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Returning 20 results for 'barricade way'.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
afraid to investigate further. Until the characters appeared, the survivors believed that they had been abandoned, and that the only way off the island is the ferry. But even if the characters have
the characters a single chance for a controlled fight. Destroying the drowned ones before they capture the hermitage might be the only way to end their threat. If the characters decide to stay and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
shapes emerge from the vineyard, their limbs cracking as they trudge forth through the mist and rain. Thirty needle blights (in six groups of five) emerge from the surrounding vineyard and make their way
toward the characters and the winery. The blights are 120 feet away when they first become visible, and they have a walking speed of 30 feet. Characters can either barricade themselves inside the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ship and crept across the ice to explore it, hoping to find something tasty inside. It spooked some kobolds in the hold and chased them into a cabin. The kobolds were able to barricade the door, and
the troll is trying to break through it to get at them. Characters can surprise the troll if they remain quiet as they make their way into the shipâs hold (area D9). Climbing onto the ship and moving
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
infiltrators trying to fight its way back outside. If characters barricade the door with barrels or other heavy objects while awaiting repairs, they might hold off attackers until the repairs are finished and avoid this fight entirely. Rewards Award standard XP for defeated foes.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
enough divine power left to barricade the mountain pass with blizzards and churn the Sea of Moving Ice with blistering winds. Such measures discourage travelers from approaching or leaving Icewind Dale
Frostmaiden has imposed her will in this way or why the other gods refuse to challenge her. This prolonged winter, which has gone on for more than two years, threatens to doom not just the flickering
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
sailor standing in your midst says, âI think itâs time I returned to my ship. Youâre welcome to join me. You would be wise to flee as well.â With that, she makes her way toward the docks.
The ground
the âTrouble at the Docksâ encounter when they arrive. Hole Up. If the characters try to barricade themselves in a building or find somewhere else in the settlement to hide, the increasingly violent
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too. An NPC wonât deliberately put himself or herself in harmâs way unless thereâs a good reason to do so. An NPC
wonât treat all party members the same way, which can create some fun friction. As an NPC gets to know the characters, think about which characters the NPC likes most and which ones the NPC likes least
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
she falls must succeed on a DC 10 Dexterity saving throw or take 21 (6d6) bludgeoning damage; the creature is also knocked prone, trapped underneath her, and restrained while trapped in this way. A
characters can barricade themselves inside the den, using heavy furniture or magic to seal off entrances until a character attunes to the conch.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
warnings to the goliaths of Skytower Shelter. The goliaths quickly arm themselves, expecting trouble. If the shelter comes under attack, the griffons join the fray. S2. Barricade and Chieftain Six
griffons circle above you, shrieking at your approach. They descend until theyâre a few hundred feet away but come no closer.
At the end of the entranceway is a ten-foot-tall barricade made of wood and
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
course of combat. Brian Valeza Kobolds build a barricade to keep adventurers at bay Initial Attitudes A published adventure typically notes or implies whether a creatureâs initial attitude toward the
cares only for itself and not the rest of the group. 6 One monster bullies the others; it forces them into danger, but they want it defeated. Reactive Tactics A great way to make an adventure location
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
way against the walls, revealing a floor of black stone, much worn by the tread of countless feet. 2. Chamber of the Keeper A cluttered room near the marshaling area has skins on the floor, a bed, a
) and will see them safely past the guards behind the barricade to the south (at the location marked B) if the characters can handle the bugbear at the watch post (W) to the west of that place. 4â8
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters likely have no way of knowing the larger prints are slaadi tracks. Resting near Camp. If the characters take a long rest in the camp or within a mile of the Sunward Fortress, there is a 50
feels unwell; its speed is halved; and it has disadvantage on attack rolls, ability checks, and saving throws. At birth, the tadpole chews its way through vital organs and out of the hostâs chest in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
talk their way past the hobgoblins, two hobgoblins escort the party to area E2. Reinforcements. Sounds of combat here attract the guards in area E2. Treasure The hobgoblin captain has a belt pouch
E26. He also describes of what they might encounter along the way. In so doing, he minimizes the dangers of the intervening rooms. Reinforcements. The cultists in E7 and E8 come to Bastianâs aid if
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
from age.
Itâs not terribly comfortable, but the storeroom makes a secure resting place for the party. No monsters come this way. Moreover, the storeroom door is in good shape and can easily be
one who is larger than the others, lounge in the room, grumbling about their hunger.
If the party enters from the west, add: Across the room is another door, this one blocked by a barricade made
Compendium
- Sources->Dungeons & Dragons->Divine Contention
general store.
âBarbarians at the north gate!â he gasps. âThe storm lordâs berserkers! I was on my way to warn you when I saw the dead wading out of the marsh. Theyâre attacking the quayside right now
the town guard, shouting at a group of soldiers stationed behind a barricade.
âRetreat! Save yourselves! Leilon is lost!â
Sergeant Yorrum is a cowardly human male guard. The party can defy him and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
master bedroom, she shouts, âThe City Watch is on the way!â) The door to area G15a is ajar. Beyond it, characters can hear someone putting a boot to another door. Corpses. Lying on the floor are the
himself at the mercy of the first person to bust through his barricade. Characters who have Lord Gralhund at their mercy can pry the following information from him with a successful DC 10 Charisma
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
; their chief duty is rowing the boats back and forth. In case of danger, they can barricade themselves inside the stoutest log building or row out to sea until whatever threatens them loses interest
symbols involving falcons, dragons, suns, and so forth give way in Chult to leopard-skin tabards, dinosaur-themed heraldry, helmets shaped like snarling panthers or swooping pteranodons, and armor
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
; the character must either talk their way out of trouble with a successful DC 18 Charisma (Deception or Persuasion) check or be attacked. Barred Door. Two iron bars seal the double door to the south
character can remove a barricade in 30 minutes. Multiple characters working together can reduce this time proportionately. X6: Forgotten Garden A haze of spores fills this large room, three corners of which
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
make a DC 10 Intelligence (Investigation) check. On a successful check, the bridge becomes visible to that creature. Creatures that canât see the bridge can still feel their way across, albeit
breaks in. Both doors are under the effects of Arcane Lock spells that allow only Shalfey to open the doors normally. Shalfey has also reinforced each door with a barricade. A character outside the






