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Returning 35 results for 'being bars diffusing claim reining'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
(area K75a). K75a. Prisoner A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe. The man is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
(area K75a). K75a. Prisoner A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe. The man is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs three feet above the still, black water that fills this dungeon corridor. The water is five feet deep. Ten-foot-square cells, their entrances blocked by iron bars, line both sides of the hall. From
(area K75a). K75a. Prisoner A strong young man clutches the bars of his cell while struggling to keep his teeth from chattering. His clothes are shredded, and he is soaked from head to toe. The man is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Castle Halaster constructed this castle to serve as a temporary residence for guests, then abandoned it when he decided he didn’t really want the company. Maddgoth’s claim to the castle has so
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
themselves. They vehemently claim to be the real thieves. The two join the characters if allowed, seeking to rescue and rejoin the other thieves to complete their original mission. Their evil nature inspires
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
themselves. They vehemently claim to be the real thieves. The two join the characters if allowed, seeking to rescue and rejoin the other thieves to complete their original mission. Their evil nature inspires
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Castle Halaster constructed this castle to serve as a temporary residence for guests, then abandoned it when he decided he didn’t really want the company. Maddgoth’s claim to the castle has so
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
The Castle Halaster constructed this castle to serve as a temporary residence for guests, then abandoned it when he decided he didn’t really want the company. Maddgoth’s claim to the castle has so
trapdoor on the roof (area 47). In addition, the corner towers have arrow slits that Small characters can squeeze through, and the central structure has windows fitted with crystal bars as strong as
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Five of the doors are constructed from iron bars, with the exception of what appears to be a glass door at the end.
The doors to the cells are locked, and Stolos (in area 11) has the keys. They can
themselves. They vehemently claim to be the real thieves. The two join the characters if allowed, seeking to rescue and rejoin the other thieves to complete their original mission. Their evil nature inspires
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horns of the Beast Adventure for Level 5 Characters Situation. A long-forgotten ruin is rumored to hold a fiendish Artifact called the Horns of the Beast. A villain hopes to claim the Artifact and
temple lost in the jungle. He offers to pay them a total of 2,000 GP in trade bars—half when they reach the temple and half when they safely return to civilization—and promises to support them with what
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horns of the Beast Adventure for Level 5 Characters Situation. A long-forgotten ruin is rumored to hold a fiendish Artifact called the Horns of the Beast. A villain hopes to claim the Artifact and
temple lost in the jungle. He offers to pay them a total of 2,000 GP in trade bars—half when they reach the temple and half when they safely return to civilization—and promises to support them with what
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Horns of the Beast Adventure for Level 5 Characters Situation. A long-forgotten ruin is rumored to hold a fiendish Artifact called the Horns of the Beast. A villain hopes to claim the Artifact and
temple lost in the jungle. He offers to pay them a total of 2,000 GP in trade bars—half when they reach the temple and half when they safely return to civilization—and promises to support them with what
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Trapped Mask. The mask (worth 25 gp) is the trigger to a trap. If the mask is taken off the wall, the lever it hangs on pivots up and three sets of iron bars drop, caging whoever is in the square in
front of the mask. The bars are old, and they can be bent or lifted away from the floor with a successful DC 20 Strength (Athletics) check. Trapped Treasure. If any of the items on the shelves (worth
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Trapped Mask. The mask (worth 25 gp) is the trigger to a trap. If the mask is taken off the wall, the lever it hangs on pivots up and three sets of iron bars drop, caging whoever is in the square in
front of the mask. The bars are old, and they can be bent or lifted away from the floor with a successful DC 20 Strength (Athletics) check. Trapped Treasure. If any of the items on the shelves (worth
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
.
Trapped Mask. The mask (worth 25 gp) is the trigger to a trap. If the mask is taken off the wall, the lever it hangs on pivots up and three sets of iron bars drop, caging whoever is in the square in
front of the mask. The bars are old, and they can be bent or lifted away from the floor with a successful DC 20 Strength (Athletics) check. Trapped Treasure. If any of the items on the shelves (worth
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
space on one of the last merchant carts out. They took what they could fit on their backs, and they left their other possessions behind and hid their valuables in order to return and claim them later
shape of winding serpents (50 gp), two matching shortswords with platinum filigree on the hilt and pommel in a similar serpent motif (25 gp each), and a stack of ten iron bars, each weighing 10
Compendium
- Sources->Dungeons & Dragons->Divine Contention
existence.Bending the bars of a cell requires success on a DC 25 Strength check. The cell doors spring open automatically if the beacon is disabled. Two paralyzed star spawn manglers (see appendix A
for their own evil ends. If your players decide to claim it themselves, it’s up to you to determine what calamities befall them!
