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Returning 35 results for 'prisoner always and his connect'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
are fiendish trackers and guardians employed by evil powers. They prefer to enter into contracts to guard valuable treasures and important locations. They always do exactly as asked—never any more
. What happens next depends on the contract. Unless instructed to kill, a canoloth merely holds on to its prisoner, but if given the order to do so, it tears its prey limb from limb.Acid, PoisonCold, Fire, Lightning; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
Monsters
Acquisitions Incorporated
halflings related to Rosie. She has a daunting number of natural and adopted children, many of whom have followed their mother along the adventuring career track.
Rosie's goals have always been more
endless movements and intricate patterns of the sky. However, the Beestinger clan has a less metaphysical reputation in the eyes of many people, as constantly swirling rumors attempt to connect the
Species
Eberron: Rising from the Last War
in the Cogs.
—Alara d’Ghallanda, halfling bartender
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark
allows the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
House Ghallanda
Leader: Yoren d’Ghallanda
Headquarters: Gatherhold
Satyr
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Species
Mythic Odysseys of Theros
them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the waist and
problem.
8
If I have something really important to say, I always make sure to sing it.
Myth of Xenagos the Satyr God
The satyr Xenagos savored his reputation for presiding over the most
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
.
Second, kobolds are always on the lookout for magic that might help them free their imprisoned god, Kurtulmak. Typical kobolds don’t know how to use a wand, a spellbook, or anything with more
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
things going on in the Cogs. ”
— Alara d’Ghallanda, halfling bartender
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark
allows the bearer to keep a place clean and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
going on in the Cogs.
—Alara d’Ghallanda, halfling bartender
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows
the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
going on in the Cogs.
—Alara d’Ghallanda, halfling bartender
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark allows
the bearer to keep a place clean, and to heat, chill, and season food. But it also helps the bearer connect with others.
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
things going on in the Cogs. ”
— Alara d’Ghallanda, halfling bartender
They may not always have gold, but a halfling with the Mark of Hospitality is sure to be rich in friends. The magic of the mark
allows the bearer to keep a place clean and to heat, chill, and season food. But it also helps the bearer connect with others, setting troubled minds at ease.
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
End denied the request. Meeting Prisoner 13. Visitors can request meetings with prisoners, but those meetings are always supervised by the warden (to learn about the warden, see “R21: Warden’s
the schedule of the next rotation, and his agents are standing by to capture a number of guards and cooks so the characters can take their place (see “Approaching the Prison”). Prisoner 13. Prisoner 13
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
End denied the request. Meeting Prisoner 13. Visitors can request meetings with prisoners, but those meetings are always supervised by the warden (to learn about the warden, see “R21: Warden’s
the schedule of the next rotation, and his agents are standing by to capture a number of guards and cooks so the characters can take their place (see “Approaching the Prison”). Prisoner 13. Prisoner 13
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
End denied the request. Meeting Prisoner 13. Visitors can request meetings with prisoners, but those meetings are always supervised by the warden (to learn about the warden, see “R21: Warden’s
the schedule of the next rotation, and his agents are standing by to capture a number of guards and cooks so the characters can take their place (see “Approaching the Prison”). Prisoner 13. Prisoner 13
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
End denied the request. Meeting Prisoner 13. Visitors can request meetings with prisoners, but those meetings are always supervised by the warden (to learn about the warden, see “R21: Warden’s
the schedule of the next rotation, and his agents are standing by to capture a number of guards and cooks so the characters can take their place (see “Approaching the Prison”). Prisoner 13. Prisoner 13
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
always reliably connect to the Ghost Orchid Tepui. With the tepui’s magic and guardian restored, the nightmares and Far Realm incursions plaguing Atagua cease. If the characters return to Atagua
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Stadium, serves as a hub for university life. See the appendix or the poster map for a view of the entire university. Well-maintained roads connect the six campuses, and walking from one to
several magical portals exist as well. These portals can be unpredictable: they aren’t necessarily open all the time, they don’t always lead to the same places, and some require complicated conditions or keys to open. Archway Commons is a favorite spot for students to gather
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features Beneath a high cavern ceiling, streets connect a number of spacious plazas where wealthy dwarven families built estates. With the aid of a captive djinni, the air cult works to
louder in areas A2, area A3, and area A16. Treasure. Although air cultists rarely do, many denizens of the air temple carry small amounts of treasure. Kenku value shiny baubles, and they always have
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Strixhaven Stadium, serves as a hub for university life. See the appendix or the poster map for a view of the entire university. Well-maintained roads connect the six campuses, and walking from one to
