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Returning 35 results for 'both blocks diffusing captors repairing'.
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both blows diffusing capture repairing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weapons. An infernal war machine’s engine roars a bass, growling rumble with an undertone of agonized screams as its furnace burns souls for fuel. This appendix includes stat blocks for infernal war machines, rules for running and repairing them, and guidelines for handling chases in Avernus.
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
draconians (see appendix B for both stat blocks) oversee ten commoner engineers repairing 30-foot-deep cracks in the city’s streets. If the Dragon Army members spot the characters or the characters attack
four kapak draconians (see appendix B for both stat blocks) have orders to seek out dangerous monsters lurking in the ruins. They’ve just found an Istarian drone (see appendix B) and are preparing to
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
warriors and a lawful neutral astral elf honor guard named Corelleth (see Boo’s Astral Menagerie for their stat blocks), all of whom are loyal to Princess Xedalli: Stepping onto a landing, you are met by
emperor’s justice.” The commander then orders your captors to return your weapons to you. “Princess Xedalli sends her regards.”
Weapons confiscated from the characters and their allies are promptly
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
warriors and a lawful neutral astral elf honor guard named Corelleth (see Boo’s Astral Menagerie for their stat blocks), all of whom are loyal to Princess Xedalli: Stepping onto a landing, you are met by
emperor’s justice.” The commander then orders your captors to return your weapons to you. “Princess Xedalli sends her regards.”
Weapons confiscated from the characters and their allies are promptly
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
warriors and a lawful neutral astral elf honor guard named Corelleth (see Boo’s Astral Menagerie for their stat blocks), all of whom are loyal to Princess Xedalli: Stepping onto a landing, you are met by
emperor’s justice.” The commander then orders your captors to return your weapons to you. “Princess Xedalli sends her regards.”
Weapons confiscated from the characters and their allies are promptly
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cook is still making meals. He suspects the rest are being kept in the cistern under the castle. Crannoc won’t be happy until he regains control of the castle and his captors are punished for their
crimes. He has little to say about his captors, since they don’t share information with him: His captors arrived under false pretenses, claiming to be neutral arbiters employed by the Council of Speakers
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cook is still making meals. He suspects the rest are being kept in the cistern under the castle. Crannoc won’t be happy until he regains control of the castle and his captors are punished for their
crimes. He has little to say about his captors, since they don’t share information with him: His captors arrived under false pretenses, claiming to be neutral arbiters employed by the Council of Speakers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Stonecarvers’ Hall The Melairkyn dwarves hauled blocks of unworked stone here to be carved into doors, statues, and other forms. 14a. South Entrance A 4-foot-square block of stone has fallen from
blocks, this 8-foot cube is hollow with 3-inch-thick plaster sides. A dwarf within 10 feet of the cube can tell at a glance what it’s made of, as can a character who taps the cube with a hammer or a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
cook is still making meals. He suspects the rest are being kept in the cistern under the castle. Crannoc won’t be happy until he regains control of the castle and his captors are punished for their
crimes. He has little to say about his captors, since they don’t share information with him: His captors arrived under false pretenses, claiming to be neutral arbiters employed by the Council of Speakers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chamber lightly obscured and blocks the characters’ view of a great green door to the south (see “Skeleton Gate” below). The iron cage and its prisoner are described in the “Cage” section. When the
the hags by name, lest the hags hear their names being uttered. The dolls were made from the souls of children and want to be free of the captors. The hags are nursing some kind of creature that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chamber lightly obscured and blocks the characters’ view of a great green door to the south (see “Skeleton Gate” below). The iron cage and its prisoner are described in the “Cage” section. When the
the hags by name, lest the hags hear their names being uttered. The dolls were made from the souls of children and want to be free of the captors. The hags are nursing some kind of creature that
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chamber lightly obscured and blocks the characters’ view of a great green door to the south (see “Skeleton Gate” below). The iron cage and its prisoner are described in the “Cage” section. When the
the hags by name, lest the hags hear their names being uttered. The dolls were made from the souls of children and want to be free of the captors. The hags are nursing some kind of creature that
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(noncombatant) holding a broken toy. A character can brighten the child’s spirits with a successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair
Cabal void soother, and an uplifting Mind’s Eye matter smith (see Morte’s Planar Parade for these stat blocks). Their dispute concerns the legitimacy of gods in the grand scheme of the multiverse. Their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(noncombatant) holding a broken toy. A character can brighten the child’s spirits with a successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair
Cabal void soother, and an uplifting Mind’s Eye matter smith (see Morte’s Planar Parade for these stat blocks). Their dispute concerns the legitimacy of gods in the grand scheme of the multiverse. Their
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
(noncombatant) holding a broken toy. A character can brighten the child’s spirits with a successful DC 15 Charisma (Performance) check or by repairing their toy. On a failed check, the characters record despair
Cabal void soother, and an uplifting Mind’s Eye matter smith (see Morte’s Planar Parade for these stat blocks). Their dispute concerns the legitimacy of gods in the grand scheme of the multiverse. Their
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
feet and rising 30 feet above the river’s surface. Constructed of heavy basalt blocks, the bridge’s piers are plated with iron. B2: Gatehouse Two mighty towers of black stone flank the fortress’s iron
cruelty. Gruk-Gruk B4: Prison Yard Huge blocks of rough basalt lie scattered about the center of this spacious yard, where ten armored duergar oversee a large number of haggard prisoners. The prisoners
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and area 33) to be with his mother. If he is captured or cornered, he declares that he is the son of Duke Zalto, hoping to cow his captors into letting him go. Zaltember doesn’t know where his father
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and area 33) to be with his mother. If he is captured or cornered, he declares that he is the son of Duke Zalto, hoping to cow his captors into letting him go. Zaltember doesn’t know where his father
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
commoners). If released, they are particularly eager to attack their captors. They know of a haven for orc refugees somewhere to the south but not the exact location of the rebel headquarters. 15
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and area 33) to be with his mother. If he is captured or cornered, he declares that he is the son of Duke Zalto, hoping to cow his captors into letting him go. Zaltember doesn’t know where his father
Zaltember’s captors to release him as a show of good faith. This is a trick; the duke and the duchess will freely renege on their promises if they have nothing to lose. If the characters refuse to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
commoners). If released, they are particularly eager to attack their captors. They know of a haven for orc refugees somewhere to the south but not the exact location of the rebel headquarters. 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
commoners). If released, they are particularly eager to attack their captors. They know of a haven for orc refugees somewhere to the south but not the exact location of the rebel headquarters. 15
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
while its captors are distracted. With its childlike intellect and telepathy, the otyugh broadcasts its desire for more food. The characters are able to communicate with the creature, and if they offer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
while its captors are distracted. With its childlike intellect and telepathy, the otyugh broadcasts its desire for more food. The characters are able to communicate with the creature, and if they offer
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
while its captors are distracted. With its childlike intellect and telepathy, the otyugh broadcasts its desire for more food. The characters are able to communicate with the creature, and if they offer
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
and alter the fortress for their sahuagin captors spend their few hours of rest in here. At one time, forty slaves served in the stronghold, as attested to by the forty pairs of chains equally spaced
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
and alter the fortress for their sahuagin captors spend their few hours of rest in here. At one time, forty slaves served in the stronghold, as attested to by the forty pairs of chains equally spaced






