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                        Returning 35 results for 'cell were roll'.
                    
                
                        
                            
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                                                     Monsters
                                                    Tales from the Yawning Portal
                                                    
                                                
                                            
                                                     roll against a creature if at least one of the sea lion’s allies is within 5 feet of the creature and the ally isn’t incapacitated.
Swimming Leap. With a 10-foot swimming start, the sea
                                                
                                            
                                                
                                                     White Plume Mountain might discover a group of these creatures confined in a watery cage.
These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy.
                                                
                                            
                                        
                                                     Monsters
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    );{"diceNotation":"1d6+2","rollType":"damage","rollAction":"Claws","rollDamageType":"slashing"} slashing damage.Duhlark Kolat long ago trapped a magical experiment in this cell: a gargoyle that has been
                                                
                                            
                                                
                                                     the gargoyle travels with the party, roll a d10 each day at dawn. On a roll of 1, Lady Gondafrey's alignment becomes chaotic evil for 24 hours as the gargoyle's innate demeanor exerts itself. In this
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     powered by an energy cell stored in a compartment on the thigh plate.
Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of normal plate
                                                
                                            
                                                
                                                     reaction to expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled.
Propulsion. As a bonus action, you can expend 1 of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    . The armor is powered by an energy cell stored in a compartment on the thigh plate. Placing a full energy cell in the armor gives the armor 24 charges. A suit of powered armor functions as a suit of
                                                
                                            
                                                
                                                     expend 1 of the armor’s charges to deploy a defensive force field. Roll 3d10 and reduce the damage taken by the total rolled. Propulsion. As a bonus action, you can expend 1 of the armor’s charges to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     following: Two iron balconies protrude from the side walls of this train car. Iron stairwells connect these balconies to the lower level. Lining the walls on both levels are cell doors made of riveted iron
                                                
                                            
                                                
                                                    -shaped keyhole on each of the car’s eight cell doors. As an action, a character can use the mace-key to unlock any one of these doors, which can be opened no other way. Omid remains in the Jail Car and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     must succeed on a DC 15 Dexterity saving throw or take damage. Roll the weapon’s damage once, and apply it to each creature that failed the save. Reload You can make a limited number of shots with a
                                                
                                            
                                                
                                                     depleted but could possibly be recharged with the proper equipment, at your discretion. An Energy Cell weighs 1/2 lb.  Firearms   Modern Item Damage Properties Mastery Weight   Martial Ranged Weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     asks them for help. If the characters slay the carrion crawler, the nothic offers the party the treasure in the cell (area C6). If asked about the dead dwarf there, the nothic takes credit for
                                                
                                            
                                                
                                                     a failed check, the nothic and its sword start combat. C6: Cell Iron bars divide this chamber, forming a cell to the south. Flies buzz around a corpse sprawled on the floor of the cell.
 The cell is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    Sea Lion These large marine mammals live along coastal regions and around islands at sea. One sea lion is kept in a cell in the lowest reaches of the sahuagin fortress in The Final Enemy. Sea Lion
                                                
                                            
                                                
                                                    .
 Keen Smell. The sea lion has advantage on Wisdom (Perception) checks that rely on smell.
 Pack Tactics. The sea lion has advantage on an attack roll against a creature if at least one of the sea
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     gems (worth 50 gp each). Cell Complex A number of small chambers are clustered around the center of this level of the stronghold. These rooms, labeled 1C through 14C, are cells meant to hold prisoners
                                                
                                            
                                                
                                                    . In addition, the guardroom for the cell complex is marked with a G. Each cell has a thick wooden door with a high, barred window (about 15 feet up, too high for the average human to peek through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     her father. Cells. The doorways lead into simple monastic cells occupied by the cloister residents. Each cell is furnished with a bed, a nightstand, a small desk, and a chair. The westernmost cell is
                                                
                                            
                                                
                                                     vacant, and it is available to the characters if they don’t mind sharing the space. Next to it is Tarak’s cell, then Varnoth’s. The fourth cell is Myla’s, cluttered with junk and tools. The fifth and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     and deposit them into an empty cell in the Jail Car (area E8). Guard Patrols Hostile modrons patrol the rooftops of the cars, attacking anyone they see who isn’t supposed to be there. Whenever one or
                                                
                                            
                                                
