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Returning 14 results for 'before blocking down count resumes'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
prominent citizens have been kidnapped in the past several days. May I count on your help in rescuing them?”
Lord Neverember describes the kidnap victims as follows: Eldon Keyward is a highly
of the victims ends at a specific place: Hallix Mausoleum in Neverdeath Graveyard. The priests worry that their inability to see inside this mausoleum means that an unknown opponent is blocking their
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
trained to act alone and rely on their own resources. When they get into scrapes, they don’t count on fellow Harpers to rescue them. Sometimes Harper agents must band together to face world-threatening
foes, at which point the deep friendships between them forge the kind of fighting force needed to overthrow tyranny and eradicate evil. Harper scouts engaged in charting and blocking off Underdark
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
) with the characters, Astarion recognizes two Vampire Wardens from Cazador’s palace. The wardens are blocking the public exit to Rat’s Run. Certain that someone from the palace wants to kidnap him
. If the characters fight the wardens downstairs, the two Speaker Devils lurking upstairs hear the fray. The devils head downstairs and join the fight on Initiative count 0 of the second round (losing
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
feet ahead of you, blocking the path. Each has several black-feathered arrows sticking out of it. The woods press close to the trail here, with a steep embankment and dense thickets on either side.
If
determine who acts first, second, third, and so on. Keep track of everyone’s initiative count on a piece of paper. When the time comes for the goblins to act, two of them rush forward and make melee
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Trigger. This trap activates as soon as a non-undead creature enters the hallway, and it remains active while any non-undead creature is within the hall. Initiative. The trap acts on initiative count 20
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
you Advantage on your attack roll? A familiar can’t attack, but it can take non-Attack actions, including Help. Does the familiar of Find Familiar count as an ally for the purposes of Sneak Attack? A
against Guardian of Faith and takes 10 Radiant damage, how much damage does that count against the total amount of damage the spell can deal? Is it 20 because that’s how much it dealt or 10 because
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
you to be able to attack; you simply need to be able to provide some sort of distraction. Does the familiar of find familiar count as an ally for the purposes of Sneak Attack? A familiar is an allied
the weapon attack if you have advantage on the attack roll and hit. When a creature successfully saves against guardian of faith and takes 10 radiant damage, how much damage does that count against the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
-foot-tall stone door swings into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X34. X30. Eastern Elevator The elevator shaft terminates in this room. A large stone wheel
with glowing-hot coals provide light and heat. Through the smoky haze, you count nine doors embedded in the north, west, and east walls.
Fifteen duergar guards occupy this area—six relaxing in the main
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
floor, making it difficult to push open.
Opening the Door. The stone blocking the door is a small statue — a kobold petrified by a pair of undead cockatrices that dwell here. The door can be forced
. Creature. After the first character enters the room, roll initiative. A gibbering mouther wriggles through the portal on its initiative count, but can take no other actions on its first turn. Thereafter
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
creatures are in the chasm, have them roll initiative. On initiative count 10, roll a d20 and consult the following table to determine what effect, if any, occurs in the chasm: d20 Effect 1–10 None
, causing bits of debris to ricochet off the walls, exploding into dust from the impact. In the middle of the cavern a stone brazier is lit with a steady green flame. Blocking the tunnel to the north
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud noises, the bats settle back into their roosts at the end of the
gp and 700 sp. L17: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel.
The boulders are obviously not a natural formation. Chossos (see area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
represent the casks in area D23, the crossed-out one representing the cask blocking a secret door.) A bubbling green potion contains
a Far Realm surprise D20: Component Storage This walk-in closet contains
particularly volatile. The first character who enters the room triggers a roll on the Eldritch Surges table. After the surge begins, on initiative count 20 (losing initiative ties), roll again on the
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
in an unoccupied space within 15 feet of the creature. The new swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud
a Periapt of Proof against Poison left over from an unlucky explorer the behir digested. L16: Boulder Heap Small, rounded boulders are carefully stacked here, blocking the entrance to a wide tunnel
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
faulty well is a 10-foot-high gelatinous cylinder (use the gelatinous cube stat block) that’s blocking the normal flow of water. The creature’s presence has also contaminated the water above it
shaft in pursuit, emerging from the well and thus unplugging it. The cylinder is 10 feet high and 10 feet in diameter. When it is lured out of the well or killed, the flow of water resumes in a torrent






