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Returning 35 results for 'bronze barriers diffusing conceal release'.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the original creature’s size.) They can’t create undead shadows. Three other mirrors (your choice) are empty frames containing illusory glass that has no substance. These false mirrors conceal small
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the original creature’s size.) They can’t create undead shadows. Three other mirrors (your choice) are empty frames containing illusory glass that has no substance. These false mirrors conceal small
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of the original creature’s size.) They can’t create undead shadows. Three other mirrors (your choice) are empty frames containing illusory glass that has no substance. These false mirrors conceal small
shelves that are carved into the walls behind them. Casting dispel magic on one of these mirrors ends the illusion and reveals the hidden shelf beyond. Treasure Two of the shelves are bare. The third holds a bronze mask molded to resemble Halaster’s visage (50 gp).
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
conceal my contempt for others.
8 I truly regret the things I have done and will do whatever I can to atone.
Shadow Dragon Ideals d6 Ideal
1 Merciless. Life doesn’t offer second
chances, and neither do I. (Lawful)
2 Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)
3 Cruelty. The only release for my pain is to visit it upon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
conceal my contempt for others.
8 I truly regret the things I have done and will do whatever I can to atone.
Shadow Dragon Ideals d6 Ideal
1 Merciless. Life doesn’t offer second
chances, and neither do I. (Lawful)
2 Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)
3 Cruelty. The only release for my pain is to visit it upon
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
conceal my contempt for others.
8 I truly regret the things I have done and will do whatever I can to atone.
Shadow Dragon Ideals d6 Ideal
1 Merciless. Life doesn’t offer second
chances, and neither do I. (Lawful)
2 Hedonism. The multiverse is painful enough. Seek pleasure wherever you can find it. (Chaotic)
3 Cruelty. The only release for my pain is to visit it upon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
Halaster used magic to distort the wall
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
peak, and is obscured by thick webs. Corridors lead off to the east, south, and west, with the west ending at a heavy oak door with bronze fittings.
Arrow Slit Any character who succeeds on a DC 16
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
peak, and is obscured by thick webs. Corridors lead off to the east, south, and west, with the west ending at a heavy oak door with bronze fittings.
Arrow Slit Any character who succeeds on a DC 16
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
Halaster used magic to distort the wall
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hall. Carved into the walls flanking the double door stand armored dwarves, their stony beards flowing out of great helms that conceal their facial features.
Halaster used magic to distort the wall
fills an alcove to the south.
This hall contains the posed, inanimate skeletons of five adult dragons — one each of brass, bronze, copper, gold, and silver. The gold dragon skeleton occupies the southern alcove, while the others are lined up in the main hall. The skeletons are harmless.
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
peak, and is obscured by thick webs. Corridors lead off to the east, south, and west, with the west ending at a heavy oak door with bronze fittings.
Arrow Slit Any character who succeeds on a DC 16
causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
hear anything at all. Opening the door will release a wave of water. Those hit by the water take 2 (1d4) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked down and
a stone block in the southern wall has shifted out of place. The corridor turns north, and the flow of water follows it, then goes under a door made of bronze-bound wood. The door has a handle and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
hear anything at all. Opening the door will release a wave of water. Those hit by the water take 2 (1d4) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked down and
a stone block in the southern wall has shifted out of place. The corridor turns north, and the flow of water follows it, then goes under a door made of bronze-bound wood. The door has a handle and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
hear anything at all. Opening the door will release a wave of water. Those hit by the water take 2 (1d4) bludgeoning damage and must succeed on a DC 15 Strength saving throw or be knocked down and
a stone block in the southern wall has shifted out of place. The corridor turns north, and the flow of water follows it, then goes under a door made of bronze-bound wood. The door has a handle and a
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
effectively speaking thoughts at each other. This effect doesn’t allow any creature to probe invasively into another creature’s mind. But it transcends language barriers, and you can play around with the kind
Spores When myconids take damage, they release spores that alert all other myconids within 240 feet of them. All myconids in the cave are in range of each other’s Distress Spores. Myconids in areas B2 and area B3 move to area B4 if they detect Distress Spores.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bronze furnace with a fire elemental magically trapped inside it. A narrow hatch in the front of the furnace has a small grill through which the elemental can be seen, and the heat pouring out through the
grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bronze furnace with a fire elemental magically trapped inside it. A narrow hatch in the front of the furnace has a small grill through which the elemental can be seen, and the heat pouring out through the
grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
bronze furnace with a fire elemental magically trapped inside it. A narrow hatch in the front of the furnace has a small grill through which the elemental can be seen, and the heat pouring out through the
grill helps keep the deck crew warm on cold days and nights. An iron wheel on the starboard side of the furnace opens and closes a bronze valve at the top of the cylinder, which has the effect of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
are approaching from the south. The doors to this room are made of bronze and are tinted blue from oxidation. Just inside the doorway are two small alcoves. Each space contains an old fountain, cracked
.