                                                     more characters reach the midpoint of a rooftop on any car other than the Jail Car, roll a d6 and use the Guard Patrols table to determine if an encounter occurs. Assume the patrol begins the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     play without end. Ernest the monkey turns the handle of a piano roll; the punched holes in the roll of parchment provide the melody. Ernest has the mind of a middle-aged human, the result of a prank
                                                
                                            
                                                
                                                     captured in Prismeer, they hear the distant whistling of the calliope and can follow the music to safety. Any barriers or obstacles in their way are magically removed. For example, the lock on a cell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    Spaceship Trinkets The Spaceship Trinkets table below offers a selection of trinkets appropriate for adventures with sci-fi themes. The adventure includes encounters that ask you to roll on the table
                                                
                                            
                                                
                                                     to determine what random trinkets the characters find in certain locations on the spaceship. None of the trinkets requires an energy cell.  Spaceship Trinkets   d100 Trinket   01–02 Disembodied robot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each). The occupants of the cells are as follows: Cell A. A Red Wizard illusionist
                                                
                                            
                                                
                                                     marked with an asterisk on the map are empty. Combat in the courtyard alerts the inhabitants of the cells. They take 1d4 + 1 rounds to respond (roll for each one): Cell A. Lahnis (see area 30) uses these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portal’s destination resides in Sigil or on another plane. Then, roll on
                                                
                                            
                                                
                                                     infirmary, tattered paper fan 10–12 Sewer pipe Infinite Well The Abyss Celestial blood, demon ichor 13–15 Cell door Prison Carceri Broken key, length of chain 16–18 Open grave Dead Nations Hades
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     characters roll initiative. If the characters attack or otherwise interrupt Grottenelle before the start of her first turn, the summoning fails. Otherwise, a glabrezu appears in the center of the pentagram
                                                
                                            
                                                
                                                     infiltrators. If the characters are impersonating devotees of Lolth, Maaltok tells them who’s imprisoned in each cell. Cell Keys. Maaltok carries keys to each of the cells in the prison (areas W6a–W6d
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     prevented from doing so and are faced by an obviously superior enemy, the bugbears feign surrender and direct the characters’ attention to the fourth cell (see below), where—so they say—treasure is to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
                                                
                                            
                                                
                                                     of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    . While confined to her antimagic cell, she is cautious since she can’t rely on her magic tattoos to defend herself. Outside her cell, she grows overly confident and even banters if she’s able to do so
                                                
                                            
                                                
                                                     of schemes she learns through the eyes, ears, and hands of her agents outside the prison. While outside her cell during daily exercise in the courtyard or during chores, she contacts her agents for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     holding cell in area D8. Secret Note. As the king addresses the characters, one of the bullywug noncombatants passes a wine goblet to one randomly determined character. Inside the cup is a scrap of
                                                
                                            
                                                
                                                    , and conspirators are gathering at his home in area D16. Whenever a character asks a friendly bullywug of the Soggy Court about Illig’s whereabouts, roll a d8. On a roll of 1–3, the bullywug doesn’t
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     stuffed oddities acquired from other worlds. If combat occurs here, any creature that misses with a melee weapon attack must roll a d20 on the Alchemical Mishaps table. Alchemical Mishaps    d20 Mishap
                                                
                                            
                                                
                                                     existence.Bending the bars of a cell requires success on a DC 25 Strength check. The cell doors spring open automatically if the beacon is disabled. Two paralyzed star spawn manglers (see appendix A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     open the door, read: This room reeks of filth and death. The corpse of a dragonborn rots in a rusty cell of iron bars to the north. To the south, a similar cell holds two living prisoners.
 The cell
                                                
                                            
                                                
                                                     doors are both locked. Creature. Courtesy of the magic of Hoobur Gran’Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. A character who quickly examines the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     delights in greeting first-time visitors to town. In fact, she has a well-rehearsed speech that makes some of the other guards at the gate roll their eyes: “Well met, travelers! Keep yer fingers and
                                                
                                            
                                                
                                                     hall is a short flight of stone steps that lead down to a sunken cellar with walls of frozen, hard-packed earth. The cellar has been converted into a sheriff’s office and an adjoining jail cell. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     brute strength or weapons, and magical attempts to open or bypass them are thwarted by permanent antimagic fields. Each field encompasses one cell and its gate. Spells and other magical effects, except
                                                
                                            
                                                
                                                     against its duration. Bolted to the back wall of each cell is an iron bunkbed with a thin mattress atop it and a waste bucket nearby. Prisoners take their meals in their cells. Prisoners. Each of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     Shalendra deals 10 damage to the vrock every round. The demon focuses on one target each round (roll randomly). If the characters join the battle, the vrock attacks them. Glyph Key. Issem has a glyph key
                                                
