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Returning 17 results for 'captives wind readies'.
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captures wind radius
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Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
captives; those who survive might play roles later in the adventure. Start It is assumed that the party has either followed the map obtained at the steading or used the magical chain found there to arrive
. The wind at the bottom of the rift is worse still, and visibility there is only 30 feet. The floor of the rift is a maze of snow and ice hillocks and mounds, with peaks of ice and rock thrusting up
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
than a week. To untrained eyes, the yakfolk village looks like a peaceful, idyllic hideaway perched atop a mountain cliff, with granite walls to keep the howling wind at bay. The dwarves of Citadel
their magic to possess the bodies of their dwarven captives and, in the guise of these dwarves, yakfolk spies have infiltrated Citadel Adbar. These agents do everything in their power to discourage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Howling Caves Locations N1. Entrance A subterranean wind blows north, up the tunnel, carrying distant screams from the south.
The north end of the tunnel forms the bottom of a widening shaft that
blunt rocks and cave floor. The walls are rough and can be climbed with a successful DC 10 Strength (Athletics) check. The chasm fills with wind, thunder, or lightning at random times. If one or more
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
dwell. It is a place filled with lightless caverns connected by tunnels that wind ever downward. One could spend a lifetime (however brief!) exploring the Underdark and find such places as the
following: A mind flayer prison or asylum, filled with mindless thralls and tormented captives A lost dwarven necropolis containing row after row of dusty tombs waiting to be plundered A fortified outpost
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Wind howls as it climbs this dark shaft.
After 80 feet, the pit tapers into a tunnel (area N1 of the Howling Caves, described later in this chapter). Chaotic gusts blow up and down the shaft, too
weak to pose an actual hazard. Climbing the rough pit walls requires successful DC 10 Strength (Athletics) checks. F3. Wind Prison A stone pedestal in the middle of this cavern holds a glassy sphere
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through without one, Jurth and his followers attack. Treasure Jurth has accumulated a good store of loot stolen from the hapless captives who wind up in the clutches of the cult. He conceals this loot
Monastery Locations M1. Passage of Stone When the characters arrive at the Sacred Stone Monastery, read the following text: A trail leads into an ever-narrowing defile between bluffs of wind-sculpted
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
foreign traders sell their wares. Tents and covered wagons provide some shelter against the cold wind, but not much. In a few places, campfires with people huddled around them crackle and smoke. One
, stealing food and drink mainly. The Order of the Gauntlet captured most of his gang, but Worvil disappeared into the mountains. Interrogation of the captives led Baric to discover the Weevil’s craving for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
letters. Packed in peanuts are three gnome inventions: a spring-loaded pogo stick (25 gp), a wind-up tomato masher (125 gp), and a strap-on helmet with a wooden propeller mounted to the top of it. This
.
N’ghathrod straps captives to this chair before devouring their brains. A creature shackled to the chair can use an action to try to escape, doing so with a successful DC 20 Strength (Athletics) or
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
, illusion, and stealth. Clerics who wield this magic are a disruptive force in the world, puncturing pride, mocking tyrants, freeing captives, and flouting hollow traditions. They prefer subterfuge and
Movement 9 Hold Monster, Steel Wind Strike
POLAR ENGINE War Domain Subclass
Level 3: War Priest As a Bonus Action, you can make one attack with a weapon or an Unarmed Strike. You can use
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
: 1d4 + 1) with 5 commoner captives (attitude: 1d8 + 4)
4 1 fomorian deep crawler* (attitude: 1d4 + 1) scuttling in search of victims
5 1 fomorian (attitude: 1d10) supervising 1 umber hulk
) anxiously searching for the lost goats it tends for a frost giant tribe
7 1 frost giant (attitude: 1d8 + 1) building a wind shelter from ice blocks
8 1 frost giant ice shaper* (attitude
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cursory investigation turned up little of interest. Unbeknownst to him, several free-willed Undead linger here. S2: Entry The tunnels that wind through the foundation of the flying citadel rise via a
, Madar and Tenadria. All three died as captives of the Bastion of Takhisis and were interred here so their spirits could be further interrogated using magic mirrors in their tombs. The statue to the south
Compendium
- Sources->Dungeons & Dragons->Divine Contention
boxed text aloud: The first light of dawn paints the landscape in shades of gray, yet the wind and rain are worsening. On a crag overlooking the town, a line of six savage barbarians beat out a
seethe under its skin. The woman glances down at you as she readies her next attack.
“To arms!” she shouts. “Leilon needs you!”
Claugiyliamatar is an ancient green dragon, except her breath weapon
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the spellcasting ability (spell save DC 15):
At will: druidcraft, guidance, resistance, speak with plants
2/day each: animal messenger, detect magic, entangle, goodberry, gust of wind, pass without
or barriers, so anyone traversing it is at the mercy of the wind. Suggested Encounter The first time the adventurers approach the midpoint of the bridge, they see a fire giant and a hell hound
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the forests north of Blasingdell. They keep their captives in a small pen until they put them to death or ransom them. A row of rough-hewn sapling trunks forms a crude but serviceable barrier across the
chance to prepare for the next assault. Development. Any characters captured by the orcs eventually wind up in the cage, unless they demonstrate that they’re too much trouble to be left alive. Their gear
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Brimskarda. The goblins are familiar with the layout of the fire giant stronghold and can be bullied into acting as guides or providing directions. Goblin captives always act in their own self-interest
her potion of invulnerability, Brimskarda carries a large wind fan of painted gold (worth 2,500 gp and weighing 50 pounds). Development Characters who capture Brimskarda can use her to gain leverage in
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
worship this ravenous spirit and offer up captives and treasure to it as sacrifices. Seven specters created by the spirit lie dormant in their former bodies, awaiting its command. When the characters
energy. If the book is moved or touched, it flips open, and its pages shuffle as if disturbed by a phantom wind. A coruscating, 5-foot-wide, 10-foot-tall slash of red energy tears through the air
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
innate right to rule, and this belief is the cornerstone of every chromatic dragon’s personality and worldview. Trying to humble a chromatic dragon is like trying to convince the wind to stop blowing. To
.
Kobolds infest the lairs of many black dragons like vermin. They become as cruel as their dark masters, often torturing and weakening captives with centipede bites and scorpion stings before






