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Returning 29 results for 'both of percent hole'.
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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from Good Mead table assume that characters are on foot; mounts and dogsleds can shorten these times by as much as 50 percent. Overland Travel from Good Mead To Travel Time
Bryn Shander 6 hours
Caer-Dineval 8 hours
Dougan’s Hole 4 hours
Easthaven 4½ hours
Overland Travel A path connects Good Mead to the Eastway, crosses the snow-covered road, and continues to Caer-Dineval. Another snowy path leads to Dougan’s Hole. Travel times in the Overland Travel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Overland Travel A six-mile-long, snow-covered path connects Dougan’s Hole to the neighboring town of Good Mead. Characters on foot can walk this path in 4 hours; mounts and dogsleds can shorten this time by as much as 50 percent.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Crossing the Tundra The wilderness around Dougan’s Hole is a frozen tundra. Snow falls frequently, adding to the snowpack and erasing tracks. There is a 50 percent chance that the characters get
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. There is a limit, though, to how far they can push their luck. Each time they venture forth from their refuge to raid the fire giant hall, there is a 10 percent cumulative chance that the hidey-hole
percent chance that any member investigating a vent hole will be struck by flaming gases for 7 (2d6) fire damage.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Force Field There are no openings in the force field, which extends 1 foot underground. It takes 1 hour for a character with a shovel to dig a hole deep enough for a Medium creature to squeeze through
, going under the field to the other side of the towers’ outer wall. Since Kolat Towers is surrounded by other buildings, there’s a 75 percent chance that any digging attracts 2d6 members of the City
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and scale armor, suitable for five Large and ten Medium devils, are stored in racks along the walls.
Ten bearded devils and ten hell hounds occupy this floor. There is a 30 percent chance that half
hole in the northwest corner wide enough to accommodate Large creatures. T2. Second Floor The tower’s amnizu commander and a chain devil subcommander reside here. These commanders enjoy having one or
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
that kuo-toa all look the same sleeping as awake — and virtually all kuo-toa sleepwalk, making things even more confusing. There is a 25 percent chance that any individual kuo-toa the party encounters
particular moment. The mysterious monk could serve as an ace in the hole to help the party out, or he could just as easily cause trouble with his stubborn refusal to acknowledge his fellow kuo-toa’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
percent chance) or lava beneath the thin spot (twenty-five percent chance). If the case of a hole, the character falls 1d4 × 10 feet into an empty magma pocket. The lava deals damage as described earlier
Sulfur cloud 10–20 None Crust Break. A random character steps on a particularly thin spot on the floor. The character must succeed at a DC 10 Dexterity saving throw or fall into a hole (seventy-five
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Satchel, Living the Good Life
3 Secret Satchel, That Thing You Need
4 Portable Hole Satchel,
That Expensive Thing You Need
Proficiencies and Starting Equipment As a rank 1 hoardsperson
delivered to your franchise headquarters within one day. With a successful DC 15 Charisma (Persuasion) check, you also negotiate a 50 percent discount on the item. If you fail the check, you cannot use this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can’t breathe until the
leave his lair to investigate. Ceiling Tunnel. The hole in the ceiling leads to Xipe’s lair. If the characters try to climb the walls, they discover the walls are too slick to be ascended in this way
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with 110 hit points, and the younger sister to Erelal Freth. This area has the following features: Hole. A 2-foot-diameter hole is cut through the roof. The hole, 20 feet above the floor, allows
quasits in bat form to deliver messages to Rilna from the gate tower (area 18a). A Small creature can slip through the hole easily, and a Medium creature can do so with a successful DC 17 Dexterity
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
helm’s propeller spins and whirs loudly until the spell ends. Each time the spell ends, there is a 50 percent chance that the helm loses its magic and becomes nonmagical. 13c. Galley and Mess Hall This
20 Wisdom (Perception) spot a tiny hole at the base of the wall that separates this cabin from area 13d. Two feet above this hole, lodged inside the wall, is a sending stone. (The matching stone can be
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
players: An explosion of some kind damaged the two uppermost levels of this tower, creating a gaping hole between them and covering the area with soot. A curved wooden staircase that once rose along the
creatures within 30 feet of the figurine can’t be brought back to life. A creature that holds the figurine while praying to Orcus for at least 1 hour has a 10 percent chance of summoning a smoky
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
interaction immediately reveals the illusion. G5. Underdark Entrance A hole in the back of this cave forms the mouth of a tunnel that plunges deeper into the earth. The tunnel is devoid of the luminous
roof, cascades down until it crashes onto a ten-foot-high ledge, then tumbles over the ledge into a thin river of mud that flows out through a hole in the northeast corner. A stone staircase climbs up
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Muzgardt Conspiracy”) and try to thwart Xardorok at every turn. They allow characters to pass through the room unmolested and are 50 percent likely to know Xardorok’s current whereabouts. X22. Western
ceiling above this bin is a wide, rectangular hole.