Two corroded bronze braziers stand in the pool. Toward the middle of the room, two broken urns, each apparently once about four feet tall, poke up out of the water. In the darkness on the eastern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hear combat in area 5a, they drop their pickaxes and flee to area 6.)
Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
Door. The west door to
area 6 is emblazoned with a bronze relief of a mountain with a fist-sized depression in its center. The door is locked.
Bronze Relief Door. A successful DC 13 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hear combat in area 5a, they drop their pickaxes and flee to area 6.)
Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
Door. The west door to
area 6 is emblazoned with a bronze relief of a mountain with a fist-sized depression in its center. The door is locked.
Bronze Relief Door. A successful DC 13 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
are approaching from the south. The doors to this room are made of bronze and are tinted blue from oxidation. Just inside the doorway are two small alcoves. Each space contains an old fountain, cracked
.
Two corroded bronze braziers stand in the pool. Toward the middle of the room, two broken urns, each apparently once about four feet tall, poke up out of the water. In the darkness on the eastern
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
are approaching from the south. The doors to this room are made of bronze and are tinted blue from oxidation. Just inside the doorway are two small alcoves. Each space contains an old fountain, cracked
.
Two corroded bronze braziers stand in the pool. Toward the middle of the room, two broken urns, each apparently once about four feet tall, poke up out of the water. In the darkness on the eastern
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hear combat in area 5a, they drop their pickaxes and flee to area 6.)
Webs. The ceiling is covered with webs that conceal a giant spider. It attacks the adventurers from above.
Door. The west door to
area 6 is emblazoned with a bronze relief of a mountain with a fist-sized depression in its center. The door is locked.
Bronze Relief Door. A successful DC 13 Intelligence (Religion) check reveals
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
”). If the characters attempt to conceal their aerial approach, either by hiding among the neighboring clouds or traveling under the cloak of night, they can reach the castle undetected without having to
wood with polished bronze fittings. Door handles are 12 feet above the floor. A Huge giant has no trouble opening a door. A smaller creature can attempt to open a door, provided that creature or some
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
”). If the characters attempt to conceal their aerial approach, either by hiding among the neighboring clouds or traveling under the cloak of night, they can reach the castle undetected without having to
wood with polished bronze fittings. Door handles are 12 feet above the floor. A Huge giant has no trouble opening a door. A smaller creature can attempt to open a door, provided that creature or some
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
”). If the characters attempt to conceal their aerial approach, either by hiding among the neighboring clouds or traveling under the cloak of night, they can reach the castle undetected without having to
wood with polished bronze fittings. Door handles are 12 feet above the floor. A Huge giant has no trouble opening a door. A smaller creature can attempt to open a door, provided that creature or some
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
) and the overlook (area O3) run down to release the ogre zombie from its cage and attack intruders who breach this hall. The zombie sides with the duergar in any fight. Duergar that fall below half
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
holding bronze-headed spears. The face of each statue is different, as if they were modeled from different subjects. Next to each statue is a small, glazed clay pot. The walls are decorated with brightly
coffin floating on the liquid deal similar fire damage if they are touched. Treasure Chests Three of the pyramid-temples, which are fastened to the floor, conceal treasure. The top of each temple is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
holding bronze-headed spears. The face of each statue is different, as if they were modeled from different subjects. Next to each statue is a small, glazed clay pot. The walls are decorated with brightly
coffin floating on the liquid deal similar fire damage if they are touched. Treasure Chests Three of the pyramid-temples, which are fastened to the floor, conceal treasure. The top of each temple is






