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Returning 35 results for 'before border diffusing contents remaining'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X34. Wizard’s Bedchamber A white marble bed stands in the center of this bare stone room, its mattress long since rotted away. Golden hawks perch atop the bed’s corner posts. The room’s remaining
protect the room’s contents from theft, but they have been bled of their magic and can no longer harm anyone. Treasure The four golden hawks are worth 250 gp each.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K65. Kitchen A horrible odor of decay fills this steaming hot room. A huge pot bubbles over a blazing fire pit in the center of the room, its green, muddy contents churning. The far wall is lined
bubbling depths and attack. The zombies are slowly being boiled to death, and each has only 13 hit points remaining. If Cyrus Belview (see area K62) is present when the zombies attack, he grabs a heavy
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
into the Border Ethereal and continues his solemn march. Amun Sa doesn’t harm the party and makes no further attempts to defend himself. If Amun Sa’s ghost is slain, he appears to the characters again
journey, Amun Sa recites his sad speech again, exactly as he did before. In the company of the pharaoh, the remaining trek is safe and uneventful, unless you’d like to add more desert encounters (see the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Lost Spire Locations (P1-P8) The following locations are keyed to map 2.10. P1. Upside-Down Entrance The slippery tunnel opens into an upside-down room, the contents of which are coated in frost
area P9, but the passage is so choked with rubble and ice that it can’t be used. P3. Upside-Down Library Tall bookshelves affixed to the outer wall have spilled their contents onto the ceiling-turned
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
about the border between dreams and reality. The characters must infiltrate the palace, find the information they need, and escape before Tsien Chiang returns at dawn.
9 A desperate veteran
All but one of Tsien Chiang’s daughters have gone missing—and the remaining daughter is either Tsien Seu-Mei or Tsien Lei-An, neither of whom can speak. This daughter crosses the party’s path and silently begs for help.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses an action to shake them awake. Living Unseen Servants Attacking a servant, snatching its feather duster, or otherwise disturbing the contents of this room triggers combat. On their first turn
faerie dragon prefers to remain invisible and likes to play pranks on guests.
Otto’s favorite prank is to sneak up on a guest, engulf it in a cloud of euphoria gas, and sneak away while remaining
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
roads leading toward farmlands near the Estwilde border. The characters are ordered to follow the road east and see what they find. Twenty miles east of Kalaman, where the road crosses the Raiding Rill
introduction, in the coming days, Cudgel allies herself and her remaining troops with Kalaman’s military. Other Survivors. At your discretion, other folk from Vogler who were lost during the Dragon Army’s
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
hazy border. Next Event. After the characters deal with the guards, proceed with event 4. Event 4. Unsettling Calm This event begins with Yael telepathically contacting the characters: A woman’s voice
in the distance beyond the hazy border. Next Event. As this event approaches its end, the characters hear cackling laughter far off in the distance. This laughter gets closer and louder, heralding the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
failed save, or half as much damage on a successful one. If this effect reduces a creature to 0 hit points and there is damage remaining, the creature is turned to ashes if the remaining damage equals or
the party is dead and trapped as a spirit in the Border Ethereal, nothing more can be done with the device until someone else comes along who can attune to it. Fortunately for the characters, they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
over the years. (One can be found in area 14b.) The three remaining tankards are worth 5 gp each. 22b. “Brewers Only!” Nestled between areas 22a and 22c is a 10-foot-high, 10-foot-square room. A
dispenser in area 22a. Four of the vats are empty, their contents having long since evaporated or been depleted. The southwest vat contains a beholder zombie, which rises out of the vat and attacks if
