Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'below bars diffusing convert roll'.
Other Suggestions:
below back diffusing cover roll
below back diffusing converse roll
below bards diffusing cover rule
below bards diffusing consort rule
below back diffusing convert roll
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit. The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll
scattering of broken, rotting wooden planks.
Bridge of Bars. A character can attempt to cross this pit by leaping from one bar to the next. There are a total of eight bars and 45 feet of pit. Moving across
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Random Encounters Red Dragon Army forces threaten the characters and the lands surrounding Kalaman throughout the adventure. Roll on the Dragon Army Encounters table whenever characters might run
seeking to convert a group of 2d6 commoners to the Dragon Queen’s worship 66–71 1d4 flying sivak draconians* 72–76 1d4 sivak draconians* using their Shape Theft reaction to take the form of kender
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determine the incidental treasure left behind by the monster’s victims.
Use the Individual Treasure table that corresponds to the monster’s challenge rating. Roll a d100, and read the result across to
determine how many coins of each type the monster carries. The table also includes the average result in parentheses, should you wish to forgo another roll and save time. To determine the total
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
have bars only on the outside—as if they’re designed to keep people inside. Those who question the guards here are told to move along (see the “Curst’s Walls” section for details). Inside, the
cage. 4–6 Eyes peer at the characters from the shadows. Roll a die. If you roll an even number, the watcher is a spy who’s suspicious of the characters. If you roll an odd number, it’s a cranium rat squeaker swarm (see Morte’s Planar Parade).
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
to rig a set of crampons from items in a climbing kit, or to convert a pair of kobold-sized crampons to fit a Medium creature. Snowshoes are of no help inside the iceberg. There are no stairs inside
ice caves. Visibility. The ice caves are open to the sea, creating banks of vapor that roll constantly through Oyaviggaton’s corridors and chambers. This fog is more common in the low points of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
” section, each dragonnel a character is riding has advantage on the first attack roll or ability check it makes. Characters gain no benefit for a loss.
At the end of the scenario, skip the “Over Enemy
), have managed to convert a defunct catapult into a gnomeflinger (see appendix A). They created it to help get soldiers into the field or city rapidly, but thus far no commanders have incorporated the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
areas 4 and 7, roll a d10. On a roll of 1 or 2, that character’s foot has gone through the trap. The character takes 1d4 piercing damage from the spikes and must make a DC 10 Constitution saving throw
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. 15–16 A cloaked figure moves slowly past, pausing briefly upon catching sight of the party. 17–18 An acolyte of the Silver Flame preaches loudly in an attempt to convert an essentially captive
older human reads the Korranberg Chronicle, loudly proclaiming outrage at every story. 97–98 Roll again; the travelers are one or more changelings appearing to be whatever the second roll indicates
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a sharp 10-foot drop-off. Wooden stairs descend at the right end of the ledge. A stout cage made of iron bars surrounds these steps to a height of 10 feet to prevent untrained drakes from escaping up
, roll a d10. On a roll of 1 or 2, that character’s foot has gone through the trap. The character takes 1d4 piercing damage from the spikes and must make a DC 10 Constitution saving throw against poison
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
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
, aiming for the shore of the lake. This stage covers about 180 miles through the dense forest. Each day of the journey, roll once on the following table to determine what the characters encounter on
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enforced entry toll for non-residents and those without Watch tokens or escorts effectively bars the poor from setting foot within this district. A patriar caught outside the Upper City after dark
, therefore, is at high risk of robbery, beating, or worse. Upper City Random Encounters d20 Encounter
1–6 No encounter
7–10 Harmless interaction (roll on table A)
