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Returning 35 results for 'part alert and his crossing'.
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part adept and his choosing
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part adept and his cresting
part adept and his crowding
part apart and his choosing
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Intruder Alert!While fulfilling the orders given to them by Boatswain Tarto, the characters meet Mirt the Merciless and discover that someone has sent the head of Spelljammer Academy a most deadly gift.
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Part 3: Intruder Alert!While fulfilling the orders given to them by Boatswain Tarto, the characters meet Mirt the Merciless and discover that someone has sent the head of Spelljammer Academy a most deadly gift.
Monsters
Domains of Delight: A Feywild Accessory
form long tunnels, grand hallways, and enormous domes. It’s a gloomy realm. A mushroom circle in the heart of the domain serves as a fey crossing, and one can travel more quickly through the
thicket by whistling a tune while walking backward.
Fablerise is a small Domain of Delight—roughly three square miles nestled in a forest called Thither, which is part of a much larger Domain of
Magic Items
The Book of Many Things
various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually
): acid, cold, fire, lightning, or thunder.
Expert. Your Dexterity score increases by 2, to a maximum of 22.
Fey. A fey crossing opens into the Feywild, and you’re immediately pulled through it
backgrounds
;dealing with the bureaucracy of customs and taxes is an even larger one. Thankfully, as a representative of the Ebon Syndicate, you are there to eliminate at least part of the hassle.
Whether you move
goods by land, sea, river, or air, crossing borders and avoiding detection are your specialty. Sometimes having a way to hide goods is the game. Other times falsifying paperwork or bribing guards does the trick. However you manage to do it, you get what people want into their hands for the right price.
backgrounds
Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert
Skill Proficiencies: Deception and Sleight of Hand
Tool Proficiencies: Thieves' Tools
Equipment: Choose A or B: (A) Dagger
environment. Part of that survival was learning to find, craft, or steal small items that make your incarceration more tolerable. Whether your release was long ago or about to happen, your time as a Prisoner has changed you.
races
walls.
That golden age came crashing down in a single night, when the founding mages of Ulmyr’s Gate attempted an ambitious ritual intended to part the veil and create a permanent portal to the
individuals have left or fled their former home, crossing through the Ethereal Rift to roam the mortal world. Though they resemble the people they once were, they are both more and less—creatures of
Human
Legacy
This doesn't reflect the latest rules and lore.
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Species
Basic Rules (2014)
pages were tales of bold heroes, strange and fierce animals, mighty primitive gods, and a magic that was part and fabric of that distant land.
— Elaine Cunningham, Daughter of the Drow
In the
, striving to leave a lasting legacy. Individually and as a group, humans are adaptable opportunists, and they stay alert to changing political and social dynamics.
EVERYONE’S SECOND-BEST FRIENDS
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
laundry list of tasks to acclimate to their new home. Part 3: Intruder Alert! The cadets deliver a crate of supplies to Mirt the Merciless, the head of the academy, but discover that their cargo contains a deadly surprise.
Overview This adventure takes approximately two hours to play and is split into three parts: Part 1: Welcome to Wildspace! The recruits undertake a quick combat trial on the Simulations Deck, so that
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
laundry list of tasks to acclimate to their new home. Part 3: Intruder Alert! The cadets deliver a crate of supplies to Mirt the Merciless, the head of the academy, but discover that their cargo contains a deadly surprise.
Overview This adventure takes approximately two hours to play and is split into three parts: Part 1: Welcome to Wildspace! The recruits undertake a quick combat trial on the Simulations Deck, so that
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Criminal Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert (see “Feats”)
Skill Proficiencies: Sleight of Hand and Stealth
Tool Proficiency: Thieves’ Tools
Equipment: Choose A
or B: (A) 2 Daggers, Thieves’ Tools, Crowbar, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
You eked out a living in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Criminal Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert (see “Feats”)
Skill Proficiencies: Sleight of Hand and Stealth
Tool Proficiency: Thieves’ Tools
Equipment: Choose A
or B: (A) 2 Daggers, Thieves’ Tools, Crowbar, 2 Pouches, Traveler’s Clothes, 16 GP; or (B) 50 GP
You eked out a living in dark alleyways, cutting purses or burgling shops. Perhaps you were part of a
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Criminal NOOR RAHMAN Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert (see chapter 5)
Skill Proficiencies: Sleight of Hand and Stealth
Tool Proficiency: Thieves’ Tools
were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and more fearsome lawbreakers.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Criminal NOOR RAHMAN Ability Scores: Dexterity, Constitution, Intelligence
Feat: Alert (see chapter 5)
Skill Proficiencies: Sleight of Hand and Stealth
Tool Proficiency: Thieves’ Tools
were part of a small gang of like-minded wrongdoers who looked out for each other. Or maybe you were a lone wolf, fending for yourself against the local thieves’ guild and more fearsome lawbreakers.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
and malice. Her presence prevents caravans from crossing the desert, and she enslaves Bedine tribes or turns them into undead thralls to serve her whims. Paladins, members of holy orders, and Harpers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tower. If the tower goes on alert (as indicated in some of the encounter descriptions), all characters have disadvantage when making their group Dexterity (Stealth) checks. Sorcere Encounters d20
alert if it isn’t already. Giant Spider This giant spider crawls along the walls or ceiling. It ignores the characters unless they take hostile action against it, in which case it attacks. Invisible
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
aspects of the Nether Scroll of Azumar, turning the sky over Anauroch black and ushering in a reign of terror and darkness over the desert. She rules the southern part of Anauroch from her lair with cruelty
and malice. Her presence prevents caravans from crossing the desert, and she enslaves Bedine tribes or turns them into undead thralls to serve her whims. Paladins, members of holy orders, and Harpers
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
