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Returning 35 results for 'before being dead closed resolve'.
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Monsters
Forgotten Realms: Adventures in Faerûn
Blood-Soaked Resolve. While Bloodied, the cultist has Advantage on saving throws.Multiattack. The cultist makes three Cursed Blade attacks. It can replace one of these attacks with a use of
adventurers Bane, Bhaal, and Myrkul seized divinity but were slain for their hubris. All three have been reborn and are now known as the Dead Three. Each of the Dead Three has inspired wicked cults that
Paladin
Legacy
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Classes
Basic Rules (2014)
shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement.
A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and watches
an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there.
Silver hair shining in a shaft
Monsters
Curse of Strahd
, sleep
2nd level (3 slots): detect thoughts, gust of wind, mirror image
3rd level (3 slots): animate dead, fireball, nondetection
4th level (3 slots): blight, greater invisibility, polymorph
5th level
close as he wishes. Closed doors can be magically locked (needing a successful DC 20 Strength check to force open) until Strahd chooses to end the effect, or until Strahd uses this lair action again
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 4: Mausoleum The City of the Dead is a public park dotted with mausoleums. The place is closed at night, with two City Guard soldiers (guards) stationed at each entry gate. A character can
Dead. They spend the night here, then disperse and return to the waking city at dawn — for a reason no one knows. Sir Ambrose Everdawn (LG male human Tethyrian knight), an aging servant of Kelemvor (god
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
following as the characters approach the site: A small, neglected temple stands within a courtyard surrounded by an iron fence and containing only dead overgrowth and a dry fountain full of garbage. A
tower juts from the temple’s roof; one of its walls bears tall vents to catch the wind.
A padlock holds closed a gate in the temple’s 8-foot-tall fence, but it can be unlocked as an action with a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and
watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. Silver hair shining in a shaft
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
radiance shines from her hands, the man’s wounds knit closed, and his eyes open wide with amazement. A dwarf crouches behind an outcrop, his black cloak making him nearly invisible in the night, and
watches an orc war band celebrating its recent victory. Silently, he stalks into their midst and whispers an oath, and two orcs are dead before they even realize he is there. Silver hair shining in a shaft
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Evil in Baldur’s Gate Without Ulder Ravengard to stay their hand, Flaming Fist captains are brutally exercising their autonomy under the veneer of maintaining order. They’ve closed the outer gates to
murdered in the streets by cultists of the Dead Three — the evil gods Bane, Bhaal, and Myrkul. Without the Flaming Fist to curtail them, these cultists have grown bold and now move freely within the city
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
rules and Urban Chase Complications table in chapter 8 of the Dungeon Master’s Guide to resolve the scene. The chase ends when the characters catch up to Coal or after three rounds, when a Daask hit
alley. If the characters rush to help her, they find the warforged unconscious on the ground, but stable, surrounded by the Daask criminals. If the characters resolve the chase by catching up to Coal
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
63. Gas-Filled Room This chamber is closed off and inaccessible most of the time. The characters can reach this area by reorienting the cogs so that a doorway opens up to area 58. Thick green gas
effects: It transforms the dead vegetation in area 58 into three shambling mounds (see that area for details). It is poisonous to non-plants. Any creature susceptible to the gas that starts its turn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a dome built of black stone is a statue of a snake with closed eyes swallowing its own tail.
Apparition. The ghostly image of an adventurer moves through the area, looking lost.
The ghostly image
on this level, the image changes to appear as that character, even if the character is later raised from the dead. A dispel magic spell that targets the image causes it to disappear for 1 hour. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Dead End? This 15-foot-high cave extends beneath area 15. It contains the following features: Web Cables. Web cables crisscross the tunnel that leads into this area.
Rock Formation. A 10-foot
formation. The door is an 8-foot-square, 1-foot-thick slab of stone that pivots on a central axis. Pushing or pulling it open from below requires a successful DC 20 Strength (Athletics) check. The secret door remains open until it is manually closed again.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, and immunity to bludgeoning, piercing, and slashing damage from nonmagical weapons that aren’t made of adamantine. Destroying the arch all but dooms the project, since Zox lacks the resolve to start
dotted with the remains of broken machines.
Corpses. Two ogres clad in iron armor lie dead among the metal detritus, their flesh pierced by dozens of metal crossbow bolts.
The ogres served the hobgoblins until they were shot dead by Zox’s arbalests a few days ago.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
: The monster starts its turn Bloodied and more than half its allies are dead or have the Incapacitated condition, while no one is dead or Incapacitated on the other side. The monster starts its turn
: Flight. The creature can retreat or run away on its turn. Select a destination for the fleeing party, such as a known place of safety (perhaps a room with a door that can be closed and barred). If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
mausoleums that were once respectful reminders of the dead. When Elturel was pulled into Avernus, the cemetery’s flowers wilted and its stone monuments cracked. Then Gideon Lightward, a priest loyal to
Zariel, used the dark energy of the Companion to raise the city’s dead as his minions. At the same time, a magical effect in the ossuary level beneath the cemetery’s chapel gave demons access to an
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
executions serve the greater good and impose necessary order, but make it clear that zombies aren’t the realm’s only monsters. Only Bad Decisions. There is one simple truth in Falkovnia: the dead are
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->Waterdeep: Dungeon of the Mad Mage
, but these works have been defaced and, in some cases, replaced with stony tentacles that protrude from the walls.
Dwarf-Guarded Doors. A 20-foot-tall double door stands closed at the west end of the
Mad Mage. 23b. Hall of Dead Dragons Ceiling. The 30-foot-high vaulted ceiling of this room is supported every 20 feet or so by thick stone arches.
