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Returning 35 results for 'been barrier diffusing claiming run'.
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Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Setting the Adventure When preparing to run this adventure, use the following suggestions to help contextualize Atagua in a wider world: Through the Radiant Citadel. Characters who visit Atagua from
. Greyhawk. Atagua could occupy a region of the Plains of the Paynims east of Ket and the Barrier Peaks. Alternatively, the plains of the Great Kingdom might include or border Atagua, with the land’s culture holding connections to the sky-worshiping Aerdi people.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
barrier to many characters but easily navigated by water-breathing creatures. Obstacles can affect more than one room. A chasm might run through several passages and chambers, or send cracks through
Blade barrier blocks passage 4–8 Cave-in 9–12 Chasm 1d4 × 10 ft. wide and 2d6 × 10 ft. deep, possibly connected to other levels of the dungeon 13–14 Flooding leaves 2d10 ft. of water in the area; create
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Running the Adventure To run this adventure, you need the D&D fifth edition core rulebooks (Player’s Handbook, Dungeon Master’s Guide, and Monster Manual). Text that appears in a box like this is
and challenges that should keep a group entertained for multiple sessions. However, you can easily run a shorter version of the adventure, or even an exciting one-shot, by making the following
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
provisions from Neverwinter to Phandalin. They’re a half-day’s march from Phandalin when they run into trouble with goblin raiders from the Cragmaw band. Read the following text to get the adventure
escorting his supplies safely to Barthen’s Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a warrior escort named Sildar Hallwinter, claiming he needed to
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular — the gnome inventor Vi — has run a multiverse-spanning
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
run Dementlieu’s premier social event. As adventurers interact with people in Port-a-Lucine, they find everyone obsessed with status. Outsiders new to the city are an unknown quantity, and people try to
figure out what magic she used to bewitch her way into a role.
2 A Phlegethan Hospital patient contacts the party, claiming to be the rightful Duke d’Honaire. He has a preternatural ability to bend
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
a failed check, the crowd counts as 10 feet of difficult terrain. 3 A large stained-glass window or similar barrier blocks your path. Make a DC 10 Strength saving throw to smash through the barrier
and keep going. On a failed save, you bounce off the barrier and fall prone. 4 A maze of barrels, crates, or similar obstacles stands in your way. Make a DC 10 Dexterity (Acrobatics) or Intelligence
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. Some of these items might be experiments that Kwalish is working on, which can be made available to the characters if they return to the Barrier Peaks. Alternatively, if you’d like to make full use of
. When an item’s charges run dry, its magic drains away — or the item might malfunction or explode, with effects determined by you. The “Alien Technology” section in chapter 9 of the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
Fireside Contests The Fireside contests are described below. They can be run in any order. The rules of the Fireside contests are as follows. Competitors. Any number of characters can partake in each
protective barrier as hard as stone. However, a single movement causes the mud barrier to crack, ruining its protection. After the paste is applied but before it hardens, each competitor can take a
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Barrier Peaks if left to their own devices. Immured Ones. These three unfortunate prisoners have been driven mad by their incarceration and abuse. If freed, each attacks the nearest target unless a
character succeeds on a DC 12 Charisma (Persuasion) check. A successful check causes the immured ones to run off and attempt to escape. Treat each immured one as a berserker with these changes: Its
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
Barrier Peaks to Daoine Gloine. In addition, the journal provides plentiful evidence of Kwalish’s fascination with extradimensional spaces, and talks about his hope of one day establishing a secure
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. The strange technologies in the Barrier Peaks of the World of Greyhawk have inspired some folk to walk the path of the artificer, and in Mystara, various nations employ artificers to keep airships
and other wondrous devices operational. In the City of Sigil, artificers share discoveries from throughout the cosmos, and one in particular—the gnome inventor Vi—has run a multiverse-spanning business
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
characters hear or see them as they skulk about. Not every encounter with a wandering monster or patrol needs to end in combat, but knowing that they don’t have free run of the dungeon will help keep the
. Destroying the construct or claiming all the Infernal Machine components is the only way to end this effect. The thessalheart construct has a telepathic bond to Thessalar, who becomes aware of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Road to the Triboar Trail, which heads east (as shown on the overland map). When they’re a half-day’s march from Phandalin, they run into trouble with goblin raiders from the Cragmaw tribe. Read the
for escorting his supplies safely to Barthen’s Provisions, a trading post in Phandalin. He then set out ahead of you on horse, along with a warrior escort named Sildar Hallwinter, claiming he needed to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Scholar of Impossibilities Run this encounter when you’re ready to bring the hunt for R04M to an end. The tunnel ends in a ledge overlooking a vast, empty crevasse. No path clearly proceeds above or
. 3 The Whispered One is coming, but there’s still time to prevent him from claiming power over the spokes of the Great Wheel. 4 The entire multiverse is inside an impossibly vast bag of holding. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
past a guard with a successful DC 16 Charisma (Deception) check. If the party’s preparations convincingly support their story—such as wearing guard uniforms while claiming they’re new guards—the DC
persuading a guard to share it. Caught in the Act If the characters are spotted by a guard and don’t talk their way out of it, the guard yells loudly for backup and attempts to run away, taking the Dash
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the centaurs who make the High Forest their home, claiming the plateaus near the head of the Unicorn Run. For decades, the centaurs have been growing in number, enough so that they may soon divide