                                            
                                                
                                                     type (roll a d10: 1–2, acid; 3–4, cold; 5–6, fire; 7–8, lightning; 9–10, thunder). Any creature that enters the rift can choose to remain here or go to an elemental plane. Characters who go to an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room’s contents.  Unnumbered Rooms   d12 Description   1–2
                                                
                                            
                                                
                                                     This room is empty. 3 A laser rifle with a depleted energy cell rests under a rusty bed. 4 Display cases against the walls contain a collection of rocks and minerals from other worlds. 5 Parts of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     enemies quietly disappear—though even cynical mercenaries can become true believers when confronted with the miraculous. Roll or pick from the Religious Order Types table to determine the type of religious
                                                
                                            
                                                
                                                     entity you worship or through an earthly agent, such as a high priest or an archdruid. Roll or pick from the Religious Order Contact table to determine who relays messages to and from your order’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     (see appendix B), corrupted their souls and cursed them with undeath. For each hour the party spends on this floor, roll a d6. On a roll of 1, an encounter occurs. To determine what the characters
                                                
                                            
                                                
                                                     encounter, roll on the Random Upper Priesthood Encounters table, rerolling duplicates.  Random Upper Priesthood Encounters   d4 Encounter   1 Eight giant spiders 2 Three carrion crawlers 3 Six ghasts 4
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    . Prisoner 13 (see the “Roleplaying Prisoner 13” section later in this adventure for more details) has no cellmate. Her cell is marked on map 4.1. To add detail to other inmates, roll on the Prisoners
                                                
                                            
                                                
                                                     at night. R17: Cells Each cell is enclosed by formidable steel bars. Bolted to the back wall are iron bunk beds, each with a thin mattress. A waste bucket sits near the beds.
 The prisoners are kept
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     is successful, the skeleton has disadvantage on its attack roll. If a character somehow gains access to one of the closed-off chambers, perhaps by shrinking to Tiny size or by assuming a gaseous form
                                                
                                            
                                                
                                                     beyond. G34: Cell Block Characters who have darkvision or a light source can see the following: Vertical iron bars stretch from floor to ceiling, dividing this room into six cells. The two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    . Prisoner 13 (see the “Roleplaying Prisoner 13” section later in this adventure for more details) has no cellmate. Her cell is marked on map 4.1. To add detail to other inmates, roll on the Prisoners
                                                
                                            
                                                
                                                     at night. R17: Cells Each cell is enclosed by formidable steel bars. Bolted to the back wall are iron bunk beds, each with a thin mattress. A waste bucket sits near the beds.
 The prisoners are kept
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     teleportation (see appendix B), and 1d4 magic items. Roll on Magic Item Table F in chapter 7 of the Dungeon Master’s Guide for the first item and on Table D for any others. 26B. South Bedchamber The duke’s
                                                
                                            
                                                
                                                     rectangular head of Zalto’s iron maul contains a hollow cell just large enough to confine a Medium creature (or two Small creatures). One wall of the cell is fitted with a door made of vertical iron bars 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     stand fill the air. You must succeed on a DC 16 Constitution saving throw, or you are blinded until the end of your turn, roll on this table again, and immediately experience that complication. You
                                                
                                            
                                                
                                                     and return it to their cell’s hideout. Their hideout is an abandoned temple in the Old City. Their cell leader is a wise sage named Navid. If a character succeeds on a DC 15 Charisma (Intimidation
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     imprisons her most hated enemies in a cell inside her kitchen. Secret of Wayward Pool. Bobi, Sloane, and Zennor agree that the characters should pay a visit to Wayward Pool and seek out the unicorn
                                                
                                            
                                                
                                                    -up sheets of parchment in the basket are three of Granny Nightshade’s wanted posters (see “Wanted Posters” earlier in the chapter). Roll on the Wanted Posters table to determine each poster, allowing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     statistics as flying swords, except they deal bludgeoning damage on a hit. If a fight breaks out in this area, the creatures in area K14 come to investigate. K13. Holding Cell The door to this room has a
                                                
                                            
                                                
                                                     towers of evil’s stench. If you be evil, open the door so we may battle, and my eternal boredom can end.” Beyond the door’s barred window, a gargoyle lurks in a stone cell, challenging you in a low
                                                
                                            
                                        





