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Returning 35 results for 'being barrier diffusing consists reveals'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to stone and placed here by Halaster to lure other adventurers to their doom (see “Pit Trap” below). Pit Trap A detect magic spell reveals an aura of transmutation magic around the pit. Each time
Dexterity saving throw, taking 88 (16d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Creatures that are gaseous, amorphous (such as an ooze), or protected by an impenetrable magical barrier (such as that created by an Otiluke’s resilient sphere spell) take no damage.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other way
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
are quick to point out this anomaly, to prove to the characters that the maze is nothing to take lightly. The view from above reveals the maze as it exists in the real world. The view up the path from
ground level looks into the extradimensional space that Xonthal crafted as a barrier around his home. The tower’s entrance exists only within this extradimensional space. Entering the maze any other
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sputtering engine, and is largely filled with a heaping, tangled mass of wreckage. This consists of old machine parts from other areas of the monastery, broken relics of Kwalish’s earliest experiments, dead
journal is set with all manner of gears. A successful DC 12 Wisdom (Perception) check confirms that these are not just decorative, but appear to be set in some sort of working order. The same check reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
shattered limbs and various unrecognizable fragments, characters can find the right half of the golem’s shattered head. A detect magic spell reveals an aura of illusion magic around the partial head. The
behirs’ unguarded hoard consists of 12,000 cp, 5,450 sp, 1,825 gp, four garnets (100 gp each), a dwarven burial circlet fashioned from mithral and set with four aquamarines (2,500 gp), and a chime of
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
adjacent to the trap. Countermeasures. A successful DC 10 Wisdom (Perception) check reveals the trap. A successful DC 10 Dexterity check using thieves’ tools disables it. Crossbow Trap Simple trap
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Apartment Once the lodgings of the high priest of the cult of Malar, this apartment consists of a spacious bedroom and an equally impressive bathroom accessible from within. Bathroom and Sauna. The inner
around the altar are dozens of bleached human skulls.
Treasure. A search of the altar accompanied by a successful DC 15 Wisdom (Perception) check reveals a secret compartment in one side. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
small holes in the roof. Ten-foot-high, five-foot-wide arched windows are evenly spaced around the walls. Each window consists of a lead latticework fitted with small panes of transparent glass. The
find rest at long last. Henceforth, any random encounter with a revenant should be treated as no encounter. Fortunes of Ravenloft If your card reading reveals that a treasure is here, it’s resting on the west windowsill.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
in level at the end of each section of the story. Only strong and experienced characters should adventure into these giants’ areas if the party consists of no more than four characters. The
the Thunder Peaks.
Greyhawk. The giants might threaten Geoff, Sterich, or other nearby realms from out of the Crystalmists, the Jotens, or even the infamous Barrier Peaks.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
gemstones to glitter invitingly.
