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Returning 35 results for 'prisoners time'.
Other Suggestions:
poisoner's time
Monsters
Ravenloft: The Horrors Within
distracted but deceptively cunning hag clinging to grotesque dolls of her family. She laments the loss of her sisters, Laveeda and Leticia, never acknowledging that they remain alive as her prisoners
borders are closed, a violent storm fills the Mists surrounding Tepest. A creature that enters the Mists for the first time on a turn or starts its turn there must succeed on a DC 15 Strength saving
Monsters
Storm King's Thunder
), water (drowning), or air (throwing the victims off a great height). Sacrifices ensure the Forgotten God’s benevolence.
The Forgotten God enabled the yakfolk to enslave dao for a time. It is
evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than laboring oneself. It’s not
Monsters
Storm King's Thunder
enslave dao for a time. It is said that the Forgotten God journeyed to the Elemental Plane of Earth and, through guile and deception, defeated the Grand Khan of the dao. The price of that defeat was harsh
culture, they are enormously evil overlords. Yakfolk care for their hapless prisoners only to the extent that a live one is more useful than a dead one, and putting a prisoner to work is easier than
Monsters
Mordenkainen Presents: Monsters of the Multiverse
vast stores of treasure, knowledge, and captives on their islands. Some of these prisoners are the descendants of people captured generations before; they might know of no other world outside their
being watched, even when they aren’t.
Lost Possessions. Each time a creature that has been on the island for less than a year finishes a short or long rest, it must make a DC 10 Intelligence
Kobold
Legacy
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Species
Volo's Guide to Monsters
dominated by his emotions—intelligent, but not wise. Arrogant and prone to gloating, he carries grudges, has a huge chip on his shoulder, and spends a lot of time fashioning elaborate revenge scenarios
have clearly been lost or thrown away, which is easy to do without attracting attention. At the same time, they don’t automatically shy away from trying to grab items that are the property of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Fight! Most of the other prisoners aren’t looking for trouble, and even killers such as Buppido are careful to bide their time. Still, both Derendil and Ront have quick tempers, and Sarith the drow
is prone to bouts of violence as Zuggtmoy’s spores take over his mind. It’s possible the characters could provoke a fight. If they do, some of the prisoners (including the deep gnomes) egg on the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Chapter 1: Prisoners of the Drow Deep beneath the surface of the world lies the Underdark, a realm of endless labyrinthine tunnels and caverns where the sun never shines. The Underdark is filled with
in the Underdark as well as the surface world, taking prisoners back with them. Rendered unconscious with drow poison, then collared and shackled, these prisoners are eventually sold as slaves or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
other prisoners, many of who aren’t what they seem. Captured by the drow! You wouldn’t wish this fate upon anyone, yet here you are — locked in a dark cave, the cold, heavy weight of metal tight
around your throat and wrists. You are not alone. Other prisoners are trapped in here with you, in an underground outpost far from the light of the sun. Your captors include a cruel drow priestess who
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
given time. While on duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple
protocol makes it harder for prisoners to identify one another and helps keep them on an equal footing. Prison personnel commit these numbers to memory, and the records of all prisoners—past and
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
creatures to defend the Well of Dragons against interference. Capture hundreds of prisoners whose souls will power the magic that draws Tiamat to Faerûn. Perform the ritual that raises Tiamat’s Temple in
the caldera of the Well of Dragons. Sacrifice the prisoners while performing the ritual that guides Tiamat from the Nine Hells to the world. The first three stages of Severin’s plan are complete. Stage
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
prisoners at one time, but many have died from overwork and mistreatment. If a situation develops where released prisoners must fight, use commoner stats for them. Slopes. The sides of the plateau rise
manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm. Prisoners. The cultists’ prisoners are kept at area 1. Currently, only eight prisoners
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reinforcements Adventurers can use hit-and-run tactics to weaken Grudd Haug’s defenses. Depending on how much time passes between the adventurers’ forays, the hill giant den might gain reinforcements
creatures enter through the stockyard (area 9) and go to the feasting hall (area 2), to pay homage or deliver food to Chief Guh. There is a 25 percent chance that the creatures have 1d4 prisoners (unarmed
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
creatures to defend the Well of Dragons against interference. Capture hundreds of prisoners whose souls will power the magic that draws Tiamat to Faerûn. Perform the ritual that raises Tiamat’s Temple in
the caldera of the Well of Dragons. Sacrifice the prisoners while performing the ritual that guides Tiamat from the Nine Hells to the world. The first three stages of Severin’s plan are complete. Stage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
kill (“TPK”) need not herald the end of the campaign. Giants and other intelligent creatures are fond of taking prisoners. The first time a TPK occurs, you can have the characters miraculously awaken as
prisoners with 1 hit point each. Give them every chance to escape their captors. If necessary, use NPCs such as Zephyros, the cloud giant wizard in chapter 1, to help them get out of tight spots. With luck, the players will take the hint and be wary of repeating the experience.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. 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
duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple protocol keeps
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
to the south and east. There were more prisoners at one time, but many have died from overwork and mistreatment. If a situation develops where released prisoners must fight, use commoner stats for
. The tower at the mouth of the hollow is manned by kobolds, while warriors man the one above. The guards have horns to blow when they must sound an alarm. Prisoners. The cultists’ prisoners are kept at
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. 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
duty, each guard wears a tunic that bears the Lords’ Alliance emblem: a gold crown on a red field. Prisoners. All prisoners in Revel’s End are identified by a number. This simple protocol keeps
