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Returning 35 results for 'being building diffusing cracks release'.
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Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
Undead Attack This encounter occurs at night. As the characters approach the junction of the Triboar Trail and the High Road, set the scene: An oddly shaped building sits at the juncture of the
Triboar Trail and the High Road. Two entrances into the building are apparent: a smaller one at the northern corner, and a larger one, suitable for beasts of burden and wagons, near the first.
Right now
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
throw caution to the wind, the density of the undergrowth makes it tricky to move faster than 200 feet per minute. If the characters stop to search for treasure, each building takes 30 minutes to clear
. Whenever the party searches a ruined building, roll percentile dice and consult the Ruin Interior table to see what, if anything, the building contains. Ruin Interior d100 Ruin Contents 01–40
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool’s surface, a large
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool’s surface, a large
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
12. Trapped Chest Water pours from cracks and seams in the rough walls of this cavern, whose floor is a muddy pool that flushes out into the tunnel beyond. Just above the pool’s surface, a large
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
recovered and refined, it could produce a terrifying weapon. The Mourning was triggered by the release of an ancient demon overlord trapped since the dawn of time. This mighty fiend is lurking in the
Mournland and building its power, but soon it will be ready to act. As a DM, the question you need to ask is whether you want the mystery of the Mourning to be solved, and what the consequences would be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
recovered and refined, it could produce a terrifying weapon. The Mourning was triggered by the release of an ancient demon overlord trapped since the dawn of time. This mighty fiend is lurking in the
Mournland and building its power, but soon it will be ready to act. As a DM, the question you need to ask is whether you want the mystery of the Mourning to be solved, and what the consequences would be
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
recovered and refined, it could produce a terrifying weapon. The Mourning was triggered by the release of an ancient demon overlord trapped since the dawn of time. This mighty fiend is lurking in the
Mournland and building its power, but soon it will be ready to act. As a DM, the question you need to ask is whether you want the mystery of the Mourning to be solved, and what the consequences would be
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the world. The Lords of Dust are servitors of those lords—lesser (but still terrifying) Fiends who seek to sustain the overlords and release them from their prisons in Khyber. Goals of the Lords of Dust
figure. The Lords believe that the characters using the relic in this way will fulfill part of the Draconic Prophecy and serve as an important step toward the overlords’ release. At some point, an evil
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the world. The Lords of Dust are servitors of those lords—lesser (but still terrifying) Fiends who seek to sustain the overlords and release them from their prisons in Khyber. Goals of the Lords of Dust
figure. The Lords believe that the characters using the relic in this way will fulfill part of the Draconic Prophecy and serve as an important step toward the overlords’ release. At some point, an evil
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
the world. The Lords of Dust are servitors of those lords—lesser (but still terrifying) Fiends who seek to sustain the overlords and release them from their prisons in Khyber. Goals of the Lords of Dust
figure. The Lords believe that the characters using the relic in this way will fulfill part of the Draconic Prophecy and serve as an important step toward the overlords’ release. At some point, an evil
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
elemental devices, with the ultimate goal of building a floating castle fortress. For some time, the djinni served the wizard. Hoping to earn his freedom, Gazre-Azam shared much of his knowledge, but the
wizard would not release him. When Gazre-Azam changed tactics and became less helpful, Zikran cast a complicated and near-permanent spell to keep Gazre-Azam from escaping. The djinni reveals that the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
elemental devices, with the ultimate goal of building a floating castle fortress. For some time, the djinni served the wizard. Hoping to earn his freedom, Gazre-Azam shared much of his knowledge, but the
wizard would not release him. When Gazre-Azam changed tactics and became less helpful, Zikran cast a complicated and near-permanent spell to keep Gazre-Azam from escaping. The djinni reveals that the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
elemental devices, with the ultimate goal of building a floating castle fortress. For some time, the djinni served the wizard. Hoping to earn his freedom, Gazre-Azam shared much of his knowledge, but the
wizard would not release him. When Gazre-Azam changed tactics and became less helpful, Zikran cast a complicated and near-permanent spell to keep Gazre-Azam from escaping. The djinni reveals that the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
his retinue arrive, suggesting that the characters rush to the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
his retinue arrive, suggesting that the characters rush to the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
either kill them as sacrifices or drive them out of the village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the
his retinue arrive, suggesting that the characters rush to the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
village. Othelstan can also call for reinforcements in the form of three dragonclaws, one of whom takes the time to release the two wyverns in the stables (see area 3).
