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Returning 32 results for 'strict of realm defenses verdan'.
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Monsters
Fizban's Treasury of Dragons
, preferring to assess intruders first in order to devise the most advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm
. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out
Monsters
Fizban's Treasury of Dragons
advantageous approach to dealing with them.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin
’s knowledge of occult phenomena to track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep
Monsters
Fizban's Treasury of Dragons
.
Sapphire dragons watch for signs of Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to
track the influence of the Far Realm. Armed with that knowledge, sapphire dragons stamp out alien influence before it spreads.
People who dwell or delve deep beneath the earth can easily find
Monsters
Fizban's Treasury of Dragons
Aberrations and other creatures corrupted by the Far Realm. They frequently ally with emerald dragons, drawing on their kin’s knowledge of occult phenomena to track the influence of the Far Realm
adventurers trying to infiltrate my lair. How else could I try out new defenses?
4
Give me a storied helmet or scimitar over a pile of gold any day.
5
No creature can outsmart my defenses—if
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
the tower, which became a pocket dimension with no escape. The Aberrations were trapped in the tower, unable to leave until the Far Realm energies dispersed and the tower stabilized in the present. More
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
at least one orrery component (perhaps more, depending on events in episode 5), and its agents now attempt to use those components to open a portal to the Far Realm. After a suitable amount of questing
inn. That otherwise quiet establishment has always possessed unusual magical qualities, but these have been warped by the slowly opening portal to the Far Realm. The characters can interact with the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
pantheon of strict gods (see “Gods of Har’Akir” later in this section). The priests of these gods oversee all aspects of labor, agriculture, trade, justice, and religion in the pharaoh’s name. The
inspirations. When players create characters from Har’Akir, consider asking them the following questions.
How do you survive in the desert realm? Are you a laborer in the fields or camps surrounding
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
realm. (For example, Bavlorna Blightstraw considers herself the owner of Hither and everything in it.) Also, the hags are far less inclined to punish those who break the rules than Zybilna was, and
to return to power, strict enforcement of the rules would resume in a heartbeat, and brigands would be wise to take their propensity for malfeasance elsewhere.
Monsters
Fizban's Treasury of Dragons
; attentiveness to unusual events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons
defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city built in the caldera of a dormant volcano. The vaults fell into disuse
Monsters
Fizban's Treasury of Dragons
events makes them particularly useful to their sapphire dragon cousins, who hunt down Aberrations and seek evidence of Far Realm incursions into the Material Plane. These gem dragons often work
(and more paranoid) dragons employing several layers of such defenses.
Emerald Dragon Lair Features
The emerald dragon lair shown in map 5.8 is a series of ancient vaults situated beneath a city
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Cities without Sunlight The drow might have not chosen to live in the Underdark, but just the same they consider it their home, not a prison. Just as the sea elves adapted to their aquatic realm
prefer to visit the surface only at night. Even though they live underground, drow are much more than cave-dwellers. Their cities are as magnificent as anything built by surface elves, and their defenses
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
short or long rest. Beguiling Defenses Beginning at 10th level, your patron teaches you how to turn the mind-affecting magic of your enemies against them. You are immune to being charmed, and when another
be charmed by you for 1 minute or until the creature takes any damage. Dark Delirium Starting at 14th level, you can plunge a creature into an illusory realm. As an action, choose a creature that you
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
orders of knights that would guard the realm together as the Knights of Solamnia. Tarnished Pride Before the Cataclysm, Solamnia was a beacon of peace and prosperity. The knights established great
’ power. Most knights still tried to defend the realm as their duty demanded, but they found themselves beset on all sides, dying to protect people who rejected and persecuted them. Most fled to Sancrist
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
the party to enter the castle undetected. Cultists haul the supplies to the kitchen (area 15) and carry the treasure chests down to the dragon’s main hoard chamber (area 25). Walls and Aerial Defenses
by one ogre, and each ogre has strict orders to guard its winch and not leave its tower even if the general alarm sounds. Turning the crank on a winch is an action and requires a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
trickery. Shalghast asks the characters whether they’ve come “to worship Ilvaash, who bleeds from the Far Realm,” or whether they are bringing more “obelisk pieces for the masters.” The mind flayers don’t
goblins drank in a recent game of drink-or-dare. Rift in Reality. The rift leads into the Far Realm to a location called the Feeder Trenches. The Feeder Trenches are described in the “Far Realm Rifts
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
the party to enter the castle undetected. Cultists haul the supplies to the kitchen (area 15) and carry the treasure chests down to the dragon’s main hoard chamber (area 25). Walls and Aerial Defenses
by one ogre, and each ogre has strict orders to guard its winch and not leave its tower even if the general alarm sounds. Turning the crank on a winch is an action and requires a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
of Gith.” Under the guidance of Gith, the githyanki stratified into a militaristic society, with a strict caste system, dedicated to the ongoing fight against the victims and sworn enemies of their
, but most at least don’t consider the githyanki their enemies.