Map 5.2 includes an inset map that shows the tavern’s interior, which consists of a cellar and a taproom. Cellar. The cellar contains crates of worthless supplies
tools. There are enough tools here to assemble one set of smith’s tools and one set of tinker’s tools. The trapdoor in the ceiling opens into area L9b. Geometric Design. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Dexterity (Stealth) check. The drow is a member of Bregan D’aerthe (see “Unexpected Allies” later in this chapter) and reveals as much if the characters confront him. If the characters reveal that they’re
then leaves the characters alone. Drow Foot Patrol This patrol consists of 2d4 drow. If one or more party members appear to be anything other than drow or slaves in the company of its drow master, the
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
adventure consists of these encounters. Unleashed Animated Objects. A few days before the expo, the Aeghith’s staff discovered that pranksters had sneaked into a storage closet and animated some of the
didn’t follow him, Lile tries to lure the characters into another room (area A1, area A2, or area A3) and fights them there. When Lile is reduced to 13 Hit Points or fewer, he surrenders. He reveals his
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bugbears attack. Drow Adolescents This roving gang consists of 1d6 + 6 drow bandits. If the gang outnumbers the party, the drow attack. Otherwise, they make lewd hand gestures at the party but retreat
more characters to a “secret enclave where enemies of the drow plot to overthrow Menzoberranzan.” A successful DC 15 Wisdom (Insight) check reveals something indescribably odd or untrustworthy about
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
no farther falls to the floor inside the curtain. Spell effects that would not reasonably pass through the watery curtain are stopped by the barrier as though it were a solid wall. For example, a magic
missile spell could pass through the curtain to hit creatures on the far side of it, but the explosion from a fireball spell would not get through the barrier. A creature that passes through a watery
Compendium
- Sources->Dungeons & Dragons->Astarion's Book of Hungers
GP apiece plus the promise of a future favor. Encounters The adventure consists of these encounters. At your discretion, Astarion fights alongside the characters. First Blood. Five human members of the
accosted, reveals himself to be a human named Chase (Medium Commoner), who doesn’t know the identity of the person who paid him 10 GP to deliver the note. After receiving the note, Astarion heads upstairs
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
to take her bath. During this time, the cursed spirits of the dryads arise to destroy Red Ruth’s lair as punishment for her crimes. This force consists of two dryad spirits (use the banshee stat
skeleton wears a witch’s hat (actually a hat of disguise) and clutches a +1 wand of the war mage. Development To honor her end of the deal, Red Ruth reveals that Ralzala must drink the blood of a titan to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
coins, jewels, and art objects lies on the floor in the 20-foot-square area marked on map 16. The treasure pile is an illusion that can be dispelled (DC 16). A detect magic spell reveals its illusory
nature. The treasure has no substance, so any physical interaction with the pile also reveals that it’s an illusion.
Scales. The floor around the treasure pile is littered with cast-off red dragon
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
unknown distance beyond that is the edge of the world, where the sea flows off the disk of the world and into the starry void. The known world of Theros consists of a long stretch of coastline forming
the eastern edge of the vast Siren Sea. Eastward from the sea, the land rises up to two ridges of mountains. The lofty peaks of the second ridge form a barrier that few mortals have passed, so only
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When the first character enters the room, Muiral becomes visible as he casts a wall of force spell, using the barrier to cut off that character from the rest of the party. He then engages the
. A detect magic spell reveals an aura of conjuration magic around the altar, which is 30 feet long, 15 feet wide, and 3 feet tall. Like a mass of webs, the altar has gaps across its surface. The first
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the floor and walls. A spell or other effect that can sense the presence of magic, such as detect magic, reveals an aura of evocation magic around the statue. The trap activates when more than 20
(Investigation) check reveals variations in the mortar and stone that betray the pressure plate's presence. The same check made while inspecting the ceiling notes variations in the stonework that
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
barrier, which is immune to all damage and can’t be dispelled by dispel magic. The barrier also extends into the Ethereal Plane, blocking ethereal travel. Any creature that touches the barrier for the
first time on a turn takes 40 (9d8) lightning damage. When the barrier appears, read: The shimmering head and shoulders of a woman blink into existence above the arena floor. Electrical currents course
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
light emanates from three glass domes attached to the ceiling above a five-foot-wide, twenty-foot-long plant bed overflowing with rotting vegetation.
Closer inspection of the plant bed reveals two
cesspit in the floor. The room holds nothing else of interest. S21: Pristine Luxury Suite This luxury suite consists of two rooms separated by a transparent, sliding glass door.
The west room is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Machinery. The engine is a quasi-magical machine that controls the submarine’s propulsion and depth and powers the fins and rudder that control direction. A detect magic spell or similar magic reveals
experimental device consists of a pressure-resistant padded suit, made of canvas with iron fittings and iron gauntlets. A fishbowl helmet attaches to the suit’s collar and functions as a cap of water
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
for Witherbloom students and faculty doing research in Sedgemoor. Moss and fungi harvesting kits can be found here. Each kit weighs 1 pound, consists of various cutting and collecting tools, and
has rendered much of the journal unreadable, but what remains reveals sinister thoughts. It’s clear that some nefarious personality has been experimenting with life-draining magic in the marsh and has
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
natural cavern is a stone double door that is partly open. Bestial, high-pitched laughter echoes within.
