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Returning 35 results for '17. Armory'.
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28. Armory
4. Armory
Armory
17 armor
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
17. Armory A gaping hole in the roof exposes this armory to the elements. Few weapons are stored here at present. Shelves to the north lie mostly bare, and a poorly maintained weapon rack standing
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
17. Armory A gaping hole in the roof exposes this armory to the elements. Very few weapons are stored here at present. Shelves to the north lie mostly bare, and a poorly maintained weapon rack
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Arcane Focus or a tool as a Spellcasting Focus Craft 5 Armory None Trade 5 Barrack None Recruit 5 Garden None Harvest 5 Library None Research 5 Sanctuary Ability to use a Holy Symbol or Druidic Focus as a
Ability to use a Holy Symbol or Druidic Focus as a Spellcasting Focus Harvest 17 Demiplane Ability to use an Arcane Focus or a tool as a Spellcasting Focus Empower 17 Guildhall Expertise in a skill Recruit
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
General Dungeon Chambers d100 Purpose 01 Antechamber 02–03 Armory 04 Audience chamber 05 Aviary 06–07 Banquet room 08–10 Barracks 11 Bath or latrine 12 Bedroom 13 Bestiary 14–16 Cell 17 Chantry 18
kill or capture creatures 20 Observation room, allowing guards or spectators to observe creatures moving through the dungeon Dungeon: Lair d20 Purpose 1 Armory stocked with weapons and armor 2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Hammers and Anvils This part of the dungeon rings with the sound of hammers on anvils. As one approaches the forges (areas 17c and 17d), the sound grows louder and is joined by the roaring and
constantly put each other down. They otherwise behave similarly to the duergar in area 17c. 17e. Armory Stone pegs in the walls display six dwarf-sized suits of scale mail, ten helmets, ten shields, thirteen
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to bend the bars to create an opening big enough for a Small creature to squeeze through, doing so with a successful DC 20 Strength (Athletics) check. O4. Armory Piles of equipment are pushed against
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
spymaster Yahru and his bodyguards (see area 17). Yahru asks questions about their mission. He and his bodyguards then escort the characters to Ras Nsi or Fenthaza. Yahru enjoys political games and uses the
puzzle cubes in Ras Nsi’s custody. If they agree, she gives them the armory passphrases (see area 4) and encourages them to carry out an uprising. She also offers to ritually transform human characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
chamber’s inner wall. The stairs rise to an open trapdoor in the celling.
Formerly an armory, this room has stored ever-accumulating masses of junk since the hermitage’s founding. All kinds of
the garrison and overlooked by the inhabitants of the hermitage. 17. Battlement A walkway open to the sky overlooks a grotto formed by the island’s rocky peak and the hermitage’s walls, leading from
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
action to raise or lower the drawbridge or the portcullis in area 1. 3: Armory This room is filled with shortswords, crossbows, shields, and maces placed here by the folk who owned the keep before
to the one in the armory (area 3), stands in the center of the kitchen. This rod is also protected by a Glyph of Warding, but if triggered, the explosive runes deal cold damage instead of acid damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Each scroll is a sheet of parchment measuring 3 feet wide and 6 feet long. C3. Armory This room is missing its ceiling. Stone racks along the walls hold giant-sized morningstars, shields, warhammers
. Characters moving through the room must succeed on a DC 17 Dexterity (Stealth) check to keep from being noticed by the ghosts. If the ghosts notice one or more intruders, they turn hostile and attack
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of a collapsing shelf must make a DC 12 Dexterity saving throw, taking 17 (5d6) acid damage on a failed save, or half as much damage on a successful one. The noise alerts the guards in the lobby (area
try to unlock a safe, which takes 1 minute. At the end of that time, the character must succeed on a DC 17 Dexterity check, or the safe remains locked. The safes are full of documents. Every minute a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
regularly raids it. 4 The island has an armory full of legendary adamantine and silvered weapons. Welcoming Welcoming islands host creatures that are friendly toward the characters. These creatures
(see appendix C) and 3d10 bandits digging up buried treasure 10 3d6 tribal warriors 11 2d4druids 12 1d6dryads 13 2d4 centaurs 14 1 ankheg 15 1d10 giant boars 16 2d6 giant eagles 17 1d4 giant apes 18 1d4
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pretends to ignore the group, although he makes note of their presence as he staggers by. Any character who succeeds on a DC 17 Wisdom (Insight) check gets the feeling that the halfling is only acting
ground. Her companions are Orvis Torval (N male firbolg guard) and Rosko Bosh (N male halfling guard). Orvis and Rosko are new constables, not the sharpest swords in the armory, and as lazy as wizards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