11–16 Denizens
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
enforced entry toll for non-residents and those without Watch tokens or escorts effectively bars the poor from setting foot within this district. A patriar caught outside the Upper City after dark
, therefore, is at high risk of robbery, beating, or worse. Victor Adame Minguez Upper City Random Encounters d20 Encounter 1–6 No encounter 7–10 Harmless interaction (roll on table A) 11–16 Denizens
Compendium
- Sources->Dungeons & Dragons->Rrakkma
intervals on iron bars that cross the room in a grid, eight feet above the ground. The bodies hang lifelessly from leather straps that are tied down to the grid with elaborate knots. The floors here
slip and fall prone. The viscous fluid coats their hands, imposing disadvantage on their next weapon attack roll. This fluid can be removed by using an action to scrape off the character's hands
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, followed by a cage dropped on the party. Roll initiative at that point. Grund’s uses his second turn to block the eastern edge of the passage with a third cage and to drop another cage on characters
successful DC 15 Strength check can lift the cage enough to allow one creature to escape. It takes a successful DC 20 Strength check to bend the rusty bars enough to allow everyone in or under the cage
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
wire, glass beads, wigs, walking sticks, bars of soap, balls of yarn, cracked mirrors and prisms, quills, smoking pipes, empty scroll tubes, and torn sheaves of parchment. Though some of the
and ceramic dragon statuettes, old storybooks, worthless but shiny costume jewelry, a pair of jade bookends carved to resemble yuan-ti abominations (250 gp for the pair), two random trinkets (roll twice
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
modifier to the damage you deal with any Druid cantrip. Primal Strike. Once on each of your turns when you hit a creature with an attack roll using a weapon or a Beast form’s attack in Wild Shape, you can
of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative and have no uses of Wild Shape left, you regain one expended use of it
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
roll using a weapon or a Beast form’s attack in Wild Shape, you can cause the target to take an extra 1d8 Cold, Fire, Lightning, or Thunder damage (choose when you hit). Level 15: Improved Elemental
. Boon of Dimensional Travel is recommended. Level 20: Archdruid The vitality of nature constantly blooms within you, granting you the following benefits. Evergreen Wild Shape. Whenever you roll Initiative
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
The cell is
Wisdom (Medicine) check deduces that the dwarf died from Necrotic damage. Treasure. The dead explorer’s belongings include 60 GP and one magic item; roll once on the Magic Items table in appendix A
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
terrain. A successful DC 10 Intelligence check allows a character to rig a set of crampons from items in a climbing kit, or to convert a pair of kobold-sized crampons to fit a Medium creature. Snowshoes
, they are at no risk from the cold while in the ice caves. Visibility. The ice caves are open to the sea, creating banks of vapor that roll constantly through Oyaviggaton’s corridors and chambers. This
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
with a successful DC 16 Strength (Athletics) check. Using a crowbar, a sword, or a similar tool grants advantage on the check. When a giant clam is opened, roll on the Giant Clam table to determine its
iron portcullises covered in barnacle. A portcullis can be raised or lowered with a successful DC 26 Strength (Athletics) check. A Small creature can slip between the bars with ease, while a Medium
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
stationed at each position marked W on the map. Each of the barracks is secured by a barred gate through which the bugbears can keep an eye on the captives. Each set of bars is secured by a lock and a bolt
entire area. If such a search is conducted, refer to the Treasure Hoard: Challenge 5–10 table in Chapter 7 of the Dungeon Master’s Guide. Roll once for each type of coin, then roll d100 to determine
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
(Perception) check identifies them as such. When the devil rolls a 20 on an attack roll with a claw, the target is decapitated. (At your option, the attack can instead deal an extra 6d8 slashing damage.) A
. Hit: 7 (1d8 + 3) piercing damage. If East Wind rolls a 20 on the attack roll, the target must succeed on a DC 15 Wisdom saving throw or suffer the effects of a polymorph spell.