Last Recourse. If the castle flies
the stables, mount the wyverns, and take flight at once. The characters have a few rounds to reach the stables before Othelstan has the building surrounded and demands their surrender.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that tries to frighten them away with haunting moans. L10: Miners’ Guildhall Hanging above the open doorway of this large, gem-studded building is a stone sign depicting a pick and a hammer.
The
sundry equipment scattered about. Guildmaster Deepdelve. A thorough search of the building reveals the corpse of a robed deep gnome named Schnella Deepdelve, the master of the town’s miners’ guild
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that tries to frighten them away with haunting moans. L10: Miners’ Guildhall Hanging above the open doorway of this large, gem-studded building is a stone sign depicting a pick and a hammer.
The
sundry equipment scattered about. Guildmaster Deepdelve. A thorough search of the building reveals the corpse of a robed deep gnome named Schnella Deepdelve, the master of the town’s miners’ guild
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that tries to frighten them away with haunting moans. L10: Miners’ Guildhall Hanging above the open doorway of this large, gem-studded building is a stone sign depicting a pick and a hammer.
The
sundry equipment scattered about. Guildmaster Deepdelve. A thorough search of the building reveals the corpse of a robed deep gnome named Schnella Deepdelve, the master of the town’s miners’ guild
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Amphitheater and Environs The amphitheater once stood at the center of a magnificent city, the rest of which lies buried under the sand. The walls have abundant cracks and other handholds
that descends 50 feet to a sandy passageway that leads to area 2. The ruined building south of the amphitheatre used to be the basement of a stage. It contains a sandy, 10-foot-wide staircase that descends 50 feet to area 5.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Amphitheater and Environs The amphitheater once stood at the center of a magnificent city, the rest of which lies buried under the sand. The walls have abundant cracks and other handholds
that descends 50 feet to a sandy passageway that leads to area 2. The ruined building south of the amphitheatre used to be the basement of a stage. It contains a sandy, 10-foot-wide staircase that descends 50 feet to area 5.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1. Amphitheater and Environs The amphitheater once stood at the center of a magnificent city, the rest of which lies buried under the sand. The walls have abundant cracks and other handholds
that descends 50 feet to a sandy passageway that leads to area 2. The ruined building south of the amphitheatre used to be the basement of a stage. It contains a sandy, 10-foot-wide staircase that descends 50 feet to area 5.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Encounters in Elturel d10 Encounter
1 Collapsed building
2 Cry for help
3 Ghastly meal
4 Ghoul pack
5 Hateful patrol
6 Imp sales pitch
7 Narzugon cavalier
8 Spouts of hellfire
9 Vrock philosophy
10 Zombie horde
Collapsed Building A quake rocks the city, and a building collapses in the distance. The characters hear cries for help
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Encounters in Elturel d10 Encounter
1 Collapsed building
2 Cry for help
3 Ghastly meal
4 Ghoul pack
5 Hateful patrol
6 Imp sales pitch
7 Narzugon cavalier
8 Spouts of hellfire
9 Vrock philosophy
10 Zombie horde
Collapsed Building A quake rocks the city, and a building collapses in the distance. The characters hear cries for help
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Encounters in Elturel d10 Encounter
1 Collapsed building
2 Cry for help
3 Ghastly meal
4 Ghoul pack
5 Hateful patrol
6 Imp sales pitch
7 Narzugon cavalier
8 Spouts of hellfire
9 Vrock philosophy
10 Zombie horde
Collapsed Building A quake rocks the city, and a building collapses in the distance. The characters hear cries for help
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
M10. Treasury This solitary building is set atop a small floating islet within an area of open space punched down through the main body of the monastery’s island. It is held aloft on its own
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release