), Wyllow will share this information with them. Treasure. The gold key in Wyllow’s possession unlocks the chest in area 6g. The key is worth 25 gp. 6b. Hidden Armory Frescoes. The walls bear frescoes
spell cast on it. A button carved in the shape of a twinkling star is hidden in a nearby wall fresco; a character who searches the wall spots it with a successful DC 17 Wisdom (Perception) check. When the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
brass decanter (worth 250 gp and weighing 75 pounds) and two 3-foot-tall matching goblets with inlaid gemstones and platinum filigree (each worth 750 gp and weighing 50 pounds). 4. Armory Stored in
guards in areas 16, area 17, area 18, and area 24. Relieved guards return here to rest. When an alarm sounds, the sleeping giants awaken, grab their morningstars, and move to area 6. If there are no
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
duergar guard, the sounds of battle alert the leader, Nimira. She is a duergar with the following changes, which increase her challenge rating to 3 (700 XP): Her AC is 17 (splint armor). She has 52
wooden chest containing 1,200 sp, 3,000 cp, and a square of silk in which are wrapped a star sapphire worth 500 gp and a pair of matched blue topazes worth 90 gp each. 48. Looted Armory Khundrukar’s armory
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
repair the stables yet, since they have little need for mounts here. K6. Armory Weapon racks along the walls of this armory hold spears. Barrels full of crossbow bolts and arrows stand near the doors
. Open chests in the middle of the room contain suits of leather armor. The most unusual items in this armory are the shields — they are made of beaten copper and fashioned into the shape of horseshoe
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
piles of stone-working tools, chunks of chiseled stone, and debris.
The slaves are using this room to store tools and the unwanted stone from their work. 9. Armory This room has a plain stone floor
currently in area 60. The armory contains the following items: Sixty spears Thirty tridents Ten glaives Twenty warhammers The coffers are not locked. They contain seventy-five daggers with scabbards
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and fitted with a sturdy lock seals off this cabin, whose only feature is a chamber pot. The captain carries the key to the door. The lock can be picked by a character who makes a successful DC 17
hit points, and immunity to poison and psychic damage. Jailed Sailor. There’s a 25 percent chance that a sailor (drow) is being held in the brig after punching a crewmate during an argument. J16. Armory
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
quasits in bat form to deliver messages to Rilna from the gate tower (area 18a). A Small creature can slip through the hole easily, and a Medium creature can do so with a successful DC 17 Dexterity
silk cloak (50 gp). Fastened to her cloak is an obsidian scarab engraved with the insignia of House Freth (25 gp). 19d. Armory The stone door has an arcane lock spell cast on it that only drow wearing
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
each room. Treasure. A character who conducts a thorough search of this area and succeeds on a DC 17 Intelligence (Investigation) check finds a yellow key card in one of the desks. The exam rooms contain
must make a DC 17 Charisma (Deception or Intimidation) check to pacify the robots, improving their attitude by one step—from hostile to indifferent, or from indifferent to friendly—on a successful check
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
silvery light for 1 minute, centered on the middle of the double door. A creature that enters that area for the first time on a turn or starts its turn there must make a DC 17 Constitution saving throw
trapped with a magical glyph. A character who examines the door can find the glyph by succeeding on a DC 17 Intelligence (Investigation) check, and any character can disable the glyph by succeeding on
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Capacity 40 crew, 100 passengers
Cargo Capacity 10 tons
Travel Pace 5 miles per hour (120 miles per day)
STR
20 (+5)
DEX
6 (-2)
CON
17 (+3)
INT
0
WIS
0
, water, and other supplies. 13. Armory The ship’s supply of weapons and armor is held in this cabin. Its walls are fitted with built-in weapon and armor racks. The door to this cabin is usually locked
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
traps before entering the room spots the pressure plate with a successful DC 17 Wisdom (Perception) check. Applying 250 pounds or more to the plate causes the anchor above each trapped square to drop
Medium creatures. Each coral vial is worth 25 gp. 17. Council Room King Hekaton held private meetings here. A mussel-shell table stands in the middle of the room. Lining the walls are two giant-sized
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rings a bell, and two bugbears appear to escort the visitors to area 21n, where they are expected to pay deference to Warlord Azrok. 21d. Armory Two hobgoblins guard racks of mundane weaponry. 21e
their stay in his settlement. Any character who interacts with him and succeeds on a DC 17 Wisdom (Insight) check realizes that the hobgoblin warlord is blind but is hiding that fact, never looking
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floor is covered in shards of rock and bone. A rough five-foot wall separates the two halves of the room.
