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Returning 35 results for 'bad blocking diffusing contain railing'.
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Orc
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
everywhere in the world around them, and the priests of a tribe are entrusted with the responsibility of identifying these signs and omens — both good and bad — and deciding how the tribe should
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
marble railing encloses a gold marble staircase that spirals gently down a thirty-foot-wide, thirty-foot-deep shaft to the north. Against the gray walls stand six ten-foot-tall, black marble bookcases
over the railing reveals crates in that area. There are no ladders here to reach the high bookshelves. (The wizards who built this place used mage hand spells.) All the books appear to have blank covers
Kobold
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X42. Amber Vault A golden marble staircase with a black marble railing hugs the north wall as it spirals gently up a thirty-foot-wide shaft. Lying in the middle of the room are six rotting wooden
walls contain alcoves, and standing in each alcove is a tall, rough block of amber. Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other creatures wouldn’t feel safe. Kobolds take
heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might erect a railing or a wall that prevents them from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
contain screwdrivers, wrenches, and other tools. To port and starboard, 3-foot-high, 2½-foot-wide passageways lead deeper into the machinery. Medium creatures must squeeze to move through these passages
elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from the Biblioplex. L3. Porch A three-foot-high stone railing surrounds this broad, paved porch, separating the space from the Lorehold campus beyond.
These porches are used as sitting and meal
each of these porches. They house the spirits of departed Lorehold faculty, and they politely ask anyone who hops the railing to use the main doors during working hours. If they’re ignored, the statues
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
in the crate’s sides. These devils burst forth and attack intruders on sight. The other crates in the middle of the cellar contain dried meat, loaves of bread, wheels of cheese, and other assorted
foodstuffs — enough to sustain the Vanthampurs and the cultists in the dungeon for a month. The crates by the south wall contain candles, oil flasks, incense, and rat traps. Six of the barrels contain
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mention that his cantankerous father, Davian Martikov, owns the local winery and vineyard, the Wizard of Wines (chapter 12). There’s bad blood between Urwin and his father (whom Urwin and Danika refer
can be barred shut from within. Mounted on braces and tucked into alcoves behind the bar are three wine barrels, each one three-quarters empty. Two of the barrels contain Purple Grapemash No. 3 (a cheap
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
placed to be phosphorescent mushrooms.
The lights are proper lamps flanking two massive stone gates blocking the tunnel. Before you get a chance to examine the intricate carvings on the gates
can be shackled and shipped beyond the Darklake District. Resisting arrest is a truly bad idea; every duergar around is reinforcement. If the characters get arrested, you can interrupt their transfer
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pulling the lever a second time. This trap is designed to isolate a single enemy in the western part of the room, blocking it from its allies with the spikes. Creatures can see through the gaps between
composition, is malleable, making it an ideal raw material for those who can fashion items from the substance. No other properties can be discerned with an ability check. These chardalyn fragments contain no
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Balcony. Through the trees, the characters can see a large balcony (area G17) enclosed by an iron railing above the mansion’s main entrance. The balcony is 20 feet above ground level, and scaling
surround the table, with a particularly tall and elaborate chair at each end. Lining the wood-paneled walls are tapestries and locked wooden cabinets that contain fine dishes, silverware, and candlesticks
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
vessel’s exploits, rumors abound regarding the wondrous vehicle. Is it powered by a bound efreeti, as some have said? Does the hold contain clones of every high-ranking member of Acquisitions
franchises. The versatility of an airship allows for the rapid shipping of goods, mercenaries, and loot. Such a vessel also allows a quick escape from sticky developments and deals gone bad. Battle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
units heaped with furs and packed with bottles of wine, stoppered jugs, and casks of mead. Snowy wind blows in through a pillared opening in the south wall that leads to a balcony with no railing. Jarl
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Flies swarm around a full dung cart that exudes a horrible stench.
The stalls contain ten riding horses. Cart. The dung-filled cart is a fire hazard. If the cart is pushed against a wall and set
magical. G19. North Balcony A wooden railing encloses this balcony. Mounted on one corner of the railing is a copper spyglass.
A bandit stationed atop this balcony watches for trouble coming from the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Lake. The other crates in this room contain additional goods stolen from Therno Lake: casks of ale, dishware, fur coats, spears, and carved wooden trinkets. Jane Katsubo The Prophesied Fallen Star D7
of bones, and other macabre paraphernalia lie scattered around the room. An eerie, persistent scratching sound comes from behind the fallen masonry blocking the far end of the room.
This was the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
carcass of a basilisk. Worktable. Along with the tools and specimens, the table has a small box with drawers that contain glass eyes. One of the eyes is made of wood, and it belongs to Bavlorna’s sister
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gemstones adorn almost every surface that can contain them.
