restores order. Azra Nir thanks the characters just before
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     district and the location of House Kundarakâs largest bank⊠along with the legendary Kundarak Vaults. Upper Central houses the mansions and estates of powerful nobles, along with businesses that cater
                                                
                                            
                                                
                                                     to them. Between the Sharn Watch and private security forces, this is a bad place to start trouble, and player characters who appear suspicious may be challenged by guards.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     patrolling guardâs location, this adventure represents the guards moving about the vault by having you roll to determine whether a guard is present in any given room. In areas specified as part of the guard
                                                
                                            
                                                
                                                    Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasuresâthree guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     for her cause and providing information about the bookâs location. Syr Isbeth doesnât know whether Nebukath can be trusted, but stealing the book would stymie Vrakirâs war effortâitâs too good an
                                                
                                            
                                                
                                                     opportunity to pass up. She asks the characters to undertake this perilous mission, promising them the title to a regional stronghold, along with its retinue of five knights and one hundred guards, if they bring her the book or proof of its destruction.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     having too easy of a time finding the MacGuffin, consider shifting its location to another place that makes sense. Or consider revealing that the MacGuffin is a fake, and the real prize is still nearby
                                                
                                            
                                                
                                                     the museumâs attic overnight. The characters could learn this detail by reading notes they discover in the curatorâs office or by questioning one of the museum guards. If you use the moving MacGuffin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview The Tower of Storms is more than just a lighthouse â itâs a temple dedicated to Talos, the evil god of storms. Moesko, the half-orc anchorite who guards the lighthouse, uses its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     spaces are magically heated. The temperature in these areas is a constant 68 degrees Fahrenheit (20 degrees Celsius). Lighting. Unless the text for a location states otherwise, all courtyards
                                                
                                            
                                                
                                                     noted in the text. Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     location where theyâre all delivered. Characters who bang on the prisonâs north or south door are admitted into a 30-foot-long corridor, where they are greeted by the three guards from a nearby guard
                                                
                                            
                                                
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     specific starting point and endpoint. A good way to get around this restriction is to create an adventure with multiple possible endings. Location-based adventures also work well with this format. A
                                                
                                            
                                                
                                                     Tyr from assassins. Give the players a chance to plan out how they want to protect the temple, complete with authority over the guards. A few well-fleshed out NPCs, some of whom might be suspected of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     location where theyâre all delivered. Characters who bang on the prisonâs north or south door are admitted into a 30-foot-long corridor, where they are greeted by the three guards from a nearby guard
                                                
                                            
                                                
                                                    , blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost corners of the fortress, and guards can be seen
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                                
                                                     a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Vault Keys At the end of an encounter chain, a character who is attuned to the Stone of Golorr can learn the location of the Vault of Dragons and what three keys are needed to open its doors. The
                                                
                                            
                                                
                                                     artifact also reveals that an adult gold dragon named Aurinax guards the vault. The three keys needed to open the vault are chosen by you or determined randomly by rolling on the Vault Keys table
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
                                                    
                                                
                                            
                                                     ticking, the gate to Mechanus is the central presence in Automata. Using the gate sends travelers to a location in Mechanus designated by complicated factors predicable only to the modrons overseeing
                                                
                                            
                                                
                                                     guards are indifferent to the characters, and they tell anyone who approaches to get in line. It takes 19 (3d12) hours for a creature at the back of the line to reach the gate. Even then, only those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Guards and Wards 6th-level abjuration Casting Time: 10 minutes Range: Touch Components: V, S, M (burning incense, a small measure of brimstone and oil, a knotted string, a small amount of umber hulk
                                                
                                            
                                                
                                                     a password that, when spoken aloud, makes the speaker immune to these effects. Guards and wards creates the following effects within the warded area. Corridors. Fog fills all the warded corridors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     want to get your hands on a master key, your best bet is to snatch it from Elix the Saint, who frequents a seedy tavern called the Tipsy Tankard.â Guildhouse Guards. âBy late evening, most guild
                                                
                                            
                                                
                                                     for the guild since I was a kid, and Iâm still not a ranking member.â Portraitâs Location. âI donât know where the portrait is, but Iâm guessing itâs either in Guildmaster Duskâs quarters, which are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual
                                                    
                                                
                                            
                                                     inspire what a naga knows.  Guardian Naga Lore   1d8 The Guardian Naga Recalls...   1 The last words of an ancient sage or leader. 2 The location of a hidden city or continent. 3 A magic word, password, or
                                                
                                            
                                                
                                                     6 version), Flame Strike (level 6 version), Geas, True Seeing
  Guards Sentries and Watch Members
 Habitat: Any; Treasure: Armaments, Individual
 Guards protect people, places, and things, either
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Aftermath After fleeing Gralhund Villa with the Stone of Golorr, Lady Gralhundâs nimblewright hides the artifact in a secret location in Waterdeep, setting the stage for chapter 4. Even if the bloody
                                                
