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Returning 16 results for 'before boat down confined remove'.
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
’ protective spells, but characters might agree to remove these wards as part of a deal with the death tyrant. A character who is aware of the wards and able to perceive them (for example, via the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
lighthouse. The characters travel to a nearby island by boat and meet their contact for the job, Major Ursa. The major shares what he knows about the situation on the island and offers advice before
. As a result, they have hired mercenaries to remove the threat on the Abbey Isle, located between North Isle and Fire Island. The cult could be followers of Alphaks, inspiring Thyatian privateers to set out from Terentias and brave Minrothad territory to wipe out the renegade cult.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the resources to remove the enchantment affecting the farmers yet—only destroying the soul shaker or waiting approximately a month can do this. Even if the characters do remove the effect, the farmers
, and a talent for hearing a bit about everyone’s business. A trader and skimmer boat pilot, Aunt Dellie has never been afraid to go her own way and knows much about Godsbreath’s lands and threats
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Water Temple C1. Lake Landing If the characters arrive by boat from the stream, read the following text: Firelight shines from a large cavern ahead. The stream opens into a large
on the edge of the quay or on a boat, reavers attempt to use the “Shoving a Creature” special attack to push a character into the water. (The water is 15 feet deep near the quay.) Eyon prefers to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
it might subtly remove all known Dwarvish-speaking characters from the simulation until its familiarity with that language improves significantly.
The Yawning Portal. The most accurate and fleshed
into the simulation can escape only if Extremiton allows it or if their psipods are shut down. The ulitharid might remove one or more characters from the simulation if it finds them too disruptive, in
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
random place on their body. Only a remove curse spell or similar magic removes the scar. 6 When a creature that isn’t an inhabitant of the island completes a long rest there, it must succeed on a DC 15
DM’s choice Hostile Island Leader Motivations d4 Motivation 1 The leader wants to commandeer a boat to conquer other islands. 2 The leader takes all treasure gained by its followers, growing rich
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
glides closer until it is near enough to board safely. The boat can carry up to eight Medium creatures. One creature can steer the boat using the tiller, and the boat has a speed of 20 feet. Dark Water
whoever confined them to this wretched nursery. Characters who can read the Elvish script can identify seven different letters carved into the triangular ornaments suspended above the cradles. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ancestry trait automatically succeed on the saving throw. An affected creature resists any attempt to forcibly remove it from the garden. If the creature is removed from the garden, it is overcome with
with the splashes of playful otters. A small boat is tied to a stone jetty along the western shore.
A long, white stone building with a translucent roof and open archways rises from the center of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
near the eastern wall, leaving a natural ridge with stone ramps leading upward on either end.
Treasure. A character using a miner’s pick who spends an hour chipping away at the walls can remove an intact geode worth 10 gp. Up to fifty intact geodes can be acquired in this way.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, a beat-up fishing boat, a dilapidated store or farm, or any similar structure or site. The DM might direct the characters toward a single ideal location, or might provide a range of options for
that cool light up top, and the oversized storage cellar. Docks close by are perfect for a starter franchise that comes into possession of a boat, and are also a sign of the lighthouse’s importance to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
lich Tarul Var with his guards, four dread warriors (see appendix B for both stat blocks). Having lost the Bloodgate, Var is confined to this area because of his fear of Szass Tam, while he awaits his
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a descendant of Tasha Petrovna, a priest entombed in Castle Ravenloft (chapter 4, area K84, crypt 11). The Baronet. The baron’s miserable son, Victor Vallakovich (NE male human mage), has confined
testing it again. Treasure. Victor’s spellbook contains all the spells Victor has prepared (see the mage stat block in the Monster Manual) as well as the following spells: animate dead, blight, cloudkill, darkvision, glyph of warding, levitate, remove curse, and thunderwave.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
boat has six flipper-shaped iron paddles protruding from its hull, which are controlled by levers on the boat’s deck. B8: Cliff Towers These two towers stand at opposite ends of the fortress’s high rock
loincloth.
A chaotic neutral ogre named Yug occupies this cell. For the past three days, Yug has been confined here for breaking a duergar’s arm in anger over the theft of Gruk-Gruk, a crude rag doll
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
spell’s insanity effect, but permanent until ended with remove curse, greater restoration, heal, or similar magic). Treasure. The first character who views the wall and does not go mad discovers that a ring
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
following to that character’s player: A flash of light explodes around you, and then you are plunged into absolute darkness, suddenly lying in a confined space choked with dust. This vault contains fifteen
boat is a skeleton draped in rags, with hundreds of gold coins piled around it. The coins are made of clay painted gold and are worthless. The funeral barge, which was assembled inside the crypt, is too






