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Returning 32 results for 'barrier barred diffusing continues reaper'.
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Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
30. Iron Barrier Ahead of you, the face of a snarling minotaur is etched into a sheet of iron that bisects the crawlway. Its eyes have been cut out, letting you see through the sheet, beyond which
the tunnel continues onward.
The minotaur face is etched into both sides of a 1-inch-thick, sharp-edged iron sheet that blocks the crawlway. The holes that form the eyes are 2 inches wide. The
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
her feet to fight off the cold. Barred Openings. Vertical iron bars spaced 6 inches apart are embedded in the stone frames of three 5-foot-tall rectangular openings. As an action, a character can try
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
. The key to the padlock can be found in the office (area W20). The single door leading to area W5 is barred shut from the inside, as is the single door leading to area W2.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
wealth tend to be more responsible and quicker to put their paperwork together, but none with worthy cause to be here are barred.”
Some of the Sharn Watch’s most important people are as follows: Lord
Dark. Five years ago, a kalaraq quori (see chapter 6) named Tirashana implanted a mind seed in her thoughts. Maira continues to do her job while concealing any evidence of the Dreaming Dark’s schemes
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Metalworks Confrontation The metalworks looks abandoned, and no employees are on site. Map 4.2 represents the structure. A double door is barred from inside, but Itzmin left a smaller door unlocked
this time, the tlacatecolo becomes a separate entity that continues fighting. Serapio uses the commoner stat block and keeps out of battle. If the tlacatecolo is reduced to 0 hit points while
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
points, vulnerability to fire, and immunity to bludgeoning, piercing, and psychic damage. A sturdy iron-barred gate set into the east wall is held shut with an arcane lock spell that only drow can ignore
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sanctuary from the evils of this land. In the event of trouble, the windows and doors can all be barred shut from within. A bed for the night costs 1 ep. Characters looking for something to eat are
hugs the outer wall of the inn and leads up to guest quarters on the upper floor (areas N2l and N2m). The sturdy wooden door at the top of the stairs can be barred from the inside. N2c. Taproom Damp
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
step. The maelephants (see Morte’s Planar Parade) of the Wall Watch patrol Curst’s perimeter: a high, corroded barrier lined with saw-toothed barbs and search towers. The elephantine warders turn their
its iron-barred balusters. Burgomaster Villigus Bazengar delights in spreading malaise and despair. The demodand and his moldy, overlapping hides slithered out of Carceri to usurp the town from its
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
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
staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunkbeds. Areas to the north
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check. Creatures. If the orcs have been alerted, the orcs in areas 4 and 4a fire arrows until
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
middle of a room lined by iron doors, tightening its grip on a glaive as it glares at you through the darkness. Each door is set with a small barred window, and a ring of keys hangs from the creature’s
Candlekeep (see “Knights of the Shield”). V30. Barrier of Iron Bars This sewer tunnel slopes down gradually toward the south, channeling water and sewage into the city’s sewer system. The tunnel is blocked by
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
wears a piscine, gold funerary mask (see chapter 6). The bodies here bear no grave goods and deteriorate if disturbed. 5. Crypts of the Deathless Stairs ascend to a hall lined with door frames barred
. Callisos spends much time here, etching grimly poetic prayers to Athreos on the walls with ink and bone chisels. If called to battle by Antiophes, or if audible conflict continues in area 7 for more
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ruin looks as if it might once have been a farmhouse. It is now half swallowed by a dense thicket, with trees growing through its foundations. The lane continues south a short distance past the ruin
meager yard of this small, dilapidated farmhouse.
The doors to this cottage are barred from the inside, requiring a successful DC 20 Strength check to force open. The shutters are also barred from
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
continues south a short distance past the ruin before ending in an overgrown field.
The thicket east of this ruin is crawling with eight twig blights. Any disturbance in the ruined farmhouse (for
doors are shut and windows shuttered.
