Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bars blinked diffusing confined respond'.
Other Suggestions:
bards blinked diffusing contained response
bards blinked diffusing coined resound
bards blinked diffusing contained respond
bards blinked diffusing confined response
bards blinked diffusing coined response
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
action. If released, the beetles attack indiscriminately. The iron fragments littering the floor include curved sheets of outer plating, as well as internal gears, cogs, spindles, bars, and pipes. These pieces are waiting to be attached to the construct in area 15.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women
are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women
are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
three areas, with iron bars walling off the north and south. Filthy straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of disheveled human women
are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with barred doors of rusted iron.
Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They don’t have keys to unlock the cells.)
T’rissa
Auvryndar (see area 6) carries the keys to the cells. The lock on each cell door can be picked with thieves’ tools and a successful DC 10 Dexterity check. The rusty bars can be torn away from a door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with barred doors of rusted iron.
Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They don’t have keys to unlock the cells.)
T’rissa
Auvryndar (see area 6) carries the keys to the cells. The lock on each cell door can be picked with thieves’ tools and a successful DC 10 Dexterity check. The rusty bars can be torn away from a door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with barred doors of rusted iron.
Grimlocks. Six grimlocks terrorize the prisoners in the cells by reaching between the bars with bone clubs. (They don’t have keys to unlock the cells.)
T’rissa
Auvryndar (see area 6) carries the keys to the cells. The lock on each cell door can be picked with thieves’ tools and a successful DC 10 Dexterity check. The rusty bars can be torn away from a door
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a small creature with spindly limbs, matted fur, and wild eyes. The creature babbles, screeches, and shakes the bars, attempting to reach the lizards inside.
The svirfneblin keep two giant lizards
trained as mounts in these pens. A gibberling (see appendix B) scrabbles at the bars in a frenzied attempt to get at the lizards. The gibberling attacks the characters on sight. A padlock secures the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a small creature with spindly limbs, matted fur, and wild eyes. The creature babbles, screeches, and shakes the bars, attempting to reach the lizards inside.
The svirfneblin keep two giant lizards
trained as mounts in these pens. A gibberling (see appendix B) scrabbles at the bars in a frenzied attempt to get at the lizards. The gibberling attacks the characters on sight. A padlock secures the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
a small creature with spindly limbs, matted fur, and wild eyes. The creature babbles, screeches, and shakes the bars, attempting to reach the lizards inside.
The svirfneblin keep two giant lizards
trained as mounts in these pens. A gibberling (see appendix B) scrabbles at the bars in a frenzied attempt to get at the lizards. The gibberling attacks the characters on sight. A padlock secures the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to climb after it, he was pushed from behind by another gnoll and locked in the cage. The gnolls are keeping him confined until he grows weak enough that they dare to open the cage to kill and eat
still has one javelin left. The berserker tries to grapple any character he can reach through the bars; if he succeeds, he tries to stab the grappled character with his javelin on his next turn. If he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to climb after it, he was pushed from behind by another gnoll and locked in the cage. The gnolls are keeping him confined until he grows weak enough that they dare to open the cage to kill and eat
still has one javelin left. The berserker tries to grapple any character he can reach through the bars; if he succeeds, he tries to stab the grappled character with his javelin on his next turn. If he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to climb after it, he was pushed from behind by another gnoll and locked in the cage. The gnolls are keeping him confined until he grows weak enough that they dare to open the cage to kill and eat
still has one javelin left. The berserker tries to grapple any character he can reach through the bars; if he succeeds, he tries to stab the grappled character with his javelin on his next turn. If he
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
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->Tales from the Yawning Portal->a6
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
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->Tales from the Yawning Portal->a6
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
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->Tomb of Annihilation
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
). A character in the pit can throw aside the prison bars with a successful DC 20 Strength (Athletics) check. Before the check is made, each guard makes one opportunity attack against the character
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
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
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
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
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
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
). A character in the pit can throw aside the prison bars with a successful DC 20 Strength (Athletics) check. Before the check is made, each guard makes one opportunity attack against the character
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->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
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
). A character in the pit can throw aside the prison bars with a successful DC 20 Strength (Athletics) check. Before the check is made, each guard makes one opportunity attack against the character
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
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to dissipate, but the drain is 50 feet in diameter. A barnacle-covered iron grate covers the drain, and the holes between its bars are 10 feet wide. The sinkhole has three levels. Level 1 The bottom
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
each fire snake lingers near one of the room’s pillars. These creatures are hostile and attack any strangers that enter the room. Door. A narrow, 10-foot-tall stone double door bars the way to area I5
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
each fire snake lingers near one of the room’s pillars. These creatures are hostile and attack any strangers that enter the room. Door. A narrow, 10-foot-tall stone double door bars the way to area I5
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
each fire snake lingers near one of the room’s pillars. These creatures are hostile and attack any strangers that enter the room. Door. A narrow, 10-foot-tall stone double door bars the way to area I5
10-foot-tall stone double door bars the way to area I6. A character must succeed on a DC 14 Strength (Athletics) check to open the door. As the door opens, it grinds nosily across the ground, alerting
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to dissipate, but the drain is 50 feet in diameter. A barnacle-covered iron grate covers the drain, and the holes between its bars are 10 feet wide. The sinkhole has three levels. Level 1 The bottom
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to dissipate, but the drain is 50 feet in diameter. A barnacle-covered iron grate covers the drain, and the holes between its bars are 10 feet wide. The sinkhole has three levels. Level 1 The bottom
sleeping in area 10 awaken and respond to any loud disturbance here. 9. Sparring Chamber Mirran uses this air-filled room to practice her sparring. A giant-sized dummy made from the mast, sails, and rigging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-black riding horse, named Maladar. A sliding wooden door bars access to the street and has a padlock on the outside that holds it shut. Picking the lock requires a successful DC 20 Dexterity check using
drinking with friends) if the characters arrive during the day. Treasure. Lady Gralhund’s horse is outfitted with horseshoes of speed and two saddlebags, each of which holds four 5-pound gold trade bars
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-black riding horse, named Maladar. A sliding wooden door bars access to the street and has a padlock on the outside that holds it shut. Picking the lock requires a successful DC 20 Dexterity check using
drinking with friends) if the characters arrive during the day. Treasure. Lady Gralhund’s horse is outfitted with horseshoes of speed and two saddlebags, each of which holds four 5-pound gold trade bars