The gnolls rigged the door with a makeshift alarm. Door Alarm. This simple alarm consists of
try to cow the gnoll into submission and make a DC 13 Charisma (Intimidation) check. On a successful check, the gnoll’s attitude improves to Indifferent, and the gnoll reveals that its pack was
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
puts the ruins on alert and activates the necromantic barrier described in area N2. A character who wants to sneak past the watchtower or climb its ladder undetected must succeed on a DC 13 Dexterity
Wisdom (Perception) check finds a catapult munition roughly the size and weight of a cannonball amid the wreckage. A successful DC 13 Intelligence (Arcana) check reveals that the munition is powerful
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
on a DC 12 Dexterity saving throw or take 7 (2d6) piercing damage from the spikes and be restrained until the spikes are retracted or the barrier is destroyed. The spikes can be retracted only by
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Camp The makeshift camp, shown on map 5.2, consists of a few tents and a small fire. The camp is situated in the center of a small clearing. As the characters approach the camp, they overhear one of
, the others try to surrender. The Clue. Eavesdropping on the camped goblins reveals that the goblin leader’s name is Ruxithid. This is a clue that can help the characters or Gwyn Oresong discover the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Prison Enemies of the githyanki are imprisoned in this area, which consists of three large cells (areas 29a, 29b, and 29c) and a guard post (area 29d). A separate and permanent antimagic field
githyanki in area 30 investigate. A detect magic spell reveals an aura of divination magic around each green crystal. Whenever a cell door is opened, the crystal above the doorway to that cell goes
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, give the players a copy of handout 24 in appendix E. It shows the control panel atop the iron lectern, as well as the wall engravings and rusty pipes. Inspection of the pipes reveals traces of the same
creature is pushed to one side of the barrier or the other (its choice). On a failed save, the creature is pinned under the wall, falls prone, and takes 44 (8d10) bludgeoning damage. A pinned creature is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a roof, it has a 5-foot-thick covering of sticky webs. The webs provide an effective barrier, and any creature that enters the webs or starts its turn in them is restrained. A restrained creature can
waiting for her to return. The throne is a Large object with AC 18, 80 hit points, and immunity to poison and psychic damage. A detect magic spell reveals an aura of abjuration magic around the throne
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
The Knucklebones Gang Maggie’s band consists of Chukka, Clonk, a fiendish flesh golem named Mickey, a pair of conniving imps, a flameskull, and a host of murderous fey creatures. Chukka and Clonk
who spends at least 10 minutes examining the vehicle reveals which part is to blame. Chukka and Clonk appreciate the help in identifying the problem. Characters can further assist by finding a way to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
character who succeeds on a DC 13 Charisma (Persuasion) check assures her of their heroic purpose, at which point Kycera reveals the following information: Precious Cargo. The Lambent Zenith carried an
. Daveras tried to talk to him, but Figaro used a magical device to erect an impenetrable barrier around the room.
Personal History. Daveras wasn’t part of the Lambent Zenith’s crew. When his
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
. Statue Chamber A 20,000-pound, 25-foot-tall marble statue of Bahamut stands at the center of this chamber, encircled by a hoard of treasure on the floor. The detect magic spell reveals that the
half as much damage on a successful one. Treasure. The treasure around the statue consists of a scimitar of speed, a cloak of the manta ray, a masterwork painting of a ship at sea set in a gold frame
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
If a character becomes attuned to the Stone of Golorr, it reveals the location of the Vault of Dragons, beneath an old tower in the Sea Ward, and the three keys needed to enter it. When the characters are ready to visit the location, proceed with encounter 7, “Old Tower.”