Skeletal Displays. Standing in the hall are the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
. Consider the following example. The characters find the dead body of an unidentified halfling adventurer. A search of the body yields a cameo necklace containing the portrait of another halfling. A character
cameo to this halfling? This halfling could be tied to a bigger plot or have information that could help the characters resolve some conflict. Suddenly, a minor trinket foreshadows bigger events to come
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
danger. During the storm, any checks made to resolve hazards or manage the ship are made with disadvantage. Evocation These ferocious storms are wracked with thunderbolts, driving sheets of acid rain
of long-dead mariners stir in their watery graves. During the storm, 1d4 specters, 2d4 ghouls, and 4d6 zombies emerge from the waves to attack the ship. Transmutation These violently unpredictable
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an open
shadows of an alley, or candlelight under a closed secret door. FINDING A HIDDEN OBJECT
When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to make
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
presence of something. It measures your general awareness of your surroundings and the keenness of your senses. For example, you might try to hear a conversation through a closed door, eavesdrop under an
shadows of an alley, or candlelight under a closed secret door. FINDING A HIDDEN OBJECT
When your character searches for a hidden object such as a secret door or a trap, the DM typically asks you to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The shop, Dandymops, is closed and locked with an iron gate. The lock can be picked by a character who makes a successful DC 15 Dexterity check using thieves’ tools, or the gate can be forced open
through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. He has the animate dead and blight spells prepared, instead of
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
2. What Is Dead May Never Die As the characters descend into the lower decks of this ship, read or paraphrase the following boxed text: As you proceed belowdecks, it becomes much easier to swim as
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
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
lid half-closed. Sticking out of the chest is a skeleton in leather armor. Close inspection reveals that the skeleton belongs to a human who triggered a poisoned dart trap. Three darts are stuck in
the dead adventurer’s armor and ribcage. The dart-firing mechanism inside the chest no longer functions. Clutched in the skeleton’s left hand is a letter bearing the seal of Strahd von Zarovich, which
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L11. Family Tree The door to L10 is closed but not locked, and the doors to areas L6 and L13 are both locked. Granny Nightshade carries keys to both of these doors (see “Skabatha’s Ring of Keys
pricked its skin on the brambles’ thorns in addition to its four closest family members, if it has any. These family members can be living or dead. (If the creature has fewer than four close family
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
L4. Dancing Dead The passage that leads to this room from the north can be described as follows: This narrow passage is about ten feet high in most places, with rough, irregular walls. Protruding
end of the western passage (see that section), hoping to get a chance to trigger the trap there. Southwestern Passage. This tunnel leads to a small cavern with two closed iron chests resting on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
enemies, not all of them as dead as one might expect. For the people of Barovia, there is no escape from this harsh land. The town of Vallaki stands ready to defend itself against the servants of Strahd
Strahd’s domain, the village of Barovia is by far the most oppressed. Many of its shops are closed, and the locals have succumbed to despair. It is well known that Strahd desires the burgomaster’s
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. Refrum can’t dispute this evidence, but he talks of how Jarme went to the gallows professing to have no memory of any slayings. After the execution, Refrum offered his ability to cast speak with dead
to learn the truth, but was told by the militia that the case was closed. He was then threatened with incarceration in Hopene’er if he didn’t leave the matter alone. A New Murder Part of what drives
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
interior doors, all of which lead to the shared study beyond.
The Fallen Investigation of the members of the “C” Team confirms that they are truly dead. No magic available to the characters can return them
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Planar Parade). The Lady of Pain pays little attention to what goes down in Undersigil, though nothing in or under the City of Doors is beyond her reach. Dead factions, banished from the city above
. Undersigil Locations Presented here are some noteworthy sites in Undersigil. Dead Nations Bathed in leaden mist, the Dead Nations are an expanse of derelict necropolises and forgotten tombs, their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
long and fifteen feet wide. Crumpled on the floor before an iron door on the far side of the room, the body of a guard lies in a pool of blood. Standing closed between you and the body, six other oval
and colored glowing stone is set.
The characters can examine the dead guard or investigate the doors and stones. However, the amount of time they have to do so depends on whether they had other
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
the car). Quintus Malvesh, an aasimar cartographer, lies dead in the aisle (in the square marked X on map 11.2), and a detective is already on the case. Illithid Detective The detective is a lawful
Intelligence (Investigation) check, that the killer likely didn’t come from Meldar’s cabin. Raising the Dead. A character who has the raise dead spell prepared can use it to restore Quintus to life. (The
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
Goblin Ambush Read the following boxed text to start the encounter: You’ve been on the Triboar Trail for about half a day. As you come around a bend, you spot two dead horses sprawled about fifty
Hallwinter. They’ve been dead about a day, and it’s clear that arrows killed the horses. When the characters inspect the scene closer, read the following: The saddlebags have been looted. Nearby lies an empty
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Carrion Crawler There’s a 50 percent chance that the carrion crawler is feasting on the putrid flesh of a dead grimlock and ignores the party unless disturbed. Otherwise, it is scouring tunnels for food
humanoid skeleton wearing a ring of water walking on one bony finger (no ring is found on subsequent occurrences of this encounter) 2 A closed zurkhwood chest containing 1d6 × 100 gp and 1d6 50 gp gems
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The teleport trap in area 28 16–20 The teleport trap in area 40c 5c. Electrified Portcullises This empty, 30-foot-wide, 10-foot-deep, 10-foot-high chamber is closed off by two humming iron
(Arcana or Nature) check confirms that she is holding the skull of a long-dead mind flayer. Treasure. A detect magic spell reveals an aura of illusion magic around the mind flayer skull, and an identify