A set of rungs on the south wall gives access to a hatch in the high ceiling. The hatch presumably provides access to the top of the
can’t enter without some effort (see “Glass Door” below). Catwalk. A 10-foot-wide stone catwalk set with a low railing encircles the lantern chamber housing the necromantic lens. A character who falls
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
Grandolpha. They are willing to help the characters slay Xardorok, but any alliance they make with the characters ends with Xardorok’s death. Copper Kegs. The three kegs contain Clan Muzgardt’s finest
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
T1), who arrive 2 rounds later to investigate. Treasure. The shelves contain twenty-six vials of acid, a potion of animal friendship, two potions of healing (greater), two potions of resistance (one
area T1 is locked. Each guard in the vault has a key that unlocks this door. Trapped Safes. The two document safes in this room contain secret information about local nobles and government officials
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
Framed portraits adorn the walls of this grand foyer, which features a wide staircase with a sculpted railing. A long, carpeted hall attached to the foyer stretches almost the length of the mansion and
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
, a single gold hoop earring worth 25 gp, two small tiger eye gems worth 10 gp each, and one bloodstone gem worth 50 gp. C2: Forecastle The broken foremast leans out across a broken railing, with a
seconds. C4: Captain’s Quarters The door to the captain’s quarters is barricaded from the inside, though the heavy wooden bar blocking the door is half rotten. A character who tries to force the door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
resembling clipboards are inspecting the capsules, nine of which contain unconscious humanoids.
The mind flayers are tasked with ensuring that the equipment in this room is functioning properly
city limits, Extremiton creates situations to dissuade them: bad weather, a city-wide lockdown, a festival — whatever it takes. The ulitharid hasn’t researched areas outlying the city. Consequently
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, a successful DC 20 Strength (Athletics) check is needed to push the door open. Each check requires an action. Disable the Statues. A statue can be disabled by blocking the flow of gas from its mouth
. Heavily damaging a statue is a bad idea, for doing so leaves the gas vents open. Reducing a statue to 0 hit points (AC 17; 20 hp; resistance to fire, piercing, and slashing damage; immune to poison
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and a lot of noise. D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the crane’s arm, fifty
real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
blocking it out of the way. Characters attempting to hold the door become suddenly distracted, unable to remember why they were doing so. Characters who refuse to enter the inn feel oddly compelled to move
in one room — a ring of free action, forgotten by a guest. 8. Shared Study These areas connect to the four rooms adjacent to them, and contain a table, chairs, and bookshelves. The shared study
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, blocking a short staircase that climbs to a turret, is a ten-foot-tall marble statue of a reindeer.
The statue is a stone golem that guards the way to area P12. Zorhanna, her simulacrum, or someone
exquisite. The dresser’s drawers contain enough materials (wigs, cosmetics, and whatnot) to assemble one disguise kit. P14: Guest Bedroom The door to this room is closed and unlocked. This bedroom is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
out that my avocados went bad. What a mess.”
–Digny Vots, Market Ward shopper
Market Ward Encounters d8 Encounter 1 A Transcendent Order instinct (see Morte’s Planar Parade) asks to spar with
investors and confuse would-be plunderers. Only the doors themselves matter, for the true vaults lie beyond the portals they contain. Accessible only by account owners, authorized bank personnel, or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
fanatics commanded Qunbraxel to hurry with collecting the rest of the obelisk fragments. Qunbraxel guessed that the nearby fragment was somehow connected to the toppled tower that’s blocking the way to
. The magic churning in the obelisk fragment proved to be their doom, however, as it activated the nearby mudslick tower, blocking the vault’s only exit. Unable to batter through the stone tower, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
secret door to swing inward, revealing a dusty room with several shelves. Lining the shelves are jars, most of which contain harmless liquids. Among these are six specimen jars, each containing one
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
succeeds on a DC 10 Dexterity (Sleight of Hand) check can safely retrieve the three alchemist’s fire flasks, disarming the trap. The crates and casks contain building supplies (nails, mortar, glue
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
here. K5. Ruined Stable This old stable is in bad shape. Most of the roof has caved in, and rotting debris fills the interior. Six horse stalls line the back wall.
The cultists haven’t bothered to
. 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->Baldur's Gate: Descent into Avernus
each) and sixteen bottles of wine. Fifteen of the bottles contain fine wine (10 gp each). The last bottle is laced with midnight tears, a tasteless poison (see “Poisons” in chapter 8 of the Dungeon
valuable art objects, but all are knockoffs acquired from dubious sources. The haphazardly assembled collection is a testament to bad taste. Wax Statue. A 6-foot-tall wax statue in one corner depicts
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
simple workrooms contain one combat robot and three worker robots programmed to haul, manage, and protect cargo in the adjacent cargo holds (see area S33). The robots are inactive and indifferent
momentarily and resumes playing a low-budget sci-fi horror movie. The scene depicts a living brain oozing from a pool of brine in a futuristic laboratory. The brain feeds on scientists portrayed by bad actors
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
let the characters blackmail the lich. This area can also contain other information of your choosing about the Six or the Orrery of the Wanderer. If the characters have missed out on any key revelations
terrible powers to learn how to use the orrery components to open a portal to the Far Realm. The commercial interests of these liches means that all understand how destroying the world is bad for business






