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Returning 27 results for 'beyond before down caltrops retreats'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stairs just inside the tunnel climb to the top of the wall, which is enclosed by stone battlements. There are no guards stationed atop the wall or beyond the portcullis. The winch to raise the portcullis
is inside the tunnel, just beyond the gate. The portcullis can also be lifted with a successful DC 25 Strength (Athletics) check. 4b–c. Side Caves Two cloakers lurk here, one in each cave. They team up
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Upon hearing creatures enter the area, the bandit retreats to warn its confederates in areas 6, 8, and 9. Characters in the room can hear the bandit’s soft, retreating footfalls with a successful DC
break apart if disturbed in any way. Written in blood on the wall, concealed behind one of the shields, is the following message in Elvish: Beyond the pillar forest, the Mad Mage waits. Casting spells behind magic gates.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reaching the Pudding King as he retreats to his throne room (area 30). Princess Ebonmire engages in melee, protecting Prince Livid as it uses its Psychic Crush attack. Prince Livid prefers to slink and
killer, polymorph, stoneskin
The second spellbook, titled Magick from Beyond the Mirror, contains the following spells: 5th level: Bigby’s hand, cloudkill, hold monster, legend lore, passwall, Rary’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
counter juts from the wall across the room from the base of the stairs. It holds saws, knives, and other tools. Four skeletons stand beyond this tool bench, guarding a wide passage that exits the to
his tools on the tool bench. Otherwise, he watches warily from behind the four skeletons. In any case, if confronted, he shrinks from conflict and orders his skeletons to attack while he retreats into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
into the room, they immediately hear a surprised squeal and a splash. The room is lit by a soft light that reveals a section of rocky beach. Beyond the beach is a pool of glowing water, filling half
. She retreats from close combat and conceals herself in the water. The nereid has a pet named Chac, a giant lightning eel (see appendix B). If she calls to Chac for aid, she does so on her turn when
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
18. Nangnang’s Shrine Monoliths adorned with prancing, frog-like figures rise from the swamp. Beyond, a ruined edifice shaped like an arrowhead squats in the muddy water. Bushes and trees grow from
to the shrine stand ajar. If the tide of battle turns against Chief Yorb, he retreats into the shrine with his elite guards and bars the doors. A character can force open the barred doors with a
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. Mark one victory and advance to Event 2: “The Storm Breaks.” The party retreats. The undead spill into the town. Proceed to Event 5: “Streets of Rage.” Event 2. The Storm Breaks If the defenders hold
. From beyond, you hear the roaring of barbarians.
The anchorites of Talos are using a battering ram to demolish the burning gate. Each time they spot a defender on the wall, the barbarians hurl
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, beyond which you see a windmill, a tall steeple, and the high-pitched rooftops of several other buildings. Apart from the ringing of the bell, you detect no other activity in the village. The trail
ends before a lowered drawbridge that spans the moat. Beyond the drawbridge, two stone watchtowers flank an open gap in the palisade.
South of the village and surrounded by the river moat is a cone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
connects Xardorok’s fortress to vast caverns and subterranean lakes under the Spine of the World. Exploration of the Underdark is beyond the scope of this adventure. X17. Duergar Mines Rich veins of
, including Xardorok if he’s present, use Enlarge before joining the fight. If defeat seems likely, Xardorok retreats to area X22 and uses the elevator to make his way toward area X8, where he hopes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
points or fewer, the wraith retreats to the icy cyst that contains Drakareth’s frozen remains, passing through the interposing walls of ice to reach it. There, it fights to the bitter end. The walls of
, vulnerability to fire damage, and immunity to cold, poison, and psychic damage. Treasure. Beyond three walls of ice, in the northernmost cyst, is the frost-covered skeleton of Drakareth, clad in a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
likely to hear the characters if they engage in combat in this area or are otherwise noisy. Unless the characters are purposefully quiet and stealthy, the single smuggler beyond the northern secret
door hears them and retreats through the southern secret door, which connects area 21 with the caverns. 21. Cellar If the party makes a lot of noise while exploring area 20, the smuggler here has already
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
look for opportunities to push characters off the bridge. If two gargoyles are defeated, the third retreats, flying to area B2 to hide. Chasm Floor. Several skeletons lie broken or half-buried on the
walls are two openings: a wider opening to the southwest and a narrow tunnel leading southeast.