Outposts in the Mortal Realm. Since creatures that dwell on the Astral Plane don’t age, the githyanki establish creches in remote
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
New Ability Scores: Honor and Sanity If you’re running a campaign shaped by a strict code of honor or cosmic horror, consider adding one or both these new ability scores: Honor and Sanity. These
Throws. You might call for a Sanity saving throw when a character runs the risk of succumbing to madness, such as in the following situations: Seeing a creature from the Far Realm or other alien realms
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Baalzebul Through sufficient penance and grace, even the lowliest can redeem themselves. Am I not a living testament to that fact?
— Baalzebul
Maladomini was once a bustling realm of vibrant
. Even if would-be thieves could get around the defenses, they would have figure out how to navigate the complex classification system that marks the precise location of each bit of paperwork stored
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
existence, dwarves have carved out their strongholds underground for a variety of reasons. Their unmatched prowess in mining and stonework makes them ideal candidates to use the subterranean realm for
. Dwarves use a variety of approaches and devices in setting their defenses. The strongholds of many clans are honeycombed with secret passages designed to enable the dwarves to ambush and flank enemies
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
make up the bulk of its population navigate the “intuitive” grid of numbered streets with ease. Automata obeys a strict hierarchy of law overseen by the Council of Order, a triumvirate of officials
on a tight schedule. The train originates in Regulus, the largest realm in Mechanus, and frequently pulls into Concord Terminus via Automata’s gate. Planar travelers, tickets in hand, hustle to and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
merest edge of Iuz’s realm. Iuz’s evil reign was interrupted by a sixty-five-year imprisonment in the dungeon under Castle Greyhawk. During his absence, the Kingdom of Furyondy and its allies prospered
a strong egalitarian streak unlike the Great Kingdom’s strict social hierarchy, and (beyond the domains of Iuz and the Horned Society) they have little tolerance for would-be tyrants or aloof
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Organization 1 Standing Army. A standing army serves as the highly disciplined and structured guardian of a province or an entire nation. Strict tiers of command ensure coordination between branches of the
defending against fiendish incursion. 6 Sky Warriors. This military force consists of winged creatures, employs magical flight, or sails airships as a sky navy. Traditional defenses are ineffective against
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Captain-General Sental Nurev is being manipulated by the leaders of Stoink, a petty fief in the Bandit Kingdoms. When the characters undertake an expedition into that dangerous realm to confront Stoink’s
, overwhelming its defenses and moving toward Furyondy. The characters might have adventures to muster forces in surrounding lands and bring them to Furyondy’s defense or hinder Iuz’s advance.
Levels
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
heart of the shrine. The overconfident visitors neglected to build defenses around the camp, believing that their own strong arms were sufficient protection. A couple months ago, they were proved
them as they emerge. If they don’t, they might at least weaken the shrine’s defenses. Yokka’s band bedevils the party without revealing its presence until the final moment. For example, if no guard is
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk: Secrets of the Free City
, Scholarly, Protective. Though quick to snap at anyone who breaks her strict rules, Abra shares her wisdom with respectful inquirers. She’d sooner unleash a set of animated tomes on trespassers than allow
while. Desk. Saren’s desk remains untouched. She hasn’t had the heart to clear it. Break-in. Saren broke in off-shift through the storm drain network. He used his time on staff to wear down defenses on
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
lower rank. Since each of the Ships has the ability to take what it likes and leave what it doesn’t want to the lesser Ships, a strict division of duties has arisen among them. Ship Kurth controls the
cable-guided ferries at the crossing, and demand tolls based on the size and contents of the goods being ferried across. The Blackford Road still bears the ancient marks of the dwarven realm of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chambers that protect the entrance to their realm. The place is still well fortified, even to this day. This former dwarven strongpoint is now occupied by a band of orc raiders, led by a fierce ogre who
heard by the orc in area 4 and then attempt to flee to area 3. See the “Mountain Door Defenses” sidebar. If the archers are alerted to the party’s presence, they open fire on intruders on the ledge and in
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
succeed on a Wisdom saving throw against your spell save DC or take 2d10 Psychic damage. Level 10: Beguiling Defenses Your patron teaches you how to guard your mind and body. You are immune to the
Forbidden Lore of Ineffable Beings
When you choose this subclass, you might bind yourself to an unspeakable being from the Far Realm or an elder god—a being such as Tharizdun, the Chained God; Zargon
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
, characters journey to the Nevervault, a hazardous containment crypt deep beneath the Mortuary for creatures that should be dead but somehow aren’t. The defenses for the vault and several threats within are
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
components unless they are consumed by the spell or have a cost specified in it. Level 6: Psychic Defenses You have Resistance to Psychic damage, and you have Advantage on saving throws to avoid or end the
arises from Mechanus or a realm like it—a plane of existence shaped entirely by clockwork efficiency. You or someone from your lineage might have become entangled in the machinations of modrons, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
remnant of a bygone realm. Although the region attracts many prospectors, no kingdom or civilization in recent history has been able to tame it. Hill giants, ettins, ogres, orcs, and trolls dwell here in
about the attack when the knights return with the survivors. They also find out that the armored wagon was transporting wages to workers who are rebuilding Sundabar’s defenses, which were destroyed