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Returning 35 results for 'before barrier diffusing contents ring'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
discussion, Mercy also offers the characters the Ring of Feather Falling in the storeroom. Kalyth doesn’t realize that the pilgrims’ have valuable art objects or a magic ring. If told about these treasures
, Kalyth says the Cyran veterans would gladly take either option instead of the Docents. If Mercy offers the ring as well, Kalyth insists the characters keep either the art or the ring, whichever
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
them in their new world, but allowed them to develop beyond the reach of Gruumsh, Corellon, Lolth, and other influences for good and ill. In your campaign, you might decide that the barrier formed by
the Ring of Siberys is intact, and contact between Eberron and the worlds and planes beyond its cosmology is impossible. This is the default assumption of this book. On the other hand, you might want
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
, magically looking inside a sphere, such as with a clairvoyance spell or a ring of x-ray vision, will show that it contains some apparent treasure and a key. (Each sphere holds a key, but only one of the
keys opens the door.) A good, hard crack with a weapon will shatter any of the spheres (each has AC 13 and 3 hit points), dropping its contents (if not caught) into the muck below. Number the globes
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
such bags identify with the trickster aspect of the god Memnor and take pride in their cleverness. Cloud Giant Bag Contents 140 (4d6 × 10) sp 140 (4d6 × 10) gp 10 (3d6) pp 3 (1d4 + 1) boulders (for
creature, worth 50 gp 4 A giant-sized silver ring set with blue crystals, worth 75 gp 5 A large, gaudy citrine pendant carved to look like the sun, worth 90 gp 6 A giant-sized brass spyglass worth 100
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
vanishes. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space. Spellcasting Focus. You can use
Haunting No Repulsion Shield† No Ring of Swimming No Ring of Water Walking No Sentinel Shield No Spell-Refueling Ring† Yes Wand of Magic Missiles No Wand of Web Yes Weapon of Warning Yes † See the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
wedding ring set with tourmalines on the third finger of her left hand. The ring is nonmagical and worth 750 gp. The keep guards strongly object to anyone attempting to take the ring. 14b. Kitchen This room
of books on philosophy, nature, and poetry. While the contents of this room held great sentimental value to the Nandars, there’s nothing particularly valuable to be found here. 14d. Upstairs Hall This
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the fingers of which are caves where Mad Maggie oversees repairs to several infernal war machines (see appendix B for infernal war machine rules and stat blocks). Around this hill is a ring of debris
that serves as a crude rampart. This barrier is 15 feet thick, and its height averages 20 feet.
Built into the rampart is a ramshackle gatehouse (see “Entering the Fort”). One of the redcaps that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Jarlmoot Locations The following area descriptions are keyed to map 2.8. J1. Ring of Thrones Ice covers seven giant thrones arrayed in a ring atop a snow-covered hill. Scores of black ravens gather
overhead.
A detect magic spell or similar magic reveals an aura of necromancy around the ring of thrones and extending 10 feet beyond the outer edge of the ring. While in this area, creatures that do
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
holding. To determine the contents of the small sack, roll a d10: d10 Contents 1–2 Filled with wool 3–4 Five pieces of jewelry 5–6 1d6 potions of greater healing 7 1d6 spell scrolls, each of a
wizard spell of 5th level or lower (DM’s choice) 8 4d12 gems (worth 100 gp each) 9 Bracers of defense 10 Ring of feather falling It isn’t possible to gain both the large and the small sacks by any means
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
reaches its apex 60 feet overhead. Hanging from the rafters is Sansuri’s bizarre “merry-go-round,” which is made up of seven stuffed pegasi hanging from a ring-shaped “track” made of steel. The ring
manner, which means the characters must persuade Sansuri to summon it for them if they want to obtain its contents (see “Development”). Treasure The gold tracery that adorns Sansuri’s bed, if it is all
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
and is 7 feet long, 3 feet wide, and 3 feet tall. The contents of the sarcophagi are as follows: The northern sarcophagus contains the moldy bones of a dwarf with corroded bits of armor clinging to it
feet long, 3 feet wide, and 3 feet tall. A character with a Strength score of 15 or higher can push off the lid of a sarcophagus easily. The contents of each sarcophagus are described below: The
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
legs. It turns 180 degrees whenever it hits a barrier, reversing its course. U5. Stonky’s Missing Ring A five-foot-diameter well enclosed by a two-foot-high stone rim stands in the center of this room
that he can’t control kiddywidgets by using his ring of telekinesis. (See area U5 for more information about Stonky’s ring.) U3. Unlit Hallway Beyond the double door is a dark, twenty-foot-wide
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
reveals a ring pull in the western wall which will raise a small plug of stone and enable the party to enter a small chute which takes them into the corridor that goes west. Bronze Urn. A character who
out if the contents are moved around. (Why, the demilich has long been destroyed, but his magical traps somehow survived!) Iron Chests. Each of these massive boxes is embedded into the stone. Neither
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
living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
illusion, or some other barrier. Illithid Quarters Each member of the colony claims a single room or a small series of chambers at its own and uses the space to conduct its personal research. One
contents. Prison The results of failed experiments from the transformation chamber are dumped into cages and cells in the prison, to prevent them from getting underfoot elsewhere in the lair. They are
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
originally used to undertake repairs on the outside of the craft, handle dangerous substances at a distance, and so forth.
When a creature passes an arm or other appendage into one ring, that appendage
appears to emerge from the other ring, no matter how far apart the devices are. The second device has a flying speed of 40 feet, and can be flown remotely under the creature’s control as part of its
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
antlers hang from the far wall. Five derro cluster around an open chest in the center of the room, examining its contents. Two slack-jawed zombies stand nearby, watching for intruders.
Three derro
hunters from Therno Lake—into zombies. A character who examines the room’s contents and succeeds on a DC 12 Intelligence (Arcana) check recognizes the vials of blood and pouches of bone as components
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
secret door in the west wall opens to reveal a wide tunnel beyond (area 1e). The secret door makes a lot of noise when opened, alerting the warehouse’s occupants. Storage Sheds. The contents of the
.
Treasure. Ghazrim carries a key that unlocks shed 9. He also wears a gold ring fitted with a star ruby (worth 1,000 gp). A detect magic spell reveals that the gem radiates a faint aura of divination
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L13. Granny Nightshade’s Kitchen The door to L14 is ajar, and the doors to areas L11 and L15 are locked. Granny Nightshade carries a key that locks and unlocks all three doors (see “Skabatha’s Ring
of the cell are made of 1-foot-thick clay bricks held together with mortar. Granny Nightshade carries the padlock’s only key (see “Skabatha’s Ring of Keys” earlier in the chapter). As an action, a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Dhaerlost (NE male Illuskan human mage with a wand of fireballs), who believes that the frost giants are his best shot at obtaining the Ring of Winter. He tries to remain close to Storvald, but the
frost giant jarl won’t allow Nilraun to accompany him on his whale-hunting expeditions. Nilraun spends his idle hours contemplating how to steal the ring while reminding the giants that the Zhentarim
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for them. The room’s contents are as follows: Table. A 2-foot-high, roughly hexagonal table made of welded scrap metal is covered with scavenged bits of broken machinery and scraps of food.
Music
, preferring to work alone. Zox carries a key that unlocks the palace doors, and he wears a scaladar control ring on the middle finger of his left hand. This ring allows him to command the scaladar on
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
open. The chest holds ten coin necklaces, six pairs of jade earplugs (worth 15 gp a set), an alabaster statuette (worth 50 gp), and an agate ring (worth 5 gp). Chest 2. The second chest is trapped
hold scented oils and perfumes—there are twenty such containers, each weighing 10 pounds and with contents worth 15 gp. Several places that represent royal granaries in the modeled city are actually
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room has a ring of six copper spigots jutting out of it, 3 feet above the floor.
Bas-Reliefs. Carved into the walls are twenty bas-reliefs depicting drunken dwarves in different poses. One hand
dispenser in area 22a. Four of the vats are empty, their contents having long since evaporated or been depleted. The southwest vat contains a beholder zombie, which rises out of the vat and attacks if
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
vampire spawn with special qualities (see below). If the characters examine the contents of the tomb, see “Treasure” for details. Any of the items can be lifted off or out if the characters so desire. If
and the ring of protection he is wearing; see “Treasure.”) If either the mask or the pendant is forced back upon him before the 2 rounds elapse, he returns to death. If not, he then sits for 2 more
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decor suggests as much. Its contents are as follows: Azrok and Lurkana. In the northeast part of the room, Azrok the hobgoblin warlord sits on a throne of bleached skulls, with one foot resting on an
directly at anyone. The characters also see a ghastly pendant on a cord around his neck — a severed human finger that wears a platinum signet ring (see “Lord Rosznar’s Ring” below). When the characters
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mentioning their contents—if the servers are destroyed, the collective knowledge of an entire civilization dies with them. Destroying Aphelion. If three or more of the servers are destroyed, the rest begin
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
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
districts by five circular roads. Like ripples in a pond, they radiate from the gate to Carceri, each ring confining the last. Buildings in Curst are makeshift structures cobbled together from tarnished metal
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Robes 1 gp 4 lb. Rope, hempen (50 feet) 1 gp 10 lb. Rope, silk (50 feet) 10 gp 5 lb. Sack 1 cp 1/2 lb. Scale, merchant's 5 gp 3 lb. Sealing wax 5 sp - Shovel 2 gp 5 lb. Signal whistle 5 cp - Signet ring
) Whetstone 1 cp 1 lb.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. Unless a ring’s description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring’s magic to function. Rods A scepter or just a heavy cylinder, a magic rod is typically
potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood. A scroll is a consumable
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
terms of “left” or “right” rather than cardinal directions. The contents of the areas between the mists are detailed below. P14a. A leather sack containing 102 gp lies against one wall of this
corridor. P14b. A +1 Warhammer lies near a heavy plank door in this clear stretch of corridor. P14c. A tiny ring made of fine silver lies on the floor in the center of this corridor. The ring is a cursed
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Stranger. Cells The Stranger The door to each cell opens into a 10-foot-square extradimensional space brightly lit by magic. The cells and their contents are as follows: Cell 1. This cell contains a
shifting blur like that of a deep desert haze. The Stranger is chaotic neutral and uses the archmage stat block, though they abhor combat. The Stranger wears an invisible ring of mind shielding that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with a protective web-like canopy.
Table. On a small table next to the cradle sits a small black casket. The table has a lower shelf with a ring of iron keys resting on it. (The keys unlock the
wearing the obsidian scarab insignia of House Freth can ignore. The room’s occupants and contents are as follows: Drow. Erelal Freth, a pregnant drow priestess of Lolth, reclines on a cushioned
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, merchant’s
5 gp
3 lb.
Sealing wax
5 sp
-
Shovel
2 gp
5 lb.
Signal whistle
5 cp
-
Signet ring
5 gp
-
Soap
2 cp
-
Spellbook
50 gp
3 lb.
Spikes, iron (10)
1 gp
5 lb
.
Acid. As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Daveras tried to talk to him, but Figaro used a magical device to erect an impenetrable barrier around the room.
Personal History. Daveras wasn’t part of the Lambent Zenith’s crew. When his
barrier if he feels he can trust the characters. The barrier allows sound to pass through, meaning that the characters can talk with Figaro. A character talking with Figaro can make a DC 25 Charisma






