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Returning 35 results for 'both before defeat closed revere'.
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Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
9. Closed Chambers What use Xonthal put these rooms to is unknown. Empty when the cultists arrived, they were quickly repurposed as barracks. Bedrolls scattered about show that between four and six
cultists use each room. The teleporter on this level is located inside a circular chamber with a closed door. The door and the walls of the room are made of thin, unpolished steel. The door swings
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
9. Closed Chambers What use Xonthal put these rooms to is unknown. Empty when the cultists arrived, they were quickly repurposed as barracks. Bedrolls scattered about show that between four and six
cultists use each room. The teleporter on this level is located inside a circular chamber with a closed door. The door and the walls of the room are made of thin, unpolished steel. The door swings
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Conclusion Characters who defeat Grumink, Obratu, and their minions can explore the rest of the shrine. If the find the bodies of the slain priests and acolytes in the dormitory (area D4), they can
transpired in the Shrine of the Tender Oath. They hold burial ceremonies for their slain kin and provide safe sanctuary for the characters. The shrine is then closed to visitors for the foreseeable future.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Evil in Baldur’s Gate Without Ulder Ravengard to stay their hand, Flaming Fist captains are brutally exercising their autonomy under the veneer of maintaining order. They’ve closed the outer gates to
residents. To save Baldur’s Gate, the adventurers must defeat the Dead Three cultists, track down their evil financiers, wrest the Shield of the Hidden Lord from Duke Vanthampur, and pursue Grand Duke Ulder Ravengard into the Nine Hells.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
center of the chamber, a female drow sits upon a zurkhwood throne. She stands, eyes closed and arms crossed as if in meditation or prayer. Then her white hair writhes, and you see it is formed of pale
the 1,000 gp diamond he promised them. XP Awards The characters gain 50 XP each if they successfully report back to Sark, whether they defeat the medusa or not. Upon earning this award, the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
to undertake a task in a closed-off area of the old city known as Rockblight, where the temple of his god stands desecrated. If the characters agree, he gives them a ruby spell gem (see appendix B
them. They must defeat these servants until the gem awakens three temple guardians, at which point the temple will be cleansed and the characters can leave. Once the characters accomplish this task
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
behaves as if it’s their last day alive—because it probably is. Closing the Borders. Unlike most Darklords, Vladeska Drakov can’t open her domain’s borders, so Falkovnia’s borders are usually closed
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Iroas carries a battle-worn bronze shield called the Bulwark of Brotherhood. It symbolizes the protective bond shared by all soldiers at war and his determination, ironically, to defeat his own brother
minotaur terror closed in on her, Rygyra whispered a prayer to Iroas and braced her flimsy wooden shield, knowing it would offer no defense against the giant’s strikes. Yet, when the blow came, the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, though its portcullis remains closed. No guards are in sight, and beside the gate, the guardroom’s door is ajar.
On the other side of the portcullis, several figures wearing Dragon Army uniforms pace
and Lord Bakaris tries to flee from the city. If the characters prevent the portcullis from opening, the Dragon Army troops flee. Bakaris’s Defeat. Lord Bakaris panics if his escape plan falls apart
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
K’thriss Drow’b. All four members of the “C” Team lie dead on the floor of their individual bedrooms.
The purple light that radiates out from each room pulses out around the edges of the closed
creature is an eldritch horror from the Far Realm, using the stat block of an otyugh. The “C” Team Restored If the characters defeat the eldritch horror, a pulse of magic radiates outward as the maw
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The shop, Dandymops, is closed and locked with an iron gate. The lock can be picked by a character who makes a successful DC 15 Dexterity check using thieves’ tools, or the gate can be forced open
Golorr. If the characters pursue the stone and leave Losser alive, he eventually slips away and retreats to area B11. Next Encounter Once the characters defeat Xanathar’s forces in the cellar, they can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
closed, and the key can be removed at any time. Without the proper key, it takes four separate knock spells to open one of these doors, each spell causing one bolt to slide back. The doors are
the level’s play-by-play announcer (see “Halaster’s Play-by-Play”), it becomes increasingly excited as the battle with the death tyrant unfolds. If they defeat Netherskull, the announcer screams, “How
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
during the war and holds it to this day. Most of the people of Aundair remain furious about the occupation of Thaliost, but the city has become a haven for Aundairians who revere the Silver Flame
defeat Aundairian champions.
Only time will tell if the Nine can bring us together as it once did, or if it will drive us further apart.
The Eldeen Reaches seceded from Aundair halfway through the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Gods of the Yuan-ti The detached, intellectual nature of the yuan-ti doesn’t lend itself to fervent or devout worship in the manner that others revere their deities. Nonetheless, they acknowledge a
serpent folk in the form of a winged yuan-ti. He promised to lead the yuan-ti away from the brink of defeat and back to the pinnacle of world domination in return for their veneration. Many of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the Book Destroying the book does nothing to defeat or otherwise impede Shemshime. Shemshime’s Bedtime Rhyme is a Tiny object with AC 14, 15 hit points, a damage threshold of 15 (see “Damage Threshold
” in the Dungeon Master’s Guide), and immunity to poison and psychic damage. Defeating Shemshime To defeat Shemshime, it must be crushed by an object weighing at least 1,000 pounds. Objects in the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stalkers to carry on the fight. Each creature summoned in this manner appears in an unoccupied space of Reggaryarva’s choice within the circle of thrones. If the characters defeat the frost giant skeleton
-foot-high ceilings throughout. As the characters descend the stairs, read: To your left as you enter this dark hall is a closed, stone double door with no handles or hinges on this side. To your right is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Halfling Gods and Myths Halflings see their gods more as extended family members than as divine beings. They don’t worship them in the same way as elves and dwarves revere their gods, because the
rarely worship a single deity exclusively; they revere all the gods equally and pay their respects in modest ways. Halflings speak of Yondalla the way humans would describe a strong and protective parent
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door.