the waters of the Unicorn Run, which cuts through the rocks of the lower range to form a series of gorges and cliffs known as the Sisters. The sight of the tiered waterfalls is positively breathtaking
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
crime. Fraud, money laundering, and forgery run rampant within the once-shining branch, whose crumbling roof collapsed long ago. Pummeled and melted by fiery rockslides, the statue of Abbathor in the
they plunder. Tricksters and charlatans, they masquerade as humble priests, swapping their robes for shovels come nightfall. The group gathers its spoils in a run-down temple in Lower Dohin. The Stolen
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
a place among them by claiming a victory in the annual Iroan Games. More commonly, members of lektoi families lose their place of privilege if they fail to fulfill their obligation to serve in the
or their family estates and go about the leisured life of aristocrats. Their households are run by a class of servants made up of lektoi who were unable or unwilling to undertake a military career
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
confronted. Her tower contains enough rubble that she won’t run out of rocks to throw anytime soon. Any character who tries to allay Moog’s concerns by speaking to her calmly and soothingly in Giant can make a
Moog to accompany them by claiming that they need her help to identify Hruk and rescue him from the hill giant chief. Even when coaxed into joining the assault on Grudd Haug, Moog won’t attack other
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
easier to run. In the safety of its lair, outside the view of any would-be enemies, a beholder can use any of its eye rays whenever it wants to. Many of them serve as tools. Antimagic Cone The magic
to the number of zombies a death tyrant can animate and control, it can pack its lair so full of undead that there is little space for anyone to walk, creating a shambling barrier of cadaverous
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
.
Unfettered. The living spell can move through any barrier, even a wall of magical force.
Unusual Nature. The living spell doesn’t require air, food, drink, or sleep.
Actions
Force Blade. Melee
succeeds on the saving throw automatically. Creatures in the chamber never run out of breathable air. Magic that enables transit between planes, such as plane shift, can be used to escape the chamber
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
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
secrets about Sigil’s enigmatic ruler to those who aid it. Traitor’s Gate Outcasts wet their tongues at the Traitor’s Gate, a lamentable roadhouse inn that looks like a giant overturned bucket. It’s run
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
stockade to protect the settlement around the harbor, claiming rule over the town that by then was being called “Nimoar’s Hold, the Town of Waters Deep.” War between orcs and elves in lands farther north
approach too close, however, lest you stumble into the invisible barrier — a “force cage,” I am told — that surrounds the tower. Within that barrier lie additional protective wards, as demonstrated by the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a halfling-run tavern in town. If the adventurers visit the tavern, a female adult bronze dragon in half-elf form buys them a round of drinks. The dragon, Zirazylym (“Zira” for short), is on the Black
demeanor. The dead halfling points them in the direction of an old tower in the wilderness, claiming (in Common) that they’ll find useful items hidden inside it. If the characters follow Keltar’s
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
can conveniently be the next one the characters pick after returning from the third portal, unless you want to have the characters run through more portal encounters. When the characters enter the
headquarters first, Szorrulax easily defeats and kills Bracus. When the characters arrive, Szorrulax is claiming Dran Enterprises’ two components, having destroyed the lizardfolk’s living loot satchel to
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
cruel existence. The Mind’s Eye disagrees with both of the others, claiming that the gods are legitimate and that every individual can become one. True potential lies within; it’s an ingot waiting to
captured, as detailed below: Escape. If the characters defeat or evade their pursuers, they quickly run into Farrow, who helps them lie low in a nearby establishment as Harmonium backup arrives on the scene
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
overlooking the stream, about halfway down the passage. Fissures at the back of the cave run 150 feet to the surface, but nothing larger than a stirge can fit through. Six stirges are sleeping in 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->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->Planescape: Adventures in the Multiverse->Sigil and the Outlands
someone in the party. 8 Atop a low building, a githyanki warrior proselytizes furiously to the characters about Aoskar, the Keeper of Gateways, claiming to have seen the dead god alive and well on the
judges, lawyers, and legislators, the Fraternity of Order abides by the letter of the law—and exploits it to further their interests. Dispassionate and impartial, Guvners run the city courts, ruling on
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
with him — and dealing with his ability to make their lives easier or harder — whether they want to or not.
Another possibility is that one of the characters could run for office as a last-minute
wild-card candidate. A stranger wandering into Phandalin is unlikely to gain the trust of enough citizens to win the race, and the need to stick around town and run things will eventually get in the way
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
emanates from this dark place, which holds the chill of the grave. Strange mounds run the length of the room and look like furrows for planting.
The mounds are the decayed remains of bookshelves and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creature is either disguised in plain sight as a cloak or hiding on the ceiling. The cloaker uses hit-and-run tactics against the characters, rather than risking itself in a drawn-out fight. Treasure The
. The initiates wear cult garb and are being tested. If the characters try to free them, they protest, claiming that their cult masters are teaching them how to “survive on air alone.” A17. The Palace
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
when their hunting patrols encounter other beings, they always look for ways to capture their foes instead of killing them. Goblins that run up against the fringes of a society first test its defenses
need by claiming mines abandoned by other races and scratching away at veins thought to be played out. When goblins expand a mine, the tunnels they dig are narrow and warren-like. Goblins live both






