Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 34 results for 'closed walk returner'.
Other Suggestions:
closed wall return
closed wall returns
closed wall returned
chosen wall returner
Magic Items
Dungeon Master’s Guide
. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed
.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs extend, allowing the apparatus to walk and swim.
Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
table.
Apparatus of Kwalish Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and making
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus
table.
Apparatus of the Crab Levers
Lever
Up
Down
1
Legs and tail extend, allowing the apparatus to walk and swim.
Legs and tail retract, reducing the apparatus's speed to 0 and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
chimneys that rise several feet above its sagging roofline. The rest of the lodge is made of rotting wood. The stilts that elevate the structure are 20 feet tall, and characters who walk underneath
ridge it rests on fell away some time ago, leaving the westernmost section of the building hanging over the gorge. All of the cabin’s doors are closed and unlocked, and its windows are big enough for characters to climb through. Map 2.3: black cabin View Player Version
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
outgoing trade goods, ensuring that commerce flows smoothly and the city gets its share at every turn. The city gates are closed at night. At dusk, the Watch evicts anyone from the Upper City who is not
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
passage above the many hazards of the Llanos. Traders and farmers walk the roads day and night, protected by the elite fighter-scouts known as Cababa warriors, who patrol constantly for poachers and
once the El Chapán rum distillery; after it closed down long ago, it became a trading post for the thri-kreen of the Llanos. The third outpost is the Silver Tapir Monastery, which serves as the sanctuary and school of the Green Doctors.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
you walk have turned against you.
2 You fled into the Mists to escape someone or something that’s hunting you. You can never rest for long, knowing you’re still being pursued.
3 You’re
trait, you must know the name of the domain you have chosen as your destination, but you don’t need to have previously visited that land. This trait doesn’t allow you to bypass domain borders closed by a
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
outgoing trade goods, ensuring that commerce flows smoothly and the city gets its share at every turn. The city gates are closed at night. At dusk, the Watch evicts anyone from the Upper City who is not
ostensibly keeps the patriars safe. Closing off the Upper City pushes street crime into poorer neighborhoods, or out of the city altogether. In the Upper City, patriars can walk down alleys with
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, is accessible from the highest district. Reaching the gate involves a winding walk of over a mile from the town’s entrance. On reaching the gate, the characters find it sealed by an intimidating iron
) is busy and not eager to be interrupted. If the characters explain themselves, she listens. Use the following points to guide the conversation: The portal to Acheron is closed after a series of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
creatures arm wrestle, or if one creature is holding a door closed against another’s attempt to push it open, both use Strength. Ability Checks Ability Used for… Example Uses Strength Physical
force and athleticism Smash down a door, move a boulder, use a spike to wedge a door shut Dexterity Agility, reflexes, and balance Sneak past a guard, walk along a narrow ledge, wriggle free from chains
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The
Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim Speed to 0 and making it
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
shown in the Apparatus of the Crab Levers table. Apparatus of the Crab Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, the apparatus requires one pilot. While the apparatus’s hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of
as shown in the Apparatus of Kwalish Levers table. Apparatus of Kwalish Levers Lever Up Down 1 Legs and tail extend, allowing the apparatus to walk and swim. Legs and tail retract, reducing the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of
cannot be seen from the door; they require up-close observation to be discovered. Falling Through the Floor. The tracks left on the floor by the smugglers represent the only safe places to walk in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
to Nature, just a block away from the Tower of Luck, are resplendent gardens dedicated to nature gods like Mielikki and Silvanus. The park is closed to all except residents of the Sea Ward. Yet from
place is known, but there are precious few ways out. Most who enter don’t come back. If you see blue tiles, turn around and walk away before it is too late. Swift Justice
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
in height from just above the water to being submerged by up to 2 feet. Each main walkway is wide enough for two Medium creatures to walk side by side, while the smaller branching ones are wide enough
breakwater is made of intertwined branches reinforced by tough vines. Hinged on the sides and split in the middle, it can be opened to allow the passage of small boats. In the closed position, as it is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
conversation (in Goblin) through the closed door to buy time. Spellix Romwod
Small humanoid (gnome), chaotic neutral
Armor Class 14 (hide armor)
Hit Points 33 (6d6 + 12)
Speed 25 ft.
