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Returning 12 results for 'been barriers diffusing consult retract'.
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been barriers diffusing conduct retract
been barriers diffusing consist retract
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(2d10) piercing damage from the spikes. The spikes retract when the next room effect is triggered. 19–20 The demon faces spew jets of an incendiary gas that promptly ignites, filling the room with fire
. Each creature in the room takes 45 (10d8) fire damage. While the room is revolving, an additional effect is triggered at the end of initiative count 10. Roll a d20 and consult the Revolving Room
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(2d10) piercing damage from the spikes. The spikes retract when the next room effect is triggered. 19–20 The demon faces spew jets of an incendiary gas that promptly ignites, filling the room with fire
. Each creature in the room takes 45 (10d8) fire damage. While the room is revolving, an additional effect is triggered at the end of initiative count 10. Roll a d20 and consult the Revolving Room
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
(2d10) piercing damage from the spikes. The spikes retract when the next room effect is triggered. 19–20 The demon faces spew jets of an incendiary gas that promptly ignites, filling the room with fire
. Each creature in the room takes 45 (10d8) fire damage. While the room is revolving, an additional effect is triggered at the end of initiative count 10. Roll a d20 and consult the Revolving Room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barriers, which otherwise require siege engines to force open. Gate Guards. Characters who stand outside the main gate and announce their arrival can speak to the guards in the gatehouse. Unless Levistus
into place or retract it. This once-grand hall is dimly lit by chandeliers that are missing most of their candles. Three long tables in the center of the hall are littered with dirty dishes, which a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
several examples. Complications occur randomly. Each participant in the chase rolls a d20 at the end of its turn. Consult the appropriate table to determine whether a complication occurs. If it does
ones in this section. Otherwise, improvise as you play. Complications can be barriers to progress or opportunities for mayhem. Characters being chased through a forest by bugbears might spot a wasp nest
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
asymmetrical!” On the second round of combat, a second eyestalk emerges from the hole in the ceiling. Once reduced to 0 hit points, these eyestalks eject any swallowed creatures, retract into their holes, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
asymmetrical!” On the second round of combat, a second eyestalk emerges from the hole in the ceiling. Once reduced to 0 hit points, these eyestalks eject any swallowed creatures, retract into their holes, and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
asymmetrical!” On the second round of combat, a second eyestalk emerges from the hole in the ceiling. Once reduced to 0 hit points, these eyestalks eject any swallowed creatures, retract into their holes, and