                                            
                                                
                                                     conflict at Gralhund Villa goes unnoticed outside the walls of the estate, the carnage canât be hidden from the City Watch for long. There are too many murdered servants and guards for anyone to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                    , interview the guards for more information, and use their contacts in the city to find out more about Krenko. If they are indiscreet in their investigation, they could attract the attention of the
                                                
                                            
                                                
                                                     Shattergang Brothers, a rival gang intent on murdering Krenko. Members of that gang will trail the party throughout the city in an attempt to find the goblin mob bossâs location. Eventually, the adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Location Overview Axeholm is a dwarven fortress carved into the base of a mountain fifteen miles south of Phandalin. The site was abandoned and sealed up long years ago after being haunted by a
                                                
                                            
                                                
                                                     that they come to collect her. Before envoys could be sent, Vyldara killed two guards trying to escape, only to be cut down by dwarven axes before she could succeed. When the elfâs evil spirit started
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     (â18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
                                                
                                            
                                                
                                                    . Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     (â18 degrees Celsius) or colder. Creatures outside the prison are exposed to extreme cold (see below). Lighting. Unless a location states otherwise, the courtyard, corridors, rooms, and staircases are
                                                
                                            
                                                
                                                    . Prison Guards. The prison has a garrison of 75 guards (use the veteran stat block) who work eight-hour shifts. Two-thirds of the garrison is off duty and resting in area R19 at any given time. While on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     location after a crime or similar incident is reported. The Flaming Fist The red and gold symbol of the Flaming Fist mercenary company (see "Flaming Fist Coat of Arms") has become emblematic of Baldurâs
                                                
                                            
                                                
                                                     City  2d4 minutes  2d4 Watch guards 
   Lower City  4d6 minutes  2d4 Flaming Fist veterans 
   Outer City  6d8 minutes  2d6 Flaming Fist guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                    , Quink is flabbergasted but adds a 10 GP bonus for the charactersâ exceptional work. Soon after, two guards arrive and arrest Yvette. After the arrest, Yvette no longer appears at this location.
                                                
                                            
                                                
                                                     checks: DC 15 Charisma (Deception). The character tells the thief a lie, like saying the guards are coming. DC 15 Charisma (Persuasion). The character convinces the thief to pursue a different line of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     attune to the Stone of Golorr. After 1d6 hours, word comes down that the magister is prepared to hear the charactersâ testimony, whereupon the guards in area H8 unlock the charactersâ cells and
                                                
                                            
                                                
                                                     impersonate another Watch captain the characters have met before. Then, in the guise of Hyustus Staget (see âThe Watch Arrivesâ), the doppelganger kills the guards in area H8 with its bare hands and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     castle appears abandoned by its owners. Instead of courtiers and guards, spectral figures appear behind narrow windows, and a huge serpentine creature slithers through its courtyard. Nevertheless, the
                                                
                                            
                                                
                                                     adventurers, but it wonât be easy to claim.
 
   Andrea Sipl   
 Place Harrowhall in a location appealing to the characters but also useful to your ongoing campaign. For example, the keep might be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     location after a crime or similar incident is reported. The Flaming Fist Mike Schley  Flaming Fist Coat of Arms The red and gold symbol of the Flaming Fist mercenary company has become emblematic of
                                                
                                            
                                                
                                                     2d4 minutes 2d4 Watch guards Lower City 4d6 minutes 2d4 Flaming Fist veterans Outer City 6d8 minutes 2d6 Flaming Fist guards
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     captured an orc warrior left for dead by its comrades and brought it back for questioning. Under the influence of a charm person spell, the orc divulged the location of the monstersâ lair, a lonely
                                                
                                            
                                                
                                                     two full-time guards in addition to its officers. A militia force of around 100 commoners can be mustered in emergencies.
 Kheldegan Tolm (male dwarf commoner) owns Tolmâs Superior Outfitting and Dry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    : Private guards
 Commerce: Rare and exotic goods; see each enclave for information on the goods traded by the duergar, the drow, the svirfneblin, and the Zhentarim
 Organizations: The drow, duergar
                                                
                                            
                                                
                                                     Zhentarim neighbors. However, a delusional drow assassin threatens to turn the drow and Zhentarim enclaves against one another. The location of Mantol-Derith is a well-guarded secret, and the influence and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Belâs Forge An ousted archduke sulking in a volcano, eager to reclaim his stolen throne. â The Cartographer When the characters arrive at this location, read or paraphrase the following boxed text to
                                                
                                            
                                                
                                                     forges that furnish weapons and armor for the Blood War. An army of devils guards Belâs fortress, and his dark magic alerts him to intruders within its walls. Strangers who venture too close are
                                                
                                            
                                        