Cultist The doors to this cottage are barred from the inside, requiring a successful DC 20 Strength check to force open. The shutters are also barred from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
forty feet or more overhead. The stairway continues to wind down along a ledge that follows the north wall of the chamber. A fast-moving stream about five feet wide runs across the floor of the
. Characters can break through this barrier with some effort; it has AC 16 and 50 hit points per 5-foot segment. 18. Troglodyte Warren Most of the troglodytes dwell in a group of dismal caverns
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of the room finds a trapdoor with a successful DC 20 Intelligence (Investigation) check. The trapdoor is barred from the other side (area D32). It is a Medium object with AC 13, 15 hit points, and
. Hanging above the mantelpiece is a wood-framed portrait of a family: a man and a woman with two smiling children—the same children you saw outside. The marble staircase continues upward.
The red
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chairs, a small working desk, several macramé wall hangings, and a single pallet on a low stone shelf set against the west wall. To the north, a barred window looks out over a walled garden.
Hellenrae
disturbed by individuals who appear to be new recruits or guests of the cult, she curtly informs them that Qarbo can attend to their needs and dismisses them from her presence. Barred Window. The window
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
round the pit until it smashes into the barrier at the bottom of the track. Everyone in the cart when it hits takes 1d6 bludgeoning damage per 20 vertical feet the cart descended. Those who bail out
. The cart continues down the track unhindered.
3–5. The cart derails into area 11. Each creature in the cart is thrown out, lands prone, and must succeed on a DC 12 Dexterity saving throw or take 5
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
comprehension!” The threat is empty, but the statue continues to levitate for 1 minute before sinking back down to the ledge. The magic resets after 1 hour. While it is levitating, the statue can be easily
narrow, barred window set into it. The door is locked and trapped (see below). As the characters approach the door, read: A raspy voice calls out from beyond the door. “If you be good, let us rid these
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, about six feet above ground level. A flat metal plate covers this aperture from the inside.
During the day, the doors are barred on the inside. At night, the doors are unbarred, since sahuagin use
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
stalactites and stalagmites. It continues on to the northeast, but the uneven walls make it hard to see into that section — even as heap of bones and gear is plainly visible.
Gorkoh hides behind one of the
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
in these unlit cells (effectively illuminated by the lights in R16) behind barred gates that can be opened only from area R18. The gates are too secure to be forced open using brute strength or
who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
in these unlit cells (effectively illuminated by the lights in R16) behind barred gates that can be opened only from area R18. The gates are too secure to be forced open using brute strength or
who climb the spiral staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunk
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
that stretches from floor to ceiling. The cylinder of light continues upward into Landro’s leg.
Within the mushroom patch are two shriekers. The shriekers’ high-pitched screams might attract the
magical barrier is active, the view port’s crystal is immune to damage. The ceiling is 30 feet high. Broken Control Helmet. The silver helmet once created a magical link between its wearer and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
continues to repose in his tomb until hunger finally draws him forth to hunt five days later. By that time, he uses the normal troll statistics, retaining his additional languages. Treasure. The
character who approaches the door can smell the stench of what lies beyond. If the door is opened, read: Rats fill the room, trapped among their own waste. A small half-barrier prevents the rats from
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
blocked or barred from the inside. The contents of the barrels and tuns have long evaporated. W8: Fungi Cavern Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth
: a flameskull. This creature was a servant of the dwarves’ human wizard allies, and it continues to act on ancient instructions to prevent any intruders from passing through this area. This
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
acclaim for the school. In the meantime, she continues to enroll young students, keeping those with promise and weeding out the rest. Some of those who failed to make the cut, embittered by their
the tavern solvent. The Undercellar Beneath the Wide is a maze of storage chambers, ale cellars, and cobwebbed tunnels known collectively as the Undercellar. Archways, many with iron-barred gates and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
meantime, she continues to enroll young students, keeping those with promise and weeding out the rest. Some of those who failed to make the cut, embittered by their perceived humiliation, nurse
Undercellar Beneath the Wide is a maze of storage chambers, ale cellars, and cobwebbed tunnels known collectively as the Undercellar. Archways, many with iron-barred gates and rusty but functional locks
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
in the middle of this room, its wings partially outstretched. A wall of iron bars stretching from floor to ceiling forms a protective barrier around the chamber’s entrance, keeping visitors separated
jabberwock like a pet, regularly inviting it into her palace to feed from her cauldron. It continues to visit the palace even now that Zybilna is frozen in time, has fed recently, and is sound asleep