STR
6 (−2
unexpectedly with a goblin posse and expose the impostor, forcing Spellix to put his fate in the characters’ hands. If the characters surrender the gnome to the goblins, Spellix is hauled away to take the Walk
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
after it closed its doors, the site was reopened as Ultrumm’s Music Conservatory. The conservatory later moved to Southbank, and the House of the Harp occupied the college’s original location under
, a gravel path up Mount Waterdeep’s northern spur, is used to bring goods to the college, but most visitors and students use the Mount Melody Walk — a tunnel through the mountain itself — to reach it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
not being paraded through city streets in cage-wagons, the monstrous attractions of the Sea Maidens Faire growl, chortle, stamp, snort, and roar in closed stalls. Two handlers (commoners with
proficiency in Animal Handling) walk from stall to stall, carrying buckets of food and speaking softly to the creatures. Each pen is effectively a cell equipped with a sliding door that can be double-latched
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
move welcomed by no one — least of all the members of the Watch, who must now stand guard over the site until it can be investigated and closed. A character whose background entails knowledge of the
money. Instead of doing so, however, she leads the characters on a merry walk through the worst parts of Dock Ward, where she knows six bandits who will attack them and allow her to flee.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
corridor with an iron, windowed door. Two levers—a blue lever in the upward position and a red lever turned downward—are set into the walls adjacent to the door. An identical door stands closed at the
the characters walk as the living do, they stink of death. A Gulthias tree (see the “Blights” entry in the Monster Manual), surrounded by brambles, rises above the thicket. It bears a single, bone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
entrance is closed by two massive wooden doors with bars that take eight people to slide aside. Because the area is patrolled and the fort has excellent all-round lines of sight, the gates stand open
of the fort has nothing to do with ore. It’s a sally port the fort’s defenders can use to launch counterattacks against enemies assailing the main gate. It stays solidly closed and barred most of the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
feet long. A number of stone mausoleums stand vacant, their doors hanging open. The interior of a mausoleum is dimly lit when its door is open and shrouded in darkness when the door is closed. As the
, or can enter through the main entrance at area G1 or the unlocked back door into area G3. G1. Walk of Bravery Read the following as the characters approach this area: Carved pillars resembling heroes
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
: Bugbear head: “Yah!”
Harpy head: “Bah!”
Hobgoblin head: “Gah!”
Ogre head: “Bah!”
Each repeats its one-word utterance every time its hatch is opened, then falls silent until the hatch is closed
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
holding an assortment of bottles, and an enormous walk-in closet containing dozens of long, elegant robes.
Hashutu is the most self-indulgent of the mind flayer fanatics. He keeps dozens of bottles
practicing arcane magic. It’s obvious that this rejection still stings Oshundo, who refers to Illithinoch’s long-dead leaders as “ignorant fools” who are “closed to the flexibility and power of arcane magic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, it is also hidden in the desk’s secret compartment. C7. Cloakroom This walk-in cloakroom contains the Cassalanter family’s expensive coats and cloaks, and it also has room for the garments of up to
humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but
inventions of the Gondar are revealed on this day and paraded through the city. These devices range from something as humble as new cabinet hinges to massive mechanical constructs that walk or roll about
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and one opposite it, where stone cornices, molding, and carved panels have collapsed to rubble. Near the foot of the stairs, an iron double door stands closed.
Cylinders. The four metal cylinders
the figurine causes it to walk in a straight line at a speed of 5 feet for 10 minutes. At the end of every minute of operation, the owlbear changes from walking on all fours to walking on its hind
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
closed monastery doors. The plain doors are made of heavy timber with iron studs. A dusty footpath circles the building.
If the characters scout around the other sides of the building, add the
visitors’ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
. Each has three clawed arms, three stumpy legs, and a barrel-like body.
Three xorn from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding
haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate their exploration. If the characters also present proof of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
found their way to this cave through a planar rift that has since closed, stranding them here. The xorn are initially indifferent to the characters but defend themselves if attacked. Hungry Castaways
characters to find and slay the dao that imprisoned her if they haven’t already. As thanks for freeing her, she’s willing to cast Tongues, Water Breathing, and Water Walk on the characters to facilitate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
outer tower. The bridge and the tower walkway lack railings. Their planks and stones groan and crack underfoot but are safe to walk on. K10. Wizard Statue This level of the outer tower consists of a
operation, forcing the wizard to spend time and resources defeating the fiend and replacing slain underlings. K16. Construct Workshop The invisible staircase from area K15 ends in front of a closed door