Two ogres in plate armor (AC 17) and four half-ogres challenge anyone coming from outside the
recently. The box is worth 150 gp and contains 35 gp, 17 pp, four alexandrites worth 30 gp each, a potion of greater healing, and a potion of diminution. Development If the characters slay the ogres
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
antigravity sphere. L8: Armory The two 20-foot-diameter antigravity spheres in this 30-foot-tall chamber serve as Landro’s hip sockets. Gaps in the floor and ceiling of each sphere grant access to the
investigating the walls can tell that they are hollow by succeeding on a DC 17 Wisdom (Perception) check. Behind these walls stand four defense sentinels bound to the graymatter engine (each uses the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bonus to hit, has a range of 30/120 ft., and deals 17 (3d6 + 7) bludgeoning damage plus 22 (4d10) fire damage on a hit. The fire giants in area 35 investigate sounds of combat here. 35. Forges Streams
, each forge contains a fireplace, a pair of massive anvils, and shelves that hold weaponsmithing tools. 36. Armory Behind a pair of doors south and east of the foundry are two unoccupied rooms. They
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
locations. Outer City Random Encounters d20 Encounter 1–6 No encounter 7–10 Harmless interaction (roll on table G) 11–16 Denizens (roll on table H) 17–20 Threat (roll on table I) Table G: Outer
-story armory full of oil, javelins, and everything the soldiers need to withstand a siege; a third story for soldier’s quarters; and a high-ceilinged dungeon level below the bridges to hold temporary
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
locations. Outer City Random Encounters d20 Encounter
1–6 No encounter
7–10 Harmless interaction (roll on table G)
11–16 Denizens (roll on table H)
17–20 Threat (roll on
second-story armory full of oil, javelins, and everything the soldiers need to withstand a siege; a third story for soldier’s quarters; and a high-ceilinged dungeon level below the bridges to hold
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Hoolwatch Tower This 60-foot-tall tower was the first defensive building of Saltmarsh, and it still serves as an armory and lookout as well as the official base of the town guard. Eliander spends most of
ingredients for her dishes. 17. The Dwarven Anvil The blacksmith’s forge has a single anvil with a clear sign of dwarven origins, and a backlog of orders ten miles long. The human smiths make hooks
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the southeast part of Thundertree. (If the characters decide to explore the ruins of Thundertree, see chapter 3.) R6: Armory The door to this room is locked from the outside. Across from the locked
and staff of defense)
Hit Points 22 (5d8)
Speed 30 ft.
STR
9 (–1)
DEX
14 (+2)
CON
11 (+0)
INT
17 (+3)
WIS
12 (+1)
CHA
11 (+0)
Saving Throws Int +5, Wis +3
Skills
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
fire opal in the manner of a watch fob (worth 500 gp). 16. Armory and Smithy Stacks of giant arms and armor, either newly made or in need of repair, clutter this place. The alcove north of the
characters as long as he receives a share of treasure equal to that of a character and a chance to fight giants. Treasure. The armorer and the smith each have a sack filled with 1,000 gp. 17. Blocked
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
time, any creature within the owl’s reach that Bloodybeak can see can use an action to make a DC 17 Wisdom (Animal Handling) check. On a successful check, the owl becomes indifferent toward that
benefit, a creature cannot receive it again for 24 hours. P27. Armory The door to this room is sealed with a hart crown lock (see “Crown Locks” earlier in the chapter). The room contains glass cabinets
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
25 ep, a dagger in a scabbard, and a leather whip. The officer carries the key to the chest and he wears a silver collar (15 gp). 6. Armory Shields of all sizes hang on the walls here, with javelins
gong and striker (25 gp), five silver bells (5 gp each), a large silver chalice (50 gp), and a curved wooden horn. 14–17. Shaman’s Quarters These rooms, though not identical, are very similar. The