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacking creatures that cross its path while remaining loyal to its caster. Living Bigby’s Hand
Large construct, unaligned
Armor Class 20 (natural armor)
Hit Points 52 (5d10 + 25)
Speed 0 ft
living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
opened. Characters who smash the desk and chair can salvage twelve intact spellbooks, nine from the wreckage of the desk and three from the wreckage of the chair. The remaining books are too damaged to
be salvaged or read. To determine a particular spellbook’s contents, roll a d6. The book contains four wizard spells of each level up to and including the number rolled on the die. For example, on a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
empty its contents. Roll for initiative, but Szorrulax’s first act is to plane shift away. All is not lost, though. Once the characters defeat the remaining foes, they can investigate the cabin. In the
spilled contents of Bracus’s satchel, they find a book entitled Great Dwarven Halls, with a page turned down. It mentions the dwarves of Horn Enclave as being noted for their work of securing items of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Unless the characters intervene, Kinyel escapes with 19 hit points remaining. Everyone else is killed in the crossfire. If the characters confront the drow before Ghazrim and Lorthuun arrive, Sirak
secret door in the west wall opens to reveal a wide tunnel beyond (area 1e). The secret door makes a lot of noise when opened, alerting the warehouse’s occupants. Storage Sheds. The contents of the
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
examinations in offshoot rooms within the facility, such as the autopsy room. The contents of these rooms are yours to choose; otherwise, they contain nothing of value. Spirit Sump For Characters of 5th–7th
Level Calder Moore A swirling pool of unruly apparitions stirs beneath the Spirit Sump Unlike cities on the worlds of the Material Plane, Sigil doesn’t border the Ethereal Plane, a hazy realm roamed
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
contents of the room find the following items: Ten Blankets Ten empty Glass Bottles Twelve Healer’s Kits Two Hooded Lanterns (hanging above the table) One jar of Keoghtom’s Ointment M8: Recovery Room
survivors from the Naiad are resting in three cells: Ashlyn in M11a, Devi in M11b, and Treef in M11c. Each survivor is described further below. The remaining cells are unoccupied, unless the characters or any
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room’s contents. Unnumbered Rooms d12 Description 1–2
to pry open the robot’s chest plate and access the contents of its torso. Treasure. Inside the robot’s chest compartment are five gems worth 50 gp each. Safely retrieving the gems without getting
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
equipment remains. The ropes and nets are salvageable, as are the contents of the barrels. Barrels. The characters must use a crowbar or similar tool to pry open a frozen barrel. The first barrel
troll can’t be reasoned with. After disposing of it, the characters can survey the contents of the hold: The ship’s hold contains heaps of snow and four tied-down jolly boats covered with rime. In the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
urn is placed back upon the statue of Pattox, the urn fills with water. Both urns magically fill in this way once per week. If the contents of the white and blue urns are poured into the red urn, they
create a bright red magical fluid that is equivalent to three potions of resistance (fire). I4: Raided Memorial Shelves are carved into this room’s walls, their contents swept onto the floor, reduced
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
brains. The remaining orog crew members fled to avoid a similar fate. The arrival of adventurers provides N’ghathrod with an unexpected but welcome food source. It tries to separate one party member
room contains a dining table, six stools, and a small iron stove. Cupboards built into the walls have been thrown open, their contents (utensils and dishware) scattered across the floor. Casting a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
remaining books. The three of them attack intruders at once and gladly throw away their lives for Stonky’s cause. Each wields their heavy broom as a weapon, using the statistics for the cultist’s
, their contents protected behind wood-and-glass doors. A rolling ladder attached to a ceiling rail allows access to the highest shelves.