The cabinets are crowded with skulls, bones
doors to the room are closed, the starry night sky is visible in all directions. Terrain more than 20 feet away at ground level, however, is shadowy and indistinct; only the sky above seems sharp and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
eyes and keep them closed, that the ritual should last about ten minutes, and that during the ritual all within the circle will be joined by a telepathic bond. If anyone leaves the circle, the ritual
between themselves, the hag, and Lulu. Their eyes still closed, the characters sense a brilliant flash of light, then darkness. A tingling sensation sweeps over the characters’ bodies as vibrant rainbows
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Ziggurat. The main entrance to—and exit from—the ziggurat (area B57) lies on the next tier down. Its doors have been closed for centuries and can be opened only from the inside. Haunted Tombs. Horrible
characters enter before defeating the banshee in area B44, the five skeletons animate and attack. The skeletons don’t pursue characters outside this room. If the characters defeat the banshee, the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
be long delayed as a result, but the portal’s opening on the other plane remains a lurking threat until it is closed. As more demons find and use the portal, the Abyss becomes strongly linked to the
, a besieged world’s only hope for survival is the expulsion of the demon lord. The lord’s defeat leaves the other demons again leaderless, and they react by warring against each other, which makes
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
by drow. They revere a host of divine entities, which they refer to as the Dark Seldarine in mockery of the surface elves’ deities. The Dark Seldarine are mighty, immortal beings, survivors from the
Lolth’s blessing by being the one to bring such a blasphemer to justice. In order to survive, a wild mage must defeat or elude all attackers and forge an alliance with those who can be threatened or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
and drink for Alessia and any visitors to the tomb. It currently contains empty glass flasks, half a loaf of bread, and three peaches. If the cabinet door is closed, a bell rings. When the door is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
other prisoners to a terrifying castle in the mountains. She helps the characters defeat Caradoc if the spirit is present, but she wants nothing more than to return home to Kalaman. S23: Mourning Sanctum
. Veins of pulsing violet light—the same shade as the flames below—pulse through the stone. A still figure in charred armor sits on the throne, glowing red eyes staring from his closed, crown-like helm
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, 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
X28: three duergar hammerers (see appendix C). If defeat seems likely, Xardorok retreats and makes his final stand in Deep Duerra’s temple (area X29). X24. Forge. Any creature that touches the forge
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
move welcomed by no one — least of all the members of the Watch, who must now stand guard over the site until it can be investigated and closed. A character whose background entails knowledge of the
enter the fray if the characters don’t surrender their valuables immediately. If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
refer to her as Teacher, and they revere her as a living saint. Asharra is intelligent, ambitious, and somewhat manipulative, but never cruel or insensitive. Asharra is an aarakocra, with these
still very old. It can be recognized as a portrayal of Ubtao in tabaxi form with a successful DC 15 Intelligence (Religion) check. The aarakocra don’t know the statue as Ubtao; they revere it simply as
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet long. A number of stone mausoleums stand vacant, their doors hanging open. The interior of a mausoleum is dimly lit when its door is open and shrouded in darkness when the door is closed. As the
slung over his back crouches among the bodies, writhing in pain. His eyes are closed, and his hands clutch at a gold helm on his head as if trying in vain to claw it off. Unintelligible words spill from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
) bludgeoning damage from the fall. Climbing the rough walls requires a successful DC 10 Strength (Athletics) check. Development. If the characters defeat the scarecrows and search the constructs, large
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fire in multiple directions on creatures within the gatehouse passageway. Each arrow slit is also fitted with an iron shutter, which can be closed and latched so that a creature within the gatehouse
have closed off the tombs. Opening the doors requires removing the wedged spikes, which takes a few minutes with the right tools. A successful DC 25 Strength check allows a character to force the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
without any real information about it. The site has proven far more dangerous than they expected. Their entry from the Far Realm is now closed, and they don’t know why. The githyanki make short, careful
defeat. She hopes someone else—perhaps the characters—might eliminate this problem for them. Wall Rip. The flumphs created the rip in the wall to enter the Briny Maze. It’s barely large enough for a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
A group of cultists is trying to access a magic portal linking the Material Plane to Tiamat’s domain, hoping to break the seal that has kept the portal closed for centuries.
3 A dragon whose
group revere the long-dead Ruby Dragon. Sardior is their once and future sovereign—a leader who has departed for a time, but who will return to bring enlightenment, comfort, and salvation to dragonkind
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
chamber. Dark vapors rise from the cauldron, and a huge, dragon-like monster is coiled around it. The dragon’s body twitches slightly, and its closed eyelids flutter as it dreams.
Two figures are
determined to defeat the League of Malevolence before it can cause any more mischief. He volunteers an explanation of how Valor’s Call came to the palace (see “Fall of the Witch Queen” earlier in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Onyx Scar’s resident spellcaster and has cast greater invisibility on himself. If the characters defeat the golem, Edino hides until he can sneak to area X19 and alert Aminta. Edino’s Experiments. Edino
. These doors aren’t locked but grind loudly when opened or closed, attracting the attention of anyone on the upper level or in area X4. X19: War Room The air in this wide room is thick with the smell of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
area 2 without alerting the archers. If the characters defeat these orcs but withdraw from the dungeon before overcoming the rest of them, the archers are replaced by orcs from area 14 and reinforced
her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants






