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Returning 35 results for 'bars before down completes round'.
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Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
not silenced during the surprise round, the orc retreats back to the cave to warn the others. The marauders in the cave include Brughor Axe-Biter (an orc with 30 hit points), six ordinary orcs, and a
Wyvern Tor completes a quest given to the party by Townmaster Harbin Wester in Phandalin, and it delivers on a promise to Hamun Kost at Old Owl Well. Divide 1,250 XP equally among the characters if the party deals with the orcs and the ogre.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lowers the elevator and resets the trap. When the elevator trap in area K61 is activated, all the chains, pulleys, and gears in this room move at once. It takes 10 seconds (1 round) for the elevator to
reach the top of the shaft, and the machinery doesn’t stop until the elevator completes its journey. A secret door in the north wall is easy to spot from this side (no ability check required) and opens into area K27.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
roll initiative. The statue turns counterclockwise and completes one 360-degree revolution on initiative count 0 of each round. When the statue completes its first revolution, magical fire engulfs the
0 hit points or when there are no creatures left to attack. The devils appear in the following order, emerging from the walls wherever you see fit: Round 2: Four spined devils Round 3: Three bearded
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
trade are common enough in Faerûn, metal coins and trade bars are the everyday currency. Common Coinage. Coins appear in a bewildering variety of shapes, sizes, names, and materials. Thanks to the
and 1 ep elsewhere. The city also issues a larger coin called an eclipsed moon, which looks like an electrum moon combined a darker silver wedge to form a round coin worth 5 ep within the city and 2
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
feet per round. The inhabitants of other nearby areas go about their business. The stone floors and walls are covered with bloody tiles. The ceiling is 10 feet high throughout. 17a. Western Guard
stacks of iron bars and loose piles of scrap iron.
The duergar, Falthra and Helgra, craft weapons here. Years ago, a flying piece of molten iron put out Helgra’s right eye; an iron eye patch bolted
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
D8. Holding Cells Rising from the soggy earth is a sturdy wooden hut with an open doorway on one side of it. At the back of the hut are two holding cells. Thick mangrove roots serve as bars, with a
small round door closing off each cell. The floor of one cell is covered with several inches of stinking water. The other cell holds a figure in rags slumped against the back wall.
This hut is round
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
two ambush drakes (see appendix D) strung out in a mob that stretches 50 feet. This procession with leaping and whirling kobolds completes one circuit around the temple approximately every eight
than 15 feet of smoke are heavily obscured. Characters can sneak up on these raiders and gain a surprise round against them, as long as they avoid Group B in the process. Arranging a Rescue The heroes
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
two ambush drakes (see appendix D) strung out in a mob that stretches 50 feet. This procession with leaping and whirling kobolds completes one circuit around the temple approximately every eight
than 15 feet of smoke are heavily obscured. Characters can sneak up on these raiders and gain a surprise round against them, as long as they avoid Group B in the process. Arranging a Rescue The heroes
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
. On a failed save, the character is affected as by a confusion spell for one minute (10 rounds). On a successful save, the character is affected as by a confusion spell for 1 round. The effect is not magical.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, with 1d4 appearing at the end of each round until twenty have arrived. The grungs are jumpy and distrustful of strangers. At first, Yorb is more interested in scaring away intruders than he is talking
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
against poison. On a failed save, the character is affected as by a confusion spell for one minute (10 rounds). On a successful save, the character is affected as by a confusion spell for 1 round. The effect is not magical.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
: Blood flows from Fazrian’s eyes until initiative count 20 on the next round. No creature within 120 feet of the planetar can regain hit points until the effect ends. Fazrian’s eyes become smoldering
black voids until initiative count 20 on the next round. All other creatures within 120 feet of the planetar have disadvantage on saving throws until the effect ends. Blinding magical light springs from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
appendix B) guard the apprentices. All the Thayans attack as soon as they notice intruders. Each round of combat, the Thayans direct one giant spider and one giant centipede to join the fight
to feed it, the otyugh ceases attacking for 1 round. Then the characters must periodically placate it with successful DC 10 Charisma (Persuasion) checks. A character who frees the otyugh learns that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, area 21n) and discover how Esvele’s brother met his untimely end. Returning Kressando’s ring to Esvele completes the quest and places her in the party’s debt. Throne of the Coronal Volothamp Geddarm
, famous explorer and raconteur, offers to buy the adventurers a round of drinks to celebrate their upcoming expedition into the Dungeon of the Mad Mage. Injected into the conversation is the following
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
would like to return to the surface. They have little hope of reaching Waterdeep on their own and would appreciate an escort. Getting all five band members to the Yawning Portal alive completes this quest
. Durnan is pleased to have the halflings perform for his patrons and rewards the characters with a round of drinks. If the heroes plan to return to Undermountain, Durnan also pulls a few strings to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
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
to a semicircular alcove with a back wall made of a purplish-black, glassy-appearing substance. Anyone who stands before this wall and gazes upon it for 1 round sees a writhing, amorphous form of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
” above) is fighting ten prisoners, nine of whom are human commoners. The tenth is a gold elf knight named Shalendra Floshin. Half the humans each deal 1 slashing damage to the vrock each round, and
Shalendra deals 10 damage to the vrock every round. The demon focuses on one target each round (roll randomly). If the characters join the battle, the vrock attacks them. Glyph Key. Issem has a glyph key
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Violet flames engulf this room, dancing across walls with faded mosaics of blacksmiths forging gleaming weapons. Bars seal off alcoves to the north and south. To the west, weapons hang on the walls. A
honored Solamnic weaponsmiths. Their burial places are sealed behind iron bars, which are Medium objects with AC 19, 20 hit points, and immunity to poison and psychic damage. The north tomb contains a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
swamp moss and reeds plastered together with mud. The huts range from about 15 to 25 feet in diameter, and each has a single, low entrance. Some have small, round windowlike openings, and a few have
surface for air. The thick, muddy bottom is littered with the bones of the grungs’ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
five doors spaced evenly along the north wall, secured from this side with metal bars.
To your right, by the east wall, rests an untidy pile of chains and manacles, leg irons, and bunches of keys
downward-sloping passage running south from the crossroads near the torture chamber (area 50) provide access to this section. These doors can be barred from the outside with bronze bars set in brackets
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that flutter around the wearer) P16. Palace Kitchen An eight-foot-tall, three-foot-diameter, multitiered cake rests on a large round table in this kitchen, which also contains a stove and an assortment
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
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the chocatrices’ beaks; a few are missing fingers and toes. C9: Bubba Wugga Andrew Kolb
A giant, diapered baby doll sits in front of a double door made of hinged chocolate bars. Even while
brother, and struck a partnership with the hag. The last few pages of the book are blank because Edith’s story isn’t over. At the end of the adventure, the book magically completes its final pages to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
horror known as a chaos quadrapod (see appendix B). It uses its Chaos Cloud at the start of combat, then surges forward to lay into stunned characters. Each round, it focuses its grappling ability on
whichever characters dealt it the most damage in the previous round. If any part of the chaos quadrapod is pushed back through the door, it can be forced to return to its void of origin if the door is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wooden bars seal the gate. The blades affixed to the gate and the surrounding barricade make climbing impossible. The goliaths attack anyone who bypasses the gate without Arn’s consent. Nine goliath
warriors from area S9 join the fray on the third round, and the six griffons circling above join the battle on the fifth round. Arn can also whistle to summon these reinforcements at any time
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
five pens with no bars.
This exhibit once provided herpetological data. When the mold struck, a scientist disabled the fields around the enclosures to spare the creatures inside, and carnage followed
lifeforms echo from the forest’s canopy.
Flagstone walkways lead from the garden’s round entry chambers and into the dense foliage.
This forested garden is landscaped to give the impression of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
has an easily spotted 6-inch-wide slot on its back, with the edge of a round disk protruding from it. A character within 5 feet of the buzz saw who succeeds on a DC 10 Dexterity (Sleight of Hand
its center. The characters can easily note that the charged disks from any fallen modrons fit perfectly into the slots. If a charged disk is placed in each slot, it completes a circuit that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
lake in the garden you left.
Creatures who solve the sundial puzzle in the maze (area G21) arrive here. The silver gates can’t be opened or damaged. If a creature slips through the bars or
round shield, and a well-worn spear adorn a mannequin in the corner.
Two middle-aged human men are present, one reclining on a couch with a book, the other sitting in a chair, whittling a piece of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
open the door, read: This room reeks of filth and death. The corpse of a dragonborn rots in a rusty cell of iron bars to the north. To the south, a similar cell holds two living prisoners.
The cell
made each round. All characters have advantage on these checks if someone succeeded on the check in area 7 or the characters examined the failed ritual there. In each round that one or more characters
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
opened from the outside, except with the use of a knock spell or similar magic. Pushing a lever in area X6 retracts the stone bars and causes the doors to swing inward on squealing iron hinges. Beyond
Undercommon. The nine duergar guards in area X3 spend 1 round rallying before pouring out of the barracks to confront the foes. X3. Upper Barracks A low stone table flanked by stone benches dominates this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of strange black metal, that he is doing some repair work on. If he is attacked and the fight goes against him, there is a 33 percent chance per round that he uses his action to toss the mace into
brown-purple stone. This magic wall is like two ropers combined into one creature, giving it two bite attacks and eight tendrils that it can employ every round (though the tendrils have a range of only 20
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
dozen humanoids pack the cage, elemental water’s symbol raised in a scar on every brow. Tired hands grasp at the bars as the captives struggle to press their mouths above the water. Among the mass of
tunnel leads to area P13. This tunnel is blocked by a sturdy and locked iron gate. Four short iron chains ending in manacles are anchored to the iron bars of the gate. Using thieves’ tools, a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
that tries to prevent him from completing his assignment. Once he completes his task, the assassin disappears. If commanded to attack a creature that is either dead or undead, or if he isn’t given an
appropriate name within 1 round of being summoned, the assassin disappears. Evil Summoner. If the summoner is evil, the ghost manifests as a pair of floating, bloodshot eyes and strong, spectral
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Keep Locations K1. Front Gate The keep’s main entrance features a two-story gatehouse attached to a round tower. Arrow slits look out onto the ground outside the gate. The gate itself is a double
(see area K3). Otherwise, it takes a successful DC 15 Wisdom (Perception) check to discern the murder holes overhead. Gatehouse Interior If the characters find a way into the round tower south of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
entrance is closed by two massive wooden doors with bars that take eight people to slide aside. Because the area is patrolled and the fort has excellent all-round lines of sight, the gates stand open
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
inkwell worth 280 gp. X9: Prisoner Pens Floor-to-ceiling metal bars divide this room into two large cells. A door of twisted iron bars provides access to each cell.
There aren’t any prisoners here when
Illithinoch. Beyond it lie grayish-pink tunnels similar to the folds of a titanic brain. The round creatures simultaneously croon in delight and explode into messy globs of flesh.
The gateway remains open for