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Revel’s End Locations (R17-R23) R17. Cells The prisoners are kept in these unlit cells behind barred gates that can be opened only from area R18. The gates are too secure to be forced open using
those created by an artifact or a deity, are suppressed in an antimagic field and can’t protrude into it. While an effect is suppressed, it doesn’t function, but the time it spends suppressed counts
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to return to normal. When the grippli prisoners realize that the characters have persevered, they waste no time getting the news to the village and the trading post. The refugees return home, and
land and went directly to the temple after spending little or no time in the village, the now-freed grippli prisoners explain that other evil yuan-ti are stationed in the village, and they too need to be dispensed with before the grippli can reclaim their homes.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Prisoners Governor Nighthill would like to interrogate some of the raiders. “I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one
, is best.” If the characters haven’t run into any cult leaders yet, Nighthill takes them onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of Frulam
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
Assigning Assets When you’ve noted which assets are fighting against the cult, it’s time to decide how those forces of good attack. The characters are key figures in the allied force marching on the
decide that assassins provided by the Zhentarim should counter the sacrificial prisoners by infiltrating the cult complex and escorting those prisoners to freedom. In that case, you might remind the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
mounds of debris and the scattered bones of the quaggoths’ past meals. These servants of the drow use the den only to sleep and eat, with 1d4 quaggoths resting here at any given time. The quaggoths attack
any creature that comes into their den that isn’t a drow, a spider, or one of their kind. They don’t initially attack unknown quaggoths or drow on sight, but they know all those assigned to the outpost and will question strangers. Derendil and Sarith’s status as prisoners is known to them.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Prisoners Governor Nighthill would like to interrogate some of the raiders. “I’d give anything to know what we’re up against, and why. For that, we need prisoners. A commander, even a low-ranking one
, is best.”
If the characters haven’t run into any cult leaders yet, Nighthill takes them onto the parapet and points out what he means. This is an ideal time for everyone to catch a glimpse of
Compendium
- Sources->Dungeons & Dragons->Shadows of Sithicus
characters fail to rescue all four prisoners here, the time it takes for the enemies in the next encounter to turn into vampire familiars is halved.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Feeding Time If a prisoner becomes too much trouble, or if the drow need to mete out a lesson on the price of disobedience, they make a gruesome spectacle of feeding a malcontent to the giant spiders
. Once the victim is paralyzed, the spiders wrap their meal up in webbing. This event is a convenient opportunity to get rid of one or more of the other prisoners before the escape attempt if you don’t
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, you see four armed ruffians waiting for you. All of them are humans wearing grimy red cloaks, their hands on their weapons as they watch you.
One of the ruffians spits on the ground. “Time for you
who are captured or charmed by the characters can impart useful information. (See the “What the Redbrands Know” sidebar below.) Townmaster Harbin Wester won’t want to keep Redbrand prisoners until he
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
was the closest target to the camp, the biggest of all the towns they’ve attacked, and the most profitable — praise Tiamat’s glory! Prisoners are used for manual labor. In the past, a few have
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
pit around which yakfolk gather to hear the words of their chief. This pit is also where the yakfolk bring workers to fight one another and where they execute prisoners. The rest of the time, the pit
. Otherwise, the chimera is out hunting and returns here at a time of your choosing. Treasure. Characters who search the chimera’s nest find several items taken from prey: 120 cp, 45 sp, six 100 gp
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
settlement from time to time, dragging off screaming prisoners to meet a grisly fate. The recent arrival of the demon lords changed things. A group of minotaurs was on its way to raid Filthriddens when
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
too many questions or poking their noses into things that are none of their business. Any time they come off as “too nosy,” feel free to call for another Charisma check to see whether someone
was the closest target to the camp, the biggest of all the towns they’ve attacked, and the most profitable—praise Tiamat’s glory! Prisoners are used for manual labor. In the past, a few have “converted
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
continue digging the place out, while their masters stay inside the part that has already been opened up. It’s here that preparations are being made for the sacrifice of the yuan-ti’s prisoners. When the
characters approach the temple, they won’t be able to escape the notice of the grippli prisoners. But the frogfolk know enough to remain silent in the face of potential rescue, and they use hand
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Revel’s End Locations The following locations are keyed to Revel’s End, as shown on map 4.2. Map 4.2: DM’s map View Player Version R1: Dock Ships dock here to offload prisoners and supplies. R2
.
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 weather. Embedded in the north wall of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Revel’s End Locations The following locations are keyed to Revel’s End, as shown on map 4.2. Map 4.2: DM’s map View Player Version R1: Dock Ships dock here to offload prisoners and supplies. R2
.
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 weather. Embedded in the north wall of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
6 is channeled into this room, and the central pool contains 3d6 inches of viscid, days-old blood from previous sacrifices. The yuan-ti wallow in the blood from time to time, and prisoners are
north balcony. As the ceremony reaches fever pitch, she joins the revelers in the blood pool to feast on the prisoners before slithering back to her quarters. On occasion, human prisoners are transformed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Harbin Wester to keep an eye on any prisoners they capture for at least a few days. If the characters kill the ruffians, the townmaster expresses his fear of retaliation. Are the Players Lost?
After the
“Redbrand Ruffians” encounter, the players should realize it’s time to deal with the rest of the gang. If they aren’t clear that investigating the Redbrands’ hideout should be their next move, have