Compendium
- Sources->Dungeons & Dragons->Divine Contention
existence.Bending the bars of a cell requires success on a DC 25 Strength check. The cell doors spring open automatically if the beacon is disabled. Two paralyzed star spawn manglers (see appendix A
for their own evil ends. If your players decide to claim it themselves, it’s up to you to determine what calamities befall them!
Compendium
- Sources->Dungeons & Dragons->Divine Contention
existence.Bending the bars of a cell requires success on a DC 25 Strength check. The cell doors spring open automatically if the beacon is disabled. Two paralyzed star spawn manglers (see appendix A
for their own evil ends. If your players decide to claim it themselves, it’s up to you to determine what calamities befall them!
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
magic. The gem’s star-shaped core is a magical compass that guides the ring’s wearer along the safest, shortest route to Gravenhollow. Ghazrim is aware of the ring’s property and gives the ring to the characters if they claim to be headed that way.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
magic. The gem’s star-shaped core is a magical compass that guides the ring’s wearer along the safest, shortest route to Gravenhollow. Ghazrim is aware of the ring’s property and gives the ring to the characters if they claim to be headed that way.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
space on one of the last merchant carts out. They took what they could fit on their backs, and they left their other possessions behind and hid their valuables in order to return and claim them later
shape of winding serpents (50 gp), two matching shortswords with platinum filigree on the hilt and pommel in a similar serpent motif (25 gp each), and a stack of ten iron bars, each weighing 10
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
space on one of the last merchant carts out. They took what they could fit on their backs, and they left their other possessions behind and hid their valuables in order to return and claim them later
shape of winding serpents (50 gp), two matching shortswords with platinum filigree on the hilt and pommel in a similar serpent motif (25 gp each), and a stack of ten iron bars, each weighing 10
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
bars of soap per box).
Shed 11 holds four wooden chicken coops, each one containing 1d6 + 1 live chickens. Sacks of chicken feed are stored on a shelf above the coops.
Shed 12 is currently empty
magic. The gem’s star-shaped core is a magical compass that guides the ring’s wearer along the safest, shortest route to Gravenhollow. Ghazrim is aware of the ring’s property and gives the ring to the characters if they claim to be headed that way.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
looking over the garden appears to be solidly barred to prevent egress. However, a catch below the sill releases the bars and lets them swing open, so that a person with a slight build can easily
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
looking over the garden appears to be solidly barred to prevent egress. However, a catch below the sill releases the bars and lets them swing open, so that a person with a slight build can easily
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
looking over the garden appears to be solidly barred to prevent egress. However, a catch below the sill releases the bars and lets them swing open, so that a person with a slight build can easily
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Jahaka Anchorage, the pirates claim it’s a trading post or an exploratory base established by the Flaming Fist or a merchant consortium, and they’ll put up a convincing front to that effect. They’ll do
and backed by two heavy wooden bars. The pirates never open these gates without the approval of whichever captain is currently in charge of the anchorage. 2. Pier Whichever pirate ship is in port is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Jahaka Anchorage, the pirates claim it’s a trading post or an exploratory base established by the Flaming Fist or a merchant consortium, and they’ll put up a convincing front to that effect. They’ll do
and backed by two heavy wooden bars. The pirates never open these gates without the approval of whichever captain is currently in charge of the anchorage. 2. Pier Whichever pirate ship is in port is
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Jahaka Anchorage, the pirates claim it’s a trading post or an exploratory base established by the Flaming Fist or a merchant consortium, and they’ll put up a convincing front to that effect. They’ll do
and backed by two heavy wooden bars. The pirates never open these gates without the approval of whichever captain is currently in charge of the anchorage. 2. Pier Whichever pirate ship is in port is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
with in exchange for their help. Ylagan seems skeptical of any claim that the characters were lured to Starglass Waypoint by a telepathic bag, but he’s smart enough to know that some magic items are
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
with in exchange for their help. Ylagan seems skeptical of any claim that the characters were lured to Starglass Waypoint by a telepathic bag, but he’s smart enough to know that some magic items are
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
with in exchange for their help. Ylagan seems skeptical of any claim that the characters were lured to Starglass Waypoint by a telepathic bag, but he’s smart enough to know that some magic items are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Beluarian is to buy a “charter of exploration.” Baldur’s Gate lays claim to everything east of the Mistcliff and north of Kitcher’s Inlet, and now that Mezro is picked clean, it’s trying to extend its
claim south to Refuge Bay. No one (including the merchant princes of Port Nyanzaru) has the force in Chult to dispute this claim. So within its territory, the Flaming Fist does as it pleases, including
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Beluarian is to buy a “charter of exploration.” Baldur’s Gate lays claim to everything east of the Mistcliff and north of Kitcher’s Inlet, and now that Mezro is picked clean, it’s trying to extend its
claim south to Refuge Bay. No one (including the merchant princes of Port Nyanzaru) has the force in Chult to dispute this claim. So within its territory, the Flaming Fist does as it pleases, including






