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Returning 35 results for 'before battle diffusing closed returner'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
confronted by obviously more numerous or powerful opponents usually try to avoid battle. But brave, desperate, or devoted creatures might never retreat from a battle. If you can’t decide whether a
behalf of the group. When creatures that are already engaged in battle realize they’re likely to lose, they usually try to exit that battle. A monster is likely to flee if either of the following is true
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
to stay out of battle himself. Portcullis. If the knight raising the portcullis isn’t stopped within 3 rounds of the characters arriving at the Warrior’s Gate, the Dragon Army officers join the battle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
salted meats that have been cured are salvageable, as is the ale, whose barrels are coated in a thick layer of tar to keep water out. Additionally, there are twenty healer’s kits, closed in small iron
lurking outside the coral mountain, these creatures take this opportunity, joining the battle at the end of the the second round in the hopes of overwhelming the party. The giant shark is too big to get
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
oath to win a battle in Iroas’s name and failing to do so is a great shame upon a warrior, thus such a promise is never uttered lightly. The fifth month of the Meletian calendar is Thriambion, named for
. Iroas carries a battle-worn bronze shield called the Bulwark of Brotherhood. It symbolizes the protective bond shared by all soldiers at war and his determination, ironically, to defeat his own brother
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in area 2 of the ruins. At night they stay in their rooms. The major personalities among the survivors are detailed below. Ozymandias Ozymandias (NE male human priest) barely survived the battle
against the pirates because he tried to rescue important books and scrolls from the burning abbey, and a collapsing hall closed a doorway behind him. He was forced to abandon the written works, and he
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
: All four of the bedrooms along the hall show signs of a fierce battle that took place here — and which has seemingly claimed the lives of Walnut Dankgrass, Donaar Blit’zen, Rosie Beestinger, and
K’thriss Drow’b. All four members of the “C” Team lie dead on the floor of their individual bedrooms.
The purple light that radiates out from each room pulses out around the edges of the closed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
treasures found in the shrine. However, if another creature in the shrine is also carrying such treasure, the doors remains closed. A knock spell also opens the doors. 18C. Puzzle Cube In the middle
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
to yield. Moving swiftly, she organized her allies, met her brother in battle, and captured him. She intended to execute Arijani, but her sister Reeva counseled her to be merciful. Ultimately, Ramya
that closed around Kalakeri. The storm lashed Kalakeri for weeks, and when it reached its height, Ramya emerged from her watery grave. Reborn with terrifying power, she called upon those who had been
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
discover a grisly scene. Evidence of a fatal battle and the presence of dangerous scavengers gives little hope of finding anyone alive. But when a handful of survivors are discovered hidden in a bolt-hole
undead in his watery lair, they discover the damaged magical seal that once kept the portal inside the Pit of Hatred closed. Only by resealing the rift can they end its corruption for good. PLACING THE
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
the level’s play-by-play announcer (see “Halaster’s Play-by-Play”), it becomes increasingly excited as the battle with the death tyrant unfolds. If they defeat Netherskull, the announcer screams, “How
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
.
The inscription reads: “Here, by Hamukai’s command, the Sapphire Sentinel unlocks the Vault of Stars to hide and protect the Nether Scroll.” Mural D This mural portrays a battle between the young
. The inscription reads: “Here the Sapphire Sentinel is destroyed in the terrible battle against the dragon Zikzokrishka, who curses Hamukai.” Mural E This mural shows the young man being entombed in a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
armor. Three townsfolk are currently plotting an escape, but they fear that the other captured folk are not prepared for battle. The three are the shop’s owner Ironhead (NG male half-orc veteran), the
battle against it by dropping flowerpots on its head from the second-story landing. She tied it up in several of her dresses, and is now wondering what to do with it. Haeleeya is glad to hand the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
right. A swaying mass of seaweed fills the eastern side of the room. Many coffers are set against the north and west walls, their lids closed.
A large group of sahuagin warriors gather near the
area. At the far end of that open area, perhaps fifty feet away, stands a closed coffer with canvas sacks propped against it.
The threshold of the chamber at the south end of the passage is trapped
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
, seeking revenge. Errtu the balor has plagued Drizzt Do’Urden for more than a century, largely over possession of an artifact called the Crenshinibon. Having lost the last battle and been banished
. Similar to the Earthmother, it uses magical pools as windows into the world to spread its influence. Zargon, the Returner, also called the Invincible Tyrant, is said to be an undying and unkillable
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(Intimidation or Persuasion) check or who offers each tiefling at least 1,000 gp convinces the pair to betray their yugoloth allies. Otherwise, the tieflings scream battle cries as they fight to the death. If the
battle in areas W3 or area W6, he transforms himself to look like a wizened gnome wearing the robes and tall hat of a member of the Fraternity of Order. He pretends to be a prisoner and lies to the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
new flare can’t occur until after the first flare ends. Chaotic Flares d4 Flare 1 Battle Fury. A creature of your choice that you can see is filled with reckless fury. It has advantage on attack
Scion of the Outer Planes feat. Warren Mahy In the struggle between chaos and order, two gith warriors battle slaadi on the plane of Limbo Planar Wanderer Prerequisites: 4th Level, Scion of the Outer
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
throws, as the characters may wish to heal her. Her name is Amelia Ghallen (neutral good, human veteran). She remembers being captured during a battle with the Red Dragon Army and taken alongside
, or face her in honorable, one-on-one combat. Regardless of their response, she begins battle by using her Terrifying Litany action. Kern fights to the death and prioritizes attacking foes that seek
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
those are thankfully all closed in sleep.