the tower. If the tower goes on alert (as indicated in some of the encounter descriptions), all characters have disadvantage when making their group Dexterity (Stealth) checks. Sorcere Encounters d20
alert if it isn’t already. Giant Spider This giant spider crawls along the walls or ceiling. It ignores the characters unless they take hostile action against it, in which case it attacks. Invisible
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Roll a d20 each day and use the indicated encounter. Add 2 to the roll on days 8, 9, and 10. Remember that the characters are just part of the convoy escort. The monsters listed on the Encounters
being alert before these encounters. After each encounter, roll 1d4 – 2. The result is the number of NPC escorts killed elsewhere in the battle. Encounters North of Waterdeep d20 Encounter 1–14
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
necessarily in a fierce, predatory way but with respect to their physical substance and fundamental needs. The spirits of the dead on the Beastlands typically take animal forms or part-animal forms (such
invigorated and more vital—their minds more alert, their reflexes sharpened, and their strides quickened. Hunger pangs are acute, but food and drink taste better than ever before. Sleep is always deep and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
necessarily in a fierce, predatory way but with respect to their physical substance and fundamental needs. The spirits of the dead on the Beastlands typically take animal forms or part-animal forms (such
invigorated and more vital—their minds more alert, their reflexes sharpened, and their strides quickened. Hunger pangs are acute, but food and drink taste better than ever before. Sleep is always deep and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. Roll a d20 each day and use the indicated encounter. Add 2 to the roll on days 8, 9, and 10. Remember that the characters are just part of the convoy escort. The monsters listed on the Encounters
being alert before these encounters. After each encounter, roll 1d4 – 2. The result is the number of NPC escorts killed elsewhere in the battle. Encounters North of Waterdeep d20 Encounter 1–14
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
day crossing a rolling plain or an hour making their way through caverns underground. On the smallest scale, it could mean one character pulling a lever in a dungeon room to see what happens. Social
rescued prisoner, pleading for mercy from an orc chieftain, or persuading a talkative magic mirror to show a distant location to the adventurers. The rules in part 2 (especially "Using Ability Scores" and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasures—three guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
patrolling guard’s 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
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
! Your efforts here have kept us safe. But we need to relocate your siege weapon to a less secure part of the wall. My squires will disassemble and relocate it. Don’t trouble yourselves; please just
. It’s immediately clear that they are destroying the siege weapon rather than taking it apart, which should alert the characters that something is wrong. Once the siege weapon is destroyed, or if the
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
! Your efforts here have kept us safe. But we need to relocate your siege weapon to a less secure part of the wall. My squires will disassemble and relocate it. Don’t trouble yourselves; please just
. It’s immediately clear that they are destroying the siege weapon rather than taking it apart, which should alert the characters that something is wrong. Once the siege weapon is destroyed, or if the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Guards Vidorant employs a dozen guards (use the veteran stat block) to protect her treasures—three guards outside and nine inside the vault. Guards remain alert for noises elsewhere in the
patrolling guard’s 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
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Prisoner Ability Scores: Dexterity, Constitution, Charisma
Feat: Alert
Skill Proficiencies: Deception and Sleight of Hand
Tool Proficiency: Thieves’ Tools
Equipment: Choose A or B: (A) Dagger
. Part of that survival was learning to find, craft, or steal small items that make your incarceration more tolerable. Whether your release was long ago or about to happen, your time as a Prisoner has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
pillars to the north to take stock of the new arrivals. Then they sneak off to area 15a to alert the duergar there. They avoid confrontation in this room. In addition to their weapons and armor, these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
40. Music Hall Characters who make no effort to conceal their approach alert the creatures in this 20-foot-high vaulted chamber, which is carved out of solid rock. The room contains the following
pillars to the north to take stock of the new arrivals. Then they sneak off to area 15a to alert the duergar there. They avoid confrontation in this room. In addition to their weapons and armor, these
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Hadley (neutral good, human commoner) greets the characters with the first part of a secret phrase used by Shalfey and his allies. Hadley hopes the characters will reply, “but fairer the jewels of the
evening.” This phrase was part of the visions imparted by the memory web (see the “Flood of Memories” section earlier in this adventure), though the characters might not recognize its significance. A
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
patrolling the perimeter. If the characters don’t want to alert these enemies to their presence at the Star Forge, they need to sneak toward the crater’s floor. To sneak into the crater unseen, the
hours to lick his wounds before returning to incinerate anyone still in his lair. Akaanvaerd is supremely proud and frames any alliance brokered with the characters as strictly a favor on his part. Any insinuation to the contrary garners his scorn and foils any attempts at negotiation.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Horrors. Worse, the sculptors took with them their best tools and half a manual of stone golems. Both items were part of Thessalar’s plans to craft a powerful stone golem and send it against Moghadam and
accompanying them to work, but the temple still remains on alert against intruders. See appendix B for Thessalar’s stat block. Who’s Who
Little is known regarding Xagy—except as a partial anagram for
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
second part of this adventure. Sanbalet’s Gang The smugglers are familiar with the house, caverns, and surrounding area, except for the secret lab at area 24. If they become aware of the characters
cellar and caverns beneath the house (as indicated in the area descriptions). Smugglers on Alert. In the likely event that the characters betray their presence (likely by triggering one of the magic