This encounter area is made up of several smaller locations within sight of one another. Area X24 is the forge itself. Area X25 is the iron platform
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
utter a prayer to Graz’zt; doing so has a 10 percent chance of annoying the demon lord, who causes four shadow demons to appear in the room and attack. These demons return to the Abyss after 10
poison and psychic damage. Rather than shattering an entire skylight, a character can take an action to break or pry out one of a skylight’s panes, creating a hole big enough to slip through. It’s a 15-foot drop from the skylights to the floor of area C11.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
container moved will reveal a hole filled with 600 gp, four 250 gp gems, and a silver tube (worth 50 gp) that holds a spell scroll bearing a 3rd-level cure wounds spell. 7. Cavern This natural rock
place to look for food if they hear any noise. Even if the characters are quiet, there is a cumulative 15 percent chance for every 10 minutes that passes that the toads will come looking for food
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
head. Privies — each little more than a bench seat with a hole open to the water below — are this room’s only features. J14. Carnies’ Cabins Eight narrow cabins are fitted with hammocks, each of
hit points, and immunity to poison and psychic damage. Jailed Sailor. There’s a 25 percent chance that a sailor (drow) is being held in the brig after punching a crewmate during an argument. J16. Armory
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the door to contain the smell. A hole in the north wall allows creatures of Small size or smaller to come and go freely. Five giant rats slither and skitter through the pile of waste. They
) check notices the weak rung. Any character who breaks the rung while climbing falls 10 feet and has a 50 percent chance of landing in the waste pile. Pile of Waste. Any character who makes substantial
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chamber when they’re not hunting (25 percent chance of being absent when characters arrive). The bugbear wears a crown of antlers on his head to enhance his frightening appearance. Balsag considers all non
widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.
Creature. In the glowing hall rests a fire snake. Belak used magic to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Lock spells seal these doors, beyond which are repositories for the library’s most valuable or scandalous works. Next to each scribe’s desk is a pull cord hanging through a hole in the ceiling. A tug
Elemental Evil seven years ago. In exchange for their service, the characters and their companions are entitled to a 50 percent discount on goods purchased at the temple.
Unearthed Arcana This quaint
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
traveling; otherwise, treat the result as no encounter. You stumble upon an old grave. There is a 25 percent chance that the grave is intact, appearing as an elongated earthen mound or a rocky cairn
characters find a shallow, mud-filled hole with dirt or rocks strewn around it and a few scattered bones within. Hidden Bundle This encounter occurs only if the characters are traveling; otherwise
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
unconscious while on a bridge has a 50 percent chance to fall into the pigpen. Enchanted Pillars. A detect magic spell reveals that each pillar radiates an aura of enchantment magic. Any humanoid that
wights to stand down. Aura. A detect magic spell cast on this area reveals an aura of transmutation magic around each hole, hinting at the presence of a magical effect. Blood Vines Trap. If a non-undead
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
knucklehead trout. The villages of Dougan’s Hole and Good Mead stand a few miles apart on the north shore of Redwaters which, contrary to its name, sparkles emerald green during the day and silver in the
. There is a 50 percent chance that they’re heading home with 2d6 animal pelts worth 5 gp each. They know the wilderness well and can direct or guide characters to the nearest settlement. If the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of strange black metal, that he is doing some repair work on. If he is attacked and the fight goes against him, there is a 33 percent chance per round that he uses his action to toss the mace into
rats and escape through a drain hole in the northwest corner of the room, traveling from there to alert the drow of intruders. The secret door to the east opens into a passage about 2 feet wide and 1
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
-Besil shops moved into the area as soon as a food source (the cult) arrived. Whenever the characters enter one of the shops, they have a twenty-five percent chance of encountering the cloaker. The
save for one feature. Sticking up out of a large hole in the floor is the skeletal head of a great worm, its mouth agape.
The dead worm is all that remains of a purple worm killed by dwarves. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
. Beneath a loose stone in the floor is a hole that contains 1,250 gp, three 250 gp gems, two 100 gp gems, and a large earthenware jug that holds four potions of water breathing. 3. Cell Block In the outer
finger of the cavern when the characters first enter. Every 10 minutes, there is a 30 percent chance that 1d3 more of these monsters appear from either the northern or southern sinkhole. Treasure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
was defeated in the Temple of the Crushing Wave, the aboleth guards the water portal in area P20. Otherwise, it is here. The slimy water that fills this cave flows through a hole in the east wall
provide ample room to sit or lay down.
This cave is the lair of a giant octopus. It spends most of its time hunting, so it has only a ten percent chance each hour to be in its lair. Submerged
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Strength (Athletics) check; on a failed check, the victim drops back into the cavity. Creatures. Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 giant rats from the
contains a gaping hole and stands empty. A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A bedroll lies near the wooden bench, and the sound of