The ancient deep crow in the nest (see appendix B) is only pretending to sleep. Any character studying the creature and succeeding on a DC 18 Intelligence
cooked up with cheese are delicious.
— Jim Darkmagic
The Hard Way The characters are free to engage Raah in battle. It has a lot of pent-up rage these days, and is happy to have someone to direct
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Pits, a spidery layer of the Abyss 04–06 Rusty metal hatch forged from dulled weapons Interior of a war machine in Acheron, a plane of infinite battle 07–09 Trellis covered with vibrant, untamed
Beastlands 16–18 Meticulously carved half doors in two colors Bustling gnomish factory on the plane of Bytopia 19–21 Barred jail cell door that locks when closed Unforgiving prison in the depths of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
humanoids wearing armor are champions (see appendix A) with the heads of a dingo, an iguana, and a stork. If Arcturia becomes embroiled in a battle, two of them fight on her side. The one with the dingo
(see appendix B). The rune targets the creature closest to the open door. It then vanishes until the door is closed, whereupon another elder rune appears in its place. Treasure The harp played by the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Once this duration ends, the portcullis lowers back into place, the crystals go dark, and the wardrobes reappear with their doors closed. Each wardrobe contains a one-way gate to another plane, which
around you sounds out with the roar of battle. Beyond the doors, armies fight under a blood-red sky that has an iron cube floating in it like a huge, distant moon. Clouds of ash suddenly fly out of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
grand halls celebrate the city’s champions of both battle and sport. The winners of ward competitions are paraded here after their victories, often carried on shoulders or passed from hand to hand
to Nature, just a block away from the Tower of Luck, are resplendent gardens dedicated to nature gods like Mielikki and Silvanus. The park is closed to all except residents of the Sea Ward. Yet from
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
ominously when stepped on, but there is no danger here. Closed curtains shroud the windows, but the doors to the interior are unlocked and ajar. Both lead to a musty central hallway. Doors. The doors
leading off the hallway are closed but not locked. F3: Living Room The furniture in this living room is haphazardly arranged and looks close to falling apart. Beneath, the floor is covered in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet long. A number of stone mausoleums stand vacant, their doors hanging open. The interior of a mausoleum is dimly lit when its door is open and shrouded in darkness when the door is closed. As the
would be most useful to the supplicant in battle. Only one such weapon can be gained by the characters in this way. G4. Vestment Chamber Read the following as the characters enter this area: Three
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
) contain additional monsters. The closed doors and stone walls prevent sound from entering these four areas. The creatures within join the battle here at your discretion. 49. Arboretums Luminescent mist
two sapphires (worth 50 gp each). 46. Old Shrine The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open. Faded mosaic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
without being caught by guards. In battle she poses a potent threat, creating blasts of flame and striking with magical force in both melee and ranged combat. She spends her time contemplating the web
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
kakkuu spyder-fiends (see appendix A) drill on this beach while awaiting orders from the battle leaders in the citadel. They find marching in formation dull and are eager to rejoin the battle raging on
check is reduced to 10. On a successful check, the rod is removed and the portal snaps closed as Miska howls with rage. See the “Removing the Rod” section below for the other effects of doing so
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
guards and placing the prison on high alert. If a fight breaks out with closed doors between the battle and the nearest guards, on initiative count 0, make a DC 15 Wisdom (Perception) check for the guards
without being caught by guards. In battle she poses a potent threat, creating blasts of flame and striking with magical force in both melee and ranged combat. She spends her time contemplating the web
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Istarian forces clashed here, and legends claim the spirits of fallen knights haunt the hill and watch over the town. Each year, the Kingfisher Festival’s reenactment of the battle serves as a reminder of
to attend Ispin’s funeral. She volunteered her band to take part in the annual reenactment of the Battle of High Hill—her attempt to lift the village’s spirits after their loss. During the day, Cudgel
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. For the height of the sea caves (areas 49, 50, 51, and 52), see the area descriptions. The doors in the lair are closed and not locked, except where otherwise noted. All gates and doors (except those
nearby. 5 1 lizardfolk scaleshield* This officer is alerted by noise in 3. The guards in 2 and 3, if they are still present, join the officer in this room when they hear sounds of battle. 7 5 lizardfolk
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
exit south into the hallway and circle around, hoping to trap the characters in area 2. If a fight occurs in this room, the lizardfolk officer in area 5 hears the battle and joins the fray as soon as
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
notices the lid with a successful DC 15 Wisdom (Perception) check. A lid can be jammed so that it remains closed by a character who makes a successful DC 15 Dexterity check. Otherwise, the lid falls open
) bludgeoning damage and 13 (2d12) piercing damage. The pit walls are smooth stone. The lid closes magically 5 minutes after being triggered. The lead on the lid prevents the magic of a closed trap from being






