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Returning 35 results for 'guards could locations'.
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Spells
Player’s Handbook
area:
Dancing Lights in four corridors, with a simple program that the lights repeat as long as Guards and Wards lasts
Magic Mouth in two locations
Stinking Cloud in two locations (the vapors
, when spoken aloud within 5 feet of the warded area, makes the speaker immune to its effects.
The spell creates the effects below within the warded area. Dispel Magic has no effect on Guards and Wards
Monsters
Mordenkainen Presents: Monsters of the Multiverse
packs and nest in sprawling subterranean warrens. They are attracted to sources of heat, such as dwarven forges and pools of molten lava, and carve out lairs as close to such locations as possible
attack. Whenever their lair is invaded, kruthik guards send out an alarm by rapidly tapping the stone floor with their sharp legs.
In addition to having an acute sense of smell, kruthiks can see in
Monsters
Mordenkainen Presents: Monsters of the Multiverse
forges and pools of molten lava, and carve out lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to
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
Monsters
Mordenkainen Presents: Monsters of the Multiverse
lairs as close to such locations as possible. As they burrow through the earth, they leave behind tunnels—evidence that is often the first clue to the nearby presence of a kruthik hive
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 floor with their sharp legs.
In addition to
Monsters
Spelljammer: Adventures in Space
important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat.
Astral Elves
Long ago, some elves ventured
Backgrounds
Sword Coast Adventurer's Guide
Silverwatch or even one of the magic-wielding Spellguard.
Perhaps you hail from Neverwinter and have served as one of its Wintershield watchmen, the newly founded branch of guards who vow to keep safe the
easily pick out the dens of criminal activity in a community, although you’re more likely to be welcome in the former locations rather than the latter.
Variant: Investigator
Rarer
Monsters
Eberron: Rising from the Last War
places where such creatures are willing to live side by side.
Some beholderkin serve Belashyrra as guards and agents, while others spend their lives in deep meditation, pursuing inner visions known only
actual locations, imposing disadvantage on the creature’s attack rolls against those targets. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect
Guards and Wards
Legacy
This doesn't reflect the latest rules and lore.
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Spells
Basic Rules (2014)
four corridors. You can designate a simple program that the lights repeat as long as guards and wards lasts.
Place magic mouth in two locations.
Place stinking cloud in two locations. The vapors
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
unobstructed. Small windows glint from high on the vault’s stone walls. Two guards keep watch on the second-floor balcony, while another guard patrols around the structure at ground level.
Vidorant’s
businesses include a jewelry store, a lumberyard, a brewery, and a forge. Several other nearby buildings are empty and are ideal locations for a stakeout. If the characters observe the vault before the heist
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
“Attending the Gala” section). Guards. After hours, Maryam Bikram is stationed at the entrance to the gala. Eleven other museum guards watch the areas indicated in the Guard Locations After Hours table. Guards
the nearby city watch headquarters. If all the characters are caught, their mission is unsuccessful and the adventure ends. Guard Locations After Hours Area Guards V1 2 V3 1 V4 1 V8 1 Area
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
program that the lights repeat as long as Guards and Wards lasts Magic Mouth in two locations Stinking Cloud in two locations (the vapors return within 10 minutes if dispersed while Guards and Wards
Guards and Wards Level 6 Abjuration (Bard, Wizard) Casting Time: 1 hour
Range: Touch
Components: V, S, M (a silver rod worth 10+ GP)
Duration: 24 hours
You create a ward that protects up to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Exploring the Temple The temple is divided into two main sections. Areas 1 through 23 are the working laboratories where Thessalar resides and operates, along with many lizardfolk guards. Areas 24
through 39 make up the temple section, largely inhabited by priests and others who care for the temple’s statues as well as its living demigod, the thessalkraken. That creature dwells in a deep subterranean lake beyond areas 30 and 39. Numbered locations are keyed to the map on page 29.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
characters’ 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
Getting Started The Keep on the Borderlands Map displays all the locations characters can visit in the keep. Share this map with your players. To begin, read the following boxed text aloud: You
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
guards recall their captain leading a man matching Bakaris’s description to the castle some time ago. Castle Kalaman is a towering structure and easy to find without directions, and the guards can also direct the characters to any site in the “Kalaman Locations” section.
ramshackle structures lines the road to the city’s nearest gate, where soldiers in blue-and-yellow uniforms question all who enter.
The gate guards halt the characters and ask their business, but
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R9-R16) R9. Guard Towers Each of these four triangular towers is two stories tall. A tower’s interior chamber is empty except for a wooden ladder that climbs to an iron hatch
held shut by an arcane lock spell (see “Prison Features”). This hatch leads to the tower’s flat rooftop, which is lined with battlements. Three Lords’ Alliance guards (veterans) in cold weather
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
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
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
locations. Place stinking cloud in two locations. The vapors appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts. Place a constant gust of
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
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Way to Skullport Weakened by the drow, the Legion of Azrok now fears incursions from Skullport. Azrok has placed sentries here to watch for trouble. 23a. Ripplebark Cavern Guards. Five hobgoblins
gardens of moss and fungi.
Shriekers. Planted among the other fungi are four Small (3-foot-tall) shriekers with 7 (2d6) hit points each, their locations marked with asterisks on map 3.
Characters
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
City Overview The city is yours to make your own. A few important features and locations are described in the sections that follow, but otherwise flesh out the city as you and your players see fit
himself, who achieved his position and wealth as the owner of a notorious gambling den. City Watch The City Watch is a standing garrison of some eight hundred Guards and Warrior Veterans. Bolstering
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
1: Outer Gatehouse This gatehouse is the first stop for those seeking to enter the Keep on the Borderlands. The guards here greet outsiders, watch for potential threats, and permit entrance to
. A wooden drawbridge allows passage over a steep ditch surrounding the keep. The bridge is currently drawn shut.
Two guards stand before the raised bridge. As you approach, one of the guards shouts
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, rooms, and staircases are brightly lit by continual flame spells cast on wall sconces. (The cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as
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->Acquisitions Incorporated
guards. Clan Horn is led by Lady Kira Horn and Lord Zardak Horn. Zardak is getting on in years, nearly blind, and increasingly defers to Lady Kira’s decisions. Rizwin Horn, their daughter, is a
vaults. (The stat blocks to be used for these NPCs are found when they first appear in the adventure.) Layout. The Horn Enclave map shows the layout of the fortress and its described locations. Guest
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
from the center of the square, catapulting booths and handcarts into the air. The monstrosity roars, spraying the scattering crowd with fist-sized globs of spittle. Guards shout for reinforcements
to attack until it devours the devices (and likely the Ashen Heirs holding them) or it is slain. Map 11.1 depicts the area as the purple worm emerges. Stars mark the locations of Ashen Heirs. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Courthouse The following locations are keyed to map 4.6. View Player Version H1. Upstairs Waiting Room This room has the following features: Two guards stand outside the doors to the
meetings here. If a magister is here, so is a knight who serves as a bodyguard. H5. Courtroom This room has the following features: Two guards are stationed here at all times. If court is in session, the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Boo’s Astral Menagerie
Astral Elf Honor Guard The safety of important individuals and locations is entrusted to astral elf honor guards, highly trained warriors who are more than capable of holding their own in combat
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
teleportation circle connect with these circles, which are found in temples, academies, the headquarters of arcane organizations, and prominent civic locations. However, since every teleportation
the adventurers do if they arrive in a teleportation circle and find all the familiar wards disabled and guards lying in pools of blood? What if their arrival interrupts an argument between two feuding priests at the temple? Adventure ensues!
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
adventure as caravan guards. You can adapt Tyranny of Dragons to different regions of the Realms or to a different setting with a bit more preparation on your part. Change the names and locations to suit your campaign.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
scattering of other races. Significant locations in Oakhurst, and the people to be found within them, include the following: Village Hall. The center of government in Oakhurst includes the office of Mayor
building where miscreants serve their sentences. Oakhurst’s constable is Felosial, a female half-elf veteran. She commands a force of sixteen guards and four scouts who keep the village safe. Blacksmith
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
can turn to the Knights of Samular to recruit guards for locations they’ve cleared or other “off camera” needs for low-level soldiers.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R1-R8) The following locations are keyed to map 2.12. R1. Pier Ships dock here to offload prisoners and supplies. R2. Elevator A sturdy wooden scaffold clings to the 160-foot
Rooms Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the interminable winter. Embedded in the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as 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 given time. While on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
brightly lit with continual flame spells cast on wall sconces. (The unlit cells in area R17 are exceptions.) In some locations, the magical lights can be dimmed or suppressed, as 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 given time. While on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Reaching the Tomb The following locations provide different ways to access Xeluan’s tomb. Ruined Citadel Oztocan’s most prominent landmark is the ruined citadel around which the town was built. A
Aminta and attack anyone who tries to enter the tunnel without an escort. If the characters come here in the guise of workers, five of the guards lead them to area X1 at the start of the next shift change