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Returning 8 results for 'before being dropping connected resort'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
” — hollowed-out stalactites connected by walkways, stairs, and rope bridges. The towers are concealed by the thick webs of giant spiders stretched below them, so that only the lowermost parts of the stalactites
the outpost overhead, hidden in the darkness above the range of torches and lanterns. The giant spiders also serve as guards, dropping down on their web strands to prey upon creatures that find their
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding four potions of poison that are easily mistaken for potions of healing. Asharra might resort to these if the characters’ presence in Kir Sabal becomes inconvenient. 4. Dwellings The dwellings
in Kir Sabal aren’t all identical, but they’re similar enough. Each is occupied by 2d4 aarakocra. A standard dwelling has two or three levels connected by a ladder (the interiors are too tight for
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
a drow hang suspended from hooks connected to chains. Blood pools on the floor beneath them. Beetles scurry along the floor, walls, and down the chains and onto the victims, which faintly struggle
be sacrificed to Yan-C-Bin in area N19. Two invisible barlguras guard the prisoners. The demons lurk among the columns in the upper reaches of the cave, dropping down to attack intruders who dare free
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
walls of the cavern. When White Maw drops to 0 hit points, cracks shoot through the smooth white stone, which collapses to white dust, exposing the exits and dropping the characters 1 foot to the
saving throw or become blinded until it finishes a short rest. Spawning Pools In these connected chambers, Red Wizards breed oozes for their experiments. Noise. Anyone near area 68 can hear the loud
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
directions, trying to overwhelm the adventurers and drive them from the castle. Trap. The dusty plaster and rubble before the door leading to area C8 conceal a copper tripwire connected to linchpins
intruders that enter the area before dropping down to strike. Characters in the hall must succeed on a DC 14 Wisdom (Perception) check or be surprised. The grick knows that goblins are not to be eaten unless
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
, trying to overwhelm the adventurers and drive them out of the castle. Trap. The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in
room. It quietly observes intruders that enter the area before dropping down to strike. Compare the grick’s Dexterity (Stealth) check to the characters’ Wisdom (Perception) checks (or their passive
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
potency after 1 hour. X3: Hashutu’s Room The door to this room bears a series of small, raised dots. This is a message in Qualith, the mind flayers’ tactile language that most creatures must resort to
up to ten creatures at a time. The elder brain can let those creatures telepathically hear each other while connected in this way.
Actions
Multiattack. The elder brain makes two Tentacle attacks
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
locations are identified on map 7.2. Map 7.2: Hermitage First Floor View Player Version 1. Pier and Beach A short wooden pier extends out into the water, connected by a path to an open archway in the
doorway has been bricked up to the south.
The inhabitants of the hermitage use this room as a dump and privy, dropping their refuse through the trapdoor above. They bricked over the arrow slits and






