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Returning 13 results for 'before being detected coppery random'.
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Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
for details on moving through the region, but play the trek briskly; reporting to Kalaman about the flying citadel should feel like a race against time. If you wish, run one or more random encounters
coast, read the following: Three crimson dragonnels appear in the sky bearing riders in Dragon Army armor. They pursue a fourth dragonnel, but this one has no rider, and its scales are of a coppery
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
characters. He’s accompanied by his own coppery wasteland dragonnel (see appendix B) and one for each character. Just before the characters arrived, four red dragon wyrmlings pursuing the dragonnels
stray ballista bolt fires into the grove. Roll any die. On an even roll, the bolt targets a random player character. On an odd roll, the bolt targets a random red dragon. The attack has +6 to hit and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
characters can take normal rests outside the dungeon. Doing so has an effect on the alert level. Resting within the Doomvault is risky, because of random encounters and the rising alert level (see below
). Alert Level The Doomvault is an active complex. As effects of the characters’ assault grow more widespread or easily detected, the alert level of the dungeon’s inhabitants rises. This level starts at 0
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
found sanctuary in Undermountain, hid from the green dragon, and made peace with the archdruid Wyllow. Story time ends as soon as intruders are detected. Six of the werebats assume hybrid form before
priest’s pack without the rations, and a random trinket (roll on the Trinkets table in chapter 5 of the Player’s Handbook).
Magic Items
Infernal Machine Rebuild
malfunction returns to 10 percent.
Random Properties. There are far more possible combinations for the Infernal Machine’s controls than can ever be known or matrixed—especially as the controls
shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
scouting, spying on opponents, and moving around without being detected. The Ethereal Plane also disobeys the laws of gravity; a creature there can freely move in any direction. Deep Ethereal To reach the
Ethereal overlapping a random plane (roll on the Ethereal Curtains table) 20 Hurled to a random destination on the Astral Plane Radiant Citadel Jessica Fong Against the unending mist and unseen
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
) check. Once detected, a rune can be disabled with a DC 15 Intelligence (Arcana) check or Dexterity check using thieves’ tools. A character aware of the rune can also attempt a DC 14 Strength (Athletics
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
party. A failed check triggers a random effect. Roll a d4 to determine the effect, which targets the character or characters with the lowest check: Heavy, spiked nuts the size of mace heads fall from the
(Investigation) check while watching him carefully, notices details that give the illusion away. If detected in this way, Olitor claims to have pressing business and departs. I Call Gorgon Spit!
The hags
Compendium
- Sources->Dungeons & Dragons->Monsters of the Multiverse
segmented body remains buried. If detected, it sends electrical shocks through the ground toward pursuers while it retreats. Clockwork Bronze Scout
Medium Construct, Unaligned
Armor Class 13
Hit
target is a creature, it must succeed on a DC 13 Constitution saving throw or suffer one random effect (roll a d6):
1–2: Confusion. On its next turn, the target must use its action to make one weapon
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Once the pit trap is detected, an iron spike or similar object can be wedged between the pit's cover and the surrounding floor in such a way as to prevent the cover from opening, thereby making it safe
attack with a +8 bonus against a random target within 10 feet of the pressure plate (vision is irrelevant to this attack roll). (If there are no targets in the area, the darts don't hit anything.) A
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
infrequent and seemingly random intervals, a disembodied elven voice cuts through the crowd, its song haunting enough to magically dim the room’s lanterns and make even the bar’s most hardened customers
the tome and neighboring Mandorcai’s Mansion, a nothic lurks in the house’s passages, using them to spy on the wizards and search for the treasure. So far, none of the residents have detected it — the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
pit fills and eventually clamber out. Trap C. Nearly invisible runes cover the floor in this area. The runes radiate conjuration to a detect magic spell or similar effect, or can be detected with a
, the Big Foot ignores any creature that gained the blessing of That-Which-Endures by submerging in all four pools in area 2. It targets one random creature each round, which must succeed on a DC 12
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Gate. At infrequent and seemingly random intervals, a disembodied elven voice cuts through the crowd, its song haunting enough to magically dim the room’s lanterns and make even the bar’s most hardened
to spy on the wizards and search for the treasure. So far, none of the residents have detected it — the last person to do so was the previous owner, killed by the nothic’s rotting gaze. Though evil