West Wind is armed
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Z7. Shrine of Mother Night Rough-hewn stairs lead down to a torchlit cave and a bizarre sight: wide-eyed children stand behind wooden bars and stare at you in terrified silence. The cave holds six
the Pack” in the “Special Events” section below). Each of the eight children imprisoned here has AC 10, 1 hit point, and no effective attacks. To determine a child’s age in years, roll 1d6 + 6. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of the door when this happens, the door wraps its tongue around the character and swallows the character whole. No attack roll or saving throw is required. A character “devoured” in this manner is
similar effect, and bestows the effect of a water breathing spell on any creatures within it. The stout bars grant half cover against attacks originating from outside the cage. Using the winch, a character
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Cells Four cold cells line one wall of this chamber. Floor-to-ceiling iron bars partition the cells, which are unlocked and devoid of valuables. Two of the cells contain unidentifiable skeletal remains
creature that comes within 5 feet of it. It fights to the death. Sam Keiser Treasure. The real treasure chest contains 150 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
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
Jurth in a random encounter in the mine (area M22). M19. Slave Pens At the end of this tunnel, three cell-like rooms have been excavated from the rock. Iron bars wall off each one, with a chain and
Compendium
- Sources->Dungeons & Dragons->Divine Contention
stuffed oddities acquired from other worlds. If combat occurs here, any creature that misses with a melee weapon attack must roll a d20 on the Alchemical Mishaps table. Alchemical Mishaps d20 Mishap
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
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
murdered in the tundra and dragged back to the chasm to be eaten. The pouch contains 4 gp, 14 sp, 21 cp, and a random trinket. Roll on the Icewind Dale Trinkets table in appendix A to determine what
still has one javelin left. The berserker tries to grapple any character he can reach through the bars; if he succeeds, he tries to stab the grappled character with his javelin on his next turn. If he
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Shalendra deals 10 damage to the vrock every round. The demon focuses on one target each round (roll randomly). If the characters join the battle, the vrock attacks them. Glyph Key. Issem has a glyph key
type (roll a d10: 1–2, acid; 3–4, cold; 5–6, fire; 7–8, lightning; 9–10, thunder). Any creature that enters the rift can choose to remain here or go to an elemental plane. Characters who go to an
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
twenty-four cells can hold one or two prisoners. Roll 4d12 to determine the number of prisoners currently incarcerated at Revel’s End, give each one an identification number, and distribute them in the
newest one is Prisoner 299. Characters who want to speak with Vaelish Gant must arrange a meeting with Prisoner 237 (see “Prisoner 237: Vaelish Gant”). To add detail to some of the inmates, roll on the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
successful or failed check represents 1 minute of searching the maze. Between each check, roll a d20 and consult the Thorn Maze Encounters table to determine what, if anything, the characters
surface for air. The thick, muddy bottom is littered with the bones of the grungs’ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the material component for any wizard spell of 6th level or lower that has no cost in gold pieces associated with it. To determine what trinkets are here, roll twelve times on the Trinkets table in
can fit through the gaps between the crisscrossing iron bars, and a Medium character can squeeze through. Any creatures that slip or fall through a grate plummet to the ground below unless they can fly
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
giant crabs dwell in this cavern. Three are in plain sight on the rocky ledge to the northwest. Two crabs cling underwater to each span of net. Characters observing the water must roll a successful DC 14
dozen humanoids pack the cage, elemental water’s symbol raised in a scar on every brow. Tired hands grasp at the bars as the captives struggle to press their mouths above the water. Among the mass of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
during the day or night (equal chance of each); roll a d20 again and consult the appropriate table. The Azure Sea table includes entries for several of the most notorious pirate vessels that are
mar the perfect surface of its riveted hull; no mast can be seen to rise from its sooty deck. A cabin, reinforced with steel bars, sits toward the aft, a dull red glow pulsing from within. Dreadnaught's
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
wooden bars seal the gate. The blades affixed to the gate and the surrounding barricade make climbing impossible. The goliaths attack anyone who bypasses the gate without Arn’s consent. Nine goliath
runestone for at least 1 hour gains a runestone die, a d6. Once within the next 24 hours, it can roll the die and add the number rolled to one Wisdom check or Charisma check it makes. It can wait