An oak table is bolted to the floor, flanked by two high chairs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, consort of Erelal Freth and the father of her unborn eleventh child. He is unarmed and unarmored, and has 3 hit points remaining. Erelal is torturing him because she received a report that someone
is a House Auvryndar spy named Varrn Telenna. He is unarmed and unarmored, and has 6 hit points remaining. Erelal has finished interrogating him, and Varrn is beyond caring whether he lives or dies. If
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the Nine Gods, he releases them, gives them any remaining puzzle cubes they need to enter the tomb, and grants them safe passage out of Omu if they succeed in destroying the Soulmonger. He won’t
dinosaur pen in area 2. The character learns that Nahth (area 1) is susceptible to bribery. 16–40 Help Azi Mas rearrange the contents of the storeroom (area 13). Azi Mas shares his suspicions that Fenthaza
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
battle with eight stirges. When the characters enter the area, six of the stirges turn their attention to this new, juicier prey. The kobolds try to deal with the remaining two stirges, and then decide
over and shattered, have strewn their contents across the stone floor. The sound of splintering wood echoes through the space, and a moment later you see an agitated bronze dragon the size of a bear
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
seating, cots, mess tables, and several Humanoid skeletons. Between them, the skeletons have a green key card, a paralysis pistol with 3 charges remaining, and one spaceship trinket. Roll on the
chemical. As an action, a creature holding a bottle of defoliant can splash the bottle’s contents onto a creature within 5 feet of itself or hurl it up to 20 feet, shattering the bottle on impact. In either
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Torwyn (LN female dwarf priest with no remaining spell slots and the iconic documancer feature; see “Iconic Faction Features” in appendix B). She brought a curse down on her ship, the Kraken’s Lament
Davena (N female human bandit captain with 12 hit points remaining). The characters can help Davena or they can sneak past and leave her to her doom with a successful DC 10 group Dexterity (Stealth
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
time to cast shillelagh on the quarterstaff he wields, barkskin for defense, and produce flame in preparation for a confrontation. The phase spider spends its time in the Border Ethereal. It attempts
and used it for food storage. Then, after their supplies ran low, several of them barricaded themselves in this room to seize control of the remaining supplies. In response, the rest of the cultists
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Ruined Cellar The abbey’s remaining clerics and guards spend their days here in charred, uncomfortable quarters. 1. Rubble and Cellar Entrance All that remains of the abbey is a great square of
contents. Bayleaf has hidden his personal wealth and collection of scrolls under a loose stone in the floor. A character who makes a successful DC 14 Wisdom (Perception) check while searching the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
healer’s kit with three uses remaining, several flasks of embalming chemicals, a polished scalpel that functions as a dagger, and any equipment the characters begin play with. Morte Tiny Undead
drawers sized for Medium creatures, line the walls of this frigid chamber. The Heralds of Dust store members of their Undead workforce here. The drawers and their contents are as follows: Drawer 1
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
toppled on the floor.
This playroom and its contents belong to Bubba Wugga, a sapient doll created by Uncle Nibblecheek. Bubba Wugga (see area C9) usually sleeps in the cradle, which is big enough to
wall is a candy contraption that magically stretches its contents into saltwater taffy. Any creature that starts its turn in the space occupied by the taffy puller’s arms must succeed on a DC 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
the lord’s minions garner, if they will join the war on humankind. Treasure. The oni wears a necklace of fireballs with five beads remaining that it will not hesitate to use. The oni also bears a pouch
the trunk has a secret drawer in it that contains six scroll tubes. The jarl will take these items if he is forced to flee and has time to get them. The contents of the tubes are as follows: Number 1
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
indifferent to the cultists but hostile to all other creatures. The contents of the vats and the oozes they spawn are as follows: Black Vat. A tarry, black substance bubbles within this vat, which can produce
defeated here or elsewhere on this level, the cultists chain one unlucky character to the altar and lock the remaining characters in the cages. The cultists then ring the gong. Altar. Two sets of iron
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
fact, and offered his aid. A vast marshland pocked with sulfurous pools that often gout their steaming contents high into the air, the marsh is inhospitable even to most serpents; the majority of the
Najara through the Forest of Wyrms because, though serpent-infested, it is a woodland yet, and I am at home in such places. I moved through its shadows, remaining deep enough within the forest to avoid
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
and long life. Four of them have the following contents: rotted documents, a suit of adamantine splint mail, slippers of spider climbing, and ancient coins worth 5,000 gp. The fifth cabinet radiates
the ruins after they complete their investigation, seeking only to enjoy her remaining days. Treasure. The bronze orb is the missing part of the throne in area Y3.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and containers, some of which have been destroyed or pried open, spilling their contents on the floor. Inside are building materials, fertilizers, and other foundational supplies intended for the
southeast corner of the room. Amid the remains are a blue key card, a red key card, and a needler pistol with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each. S38: Invasive