several magical portals exist as well. These portals can be unpredictable: they aren’t necessarily open all the time, they don’t always lead to the same places, and some require complicated conditions or keys to open. Archway Commons is a favorite spot for students to gather
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Temple Features Beneath a high cavern ceiling, streets connect a number of spacious plazas where wealthy dwarven families built estates. With the aid of a captive djinni, the air cult works to
louder in areas A2, area A3, and area A16. Treasure. Although air cultists rarely do, many denizens of the air temple carry small amounts of treasure. Kenku value shiny baubles, and they always have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cells as you see fit. Numbers are assigned in the order in which the prisoners arrive and are never reused. The longest-serving prisoner currently incarcerated at Revel’s End is Prisoner 6, and the
newest one is Prisoner 299. Characters who want to speak with Vaelish Gant must arrange a meeting with Prisoner 237 (see “Prisoner 237: Vaelish Gant”). To add detail to some of the inmates, roll on the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cells as you see fit. Numbers are assigned in the order in which the prisoners arrive and are never reused. The longest-serving prisoner currently incarcerated at Revel’s End is Prisoner 6, and the
newest one is Prisoner 299. Characters who want to speak with Vaelish Gant must arrange a meeting with Prisoner 237 (see “Prisoner 237: Vaelish Gant”). To add detail to some of the inmates, roll on the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
group of creatures might flee under any of the following circumstances: All the creatures in the group are surprised. The group’s leader is reduced to 0 hit points, incapacitated, taken prisoner, or
further attempts to flee or surrender will be made. A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
these details before play begins so the adventures progress seamlessly. To ensure the characters are always prepared for their next heist, make sure their level matches the heist’s level, as shown in the
warped by the Far Realm. Prisoner 13 4 Obtain the key to a vault from a spymaster imprisoned in Revel’s End. Tockworth’s Clockworks 5 Liberate a svirfneblin town besieged by clockwork automatons
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
masquerade as a lost noble scion and earn patronage as a spellcasting student. Inevitably, the school the Stranger was attending discovered the ruse, but the Stranger always slipped away and reemerged at an
trial. The prisoner was clamped in dimensional shackles and taken aboard the Concordant Express for safe transport.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
group of creatures might flee under any of the following circumstances: All the creatures in the group are surprised. The group’s leader is reduced to 0 hit points, incapacitated, taken prisoner, or
further attempts to flee or surrender will be made. A failed saving throw isn’t always to the adventurers’ benefit. For example, an ogre that flees from combat might put the rest of the dungeon on alert or run off with treasure that the characters had hoped to plunder.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
these details before play begins so the adventures progress seamlessly. To ensure the characters are always prepared for their next heist, make sure their level matches the heist’s level, as shown in the
warped by the Far Realm. Prisoner 13 4 Obtain the key to a vault from a spymaster imprisoned in Revel’s End. Tockworth’s Clockworks 5 Liberate a svirfneblin town besieged by clockwork automatons
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
masquerade as a lost noble scion and earn patronage as a spellcasting student. Inevitably, the school the Stranger was attending discovered the ruse, but the Stranger always slipped away and reemerged at an
trial. The prisoner was clamped in dimensional shackles and taken aboard the Concordant Express for safe transport.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Master can’t always predict what the characters will do in a mystery adventure. A villain whose actions are “crime spree,” “one and done,” or “serial crimes” might inspire you to craft a mystery
, such as an unfinished message written in the victim’s blood, a piece of jewelry left behind by the villain, or a weapon found hidden in a suspect’s room. A clue should connect a suspect to the crime
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
day during their stay. The characters wish to meet with a prisoner. The warden can facilitate such a meeting by having the prisoner brought to area R12 for questioning. The warden is always present for such meetings.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
day during their stay. The characters wish to meet with a prisoner. The warden can facilitate such a meeting by having the prisoner brought to area R12 for questioning. The warden is always present for such meetings.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Master can’t always predict what the characters will do in a mystery adventure. A villain whose actions are “crime spree,” “one and done,” or “serial crimes” might inspire you to craft a mystery
, such as an unfinished message written in the victim’s blood, a piece of jewelry left behind by the villain, or a weapon found hidden in a suspect’s room. A clue should connect a suspect to the crime
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
a short rest, drinks a vial of antitoxin, or is targeted by an effect that ends the poisoned condition. If a prisoner suffers these cramps, the guards bring the prisoner to the hospital to be examined
always weighs the ramifications of commuting a prisoner’s sentence. Councilor Jil Torbo. Jil represents the city of Baldur’s Gate. She is a neutral, halfling noncombatant who loathes her job. She has
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
a short rest, drinks a vial of antitoxin, or is targeted by an effect that ends the poisoned condition. If a prisoner suffers these cramps, the guards bring the prisoner to the hospital to be examined
always weighs the ramifications of commuting a prisoner’s sentence. Councilor Jil Torbo. Jil represents the city of Baldur’s Gate. She is a neutral, halfling noncombatant who loathes her job. She has