If the characters are standing on the ledge at area B6 or B21, use the following text instead: Beyond the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If it becomes obvious that the fight is going badly for the cultists, the efreeti retreats to his lair in the fire node (see chapter 5) via area E14. If the characters arrive with salamanders or azers
from area E11, those creatures take up arms on their respective sides. The salamanders and azers attack the efreeti until he retreats, then turn on each other. Survivors might be influenced to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
this area recently. Though their tunnels collapsed behind them, the creatures lurk just beyond the alcove. If the irritable umber hulks detect the characters, the monsters burst through the rubble and
drops another 100 feet to an underground stream. What lies beyond the stream is outside the scope of this adventure. G8: Cavern of Stalagmites Four thick stalagmites, twenty feet high and with tops
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations
left alone in this area. 7. Gallery of Forlorn Notes As the door opens, a hissing noise and a puff of dust around the door indicate that the chamber beyond has been sealed for ages. Dust, long
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
(Investigation) or Wisdom (Perception) check finds this secret door. Neither the cultists nor the wights are aware of it. The passageway beyond ends at another secret door that is easily spotted and
their leader. If reduced to fewer than 50 hit points, the water elemental retreats to the basin’s bottom with any surviving water weirds. The water elemental enjoys conversation but speaks Aquan only
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
reflection as shown in the carvings, then tries to petrify them. T4: Priest Quarters Most of this small room collapsed long ago, forming a narrow passage through the earth into the area beyond. A stone bed
by an armored dwarf’s hammer that the stone table cracked. The image of the dwarf retreats toward the stacked chests with a triumphant cry, beckoning the viewer to follow. As soon as a creature gets
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Strength (Athletics) check, or broken down with attacks (AC 10, 30 hit points, immunity to poison and psychic damage). Mummy Chamber. When the characters can see the chamber beyond the double doors
potion of healing and a spell scroll of bless. 4. Tunnels An extensive tunnel system beyond the trap room does not appear on the map. This area is a complex maze of passages crisscrossing each other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
15 Wisdom (Perception) check. To open it, one must press a nearby wall carving shaped like an eye. When this is done, the secret door swings inward, revealing a curved hallway (area X8) beyond. X3
. It pushes open to reveal area X33 beyond. X7. Cell Block This area contains four cells separated by bars. The rectangular iron doors have locks built into them, and Noska Ur’gray carries the keys
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
retaliation. Jabaz doesn’t know what lies beyond the secret door. D4. North Massage Room From midnight to dawn, a male human necromite of Myrkul guards this room unless he’s drawn to area D2 by sounds of
supported by numerous wooden beams. The air here smells like rotten eggs, a putrid stench that carries beyond the room. Any character approaching this area who succeeds on a DC 10 Wisdom (Survival) check
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, Perception +5
Damage Immunities poison
Condition Immunities blinded, poisoned
Senses blindsight 60 ft. (blind beyond this radius), passive Perception 15
Languages Common, Terran
Challenge 5
loyal to him. In the Earth Node When the Temple of Black Earth is threatened, Marlos Urnrayle retreats to the Black Geode, the earth node. Within this node, Marlos gains one additional use of his
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
nowhere else to go, Mirran retreats to her quarters (area 30), refusing to abandon the stronghold she believes is rightfully hers, while Nym retreats to area 6 and wisely tries to flee Maelstrom on the
northeast descend 30 feet to a tunnel blocked by a lowered portcullis. Beyond the portcullis is the sinkhole (area 1). The room is an armory containing weapons and armor sized for storm giants. A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canyon beyond the monastery walls. Two doors lead from this room to the north, and one to the south.
The cultists spend little time in this common room. They spend most of their waking hours
stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
still alive when its master dies, it stops attacking and retreats to its nest. It continues to fight only if pursued. After the remaining lizardfolk are dealt with, Bimz chooses one character and bonds
’ tools. It contains 200 sp, a spear, a dagger, and the remains of a crossbow. The weapons belong to Oceanus, the sea elf who is imprisoned in area 14. The crossbow is damaged beyond repair. 13. First
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
know about the strange effect in the adjacent receiving room (area G12). Once one roper is defeated, the other one retreats just inside the doorway of the receiving room to gain the protection that
dangerous creature is beyond it. They don’t pass through the secret door unless they can chase foes that way. Secret Door. Drow priests often spied on the negotiations from behind this secret door. A
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters into the hold’s interior. If reduced to 50 hit points or fewer, Kalimrax retreats to her lair in area B10. Cranes. Three large, wooden cranes extend over the harbor. They are used to lift cargo
between the towers, barring access from the lava river beyond.
Two erinyes guard access to the harbor, one in each tower. These guards are hostile to anyone attempting to enter or leave the hold via the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(Perception) check realizes that the goo didn’t come from the intellect snare but seeped from the wall beyond it. The first person to touch the goo receives a psychic flash of the layout of the occipital
finally earn Ilvaash’s approval and a lair of its own. The beholder is unwilling to die for its goal, though, so Mublinesh retreats to area B15 to hide if reduced to fewer than 50 hit points. Rear and






