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Returning 35 results for 'bars being diffusing contact rites'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
’s goal is to tap into vast energy sources and perform the dire rites that will extend a bridge between the Material Plane and the squirming chaos of an Elder Evil’s realm.
An entity that
even a moment’s contact is enough to break a mortal’s mind. Yet beings do exist that are native to these realms: entities that are ever hungering, searching, warring, and sometimes
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors. The
war in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with the Kingdom of Galifar or the east until a few
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
with orcs and other foul creatures, practicing strange rites by the light of the moons. While flawed, this vision isn’t entirely inaccurate. The Shadow Marches are a desolate land of swamps and moors
in the distant land of Sarlona. Over time the two cultures merged, forming the Marches as they exist today. The Marches had little contact with Galifar or the east until a few hundred years ago, when
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
bars block the 5-foot-wide passage, but removing them activates an alarm that warns the Gray Ghosts inside the caverns. A character can notice the alarm’s trigger — a thin wire connected to the top of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
symbol or druidic focus, even if it isn’t needed for spellcasting. Each of you also has a book containing prayers, rites, and scriptures of your faith. Proficiencies. Each member of your party gains
proficiency in the Religion skill, if the character doesn’t already have it. Religious Order Contact Your established order enjoys a robust following. It might be a cloister of priestly scholars who use
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
until you are ready to carry on with the next part of the adventure.) He carries four Mirabar trade bars, each a foot-long spindle of iron, like two long, four-sided pyramids joined at the base. These
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stone, mostly marble. Caverns are rough-hewn stone. Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high. Contact
Stones. Each zone contains a circle of magical glyphs displayed on a wall or an object. These locations serve as contact stones, allowing someone who has a glyph key to contact the gatehouse. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top. Any other creature that comes into contact with an anemone must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage from the anemone’s poisonous
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top. Any other creature that comes into contact with an anemone must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage from the anemone’s poisonous
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
top. Any other creature that comes into contact with an anemone must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 11 (2d10) poison damage from the anemone’s poisonous
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
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
are worthless rocks, and the unopened coffers hold more of the same.) To the south, thick iron bars separate this room from another chamber that is shrouded in darkness. If a character touches one of
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
are worthless rocks, and the unopened coffers hold more of the same.) To the south, thick iron bars separate this room from another chamber that is shrouded in darkness. If a character touches one of
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
are worthless rocks, and the unopened coffers hold more of the same.) To the south, thick iron bars separate this room from another chamber that is shrouded in darkness. If a character touches one of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
a 10-foot-square barrier composed of vertical iron bars with 6-inch gaps between them — enough room for a rat to saunter through, but too narrow for normal-sized characters to squeeze through. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
steal whatever hard-earned plunder he believes they have. His ship, the Stirge, is filled with scoundrels and cutthroats eager to do his dirty work. Laskilar also stays in contact with a host of wealthy
and backed by two heavy wooden bars. The pirates never open these gates without the approval of whichever captain is currently in charge of the anchorage. 2. Pier Whichever pirate ship is in port is






