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Returning 16 results for 'coin cells'.
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Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Smoke grenade Additional technological devices are provided in appendix A. Many of these devices use energy cells as ammunition or power sources. Energy cells found on the spaceship look like blue
, coin-sized glass discs. To simulate a character’s ignorance about technology, determining how to use and reload these devices requires two successful Intelligence (Investigation) checks (one to figure
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
desperate of Outer City residents prowl the snuff streets, hoping to find a missed copper piece or a salvageable boot to pawn. They strip the teeth from bodies, cut off hair that might fetch a coin, and
cadre of powerful patriars. The wrath that would fall on the Watch isn’t worth putting one assassin in the cells.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
who toss the room find a small coin purse stuffed into Nildar’s bedroll. The purse contains 24 gp and 17 sp. O7. Spore Servants This chamber appears to be a cellblock lined with stone doors that have
main entrance.
The barred opening in the northeast corner is similar to the ones in area O3. The three cells along the west wall are empty at present. Each of the five cells along the south wall holds
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
on additional coin or items they acquire within the casino. A character who negotiates the reward and succeeds on a DC 15 Charisma (Intimidation or Persuasion) check gets her to raise the payment to
are caught trying to steal from the casino, security guards attempt to apprehend them. Captured characters are taken to the holding cells (area A17). Quentin visits them an hour later. If the characters
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
desperate of Outer City residents prowl the snuff streets, hoping to find a missed copper piece or a salvageable boot to pawn. They strip the teeth from bodies, cut off hair that might fetch a coin, and
, knowing that arresting one means possibly exposing a whole cadre of powerful patriars. The wrath that would fall on the Watch isn’t worth putting one assassin in the cells.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
barristers demand high retainers, but they’re worth every coin when the alternative is a visit from the Mercykillers. One talented attorney is “Sly” Nye (chaotic neutral, tiefling noble), who claims to have
twilight hours, glaring searchlights affixed to the penitentiary’s barbed watchtowers scan the ward below for runaways, but all that escapes its walls are the wails of the prisoners within. Cells
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
made in the stables for a traveler’s mount at a cost of 1 sp per night. Coin Box. Tucked behind the counter is a wooden coin box with a copper clasp. A character who inspects the coin box before opening
it notices a row of tiny pinholes in the lid. The coin box contains 15 cp and 11 sp, as well as a spider. Keys. The two keys hanging on the wall unlock the doors to areas G17 and area G18
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Quarters These cells, set aside for visitors, each contain a wooden bed, a chamber pot, and hooks on the walls for hanging clothes. Under each bed is a shelf for storing personal effects. The
survivors from the Naiad are resting in three cells: Ashlyn in M11a, Devi in M11b, and Treef in M11c. Each survivor is described further below. The remaining cells are unoccupied, unless the characters or any
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Overview”), who presides over law enforcement. The Presidium has only a few prison cells, primarily for temporarily holding the accused before they are sentenced to labor or sent to fight at the Coliseum
. Bounties. The watch posts hefty bounties for those who escape its grasp. Adventurers looking to earn coin or seek out fellow rebels might check the information posted to the watch’s bounty boards. Crime and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
money moving in and out of the casino. Every coin and chip that passes through the cashier booths is recorded here in the appropriate column, scrawled in ink as if by some invisible hand. Any character
Cells Employee-Only Area This area holds six jail cells and two padlocked wooden chests (see “Wooden Chests” below). The keys in the security office (area A16) unlock the cells and the chests. As an
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
have every worship service interrupted by contagious congregants, several of the city’s temples were only too happy to provide clerics to work in the facility. Of course, coin still determines one’s
and integrating part of a naturally occurring cavern system. This both keeps the prison secure and pacifies prisoners, as any who act out know that they can always be moved from the dry cells to the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
of the city’s temples were only too happy to provide clerics to work in the facility. Of course, coin still determines one’s quality of care, the clerics rarely work for free, and those without
pacifies prisoners, as any who act out know that they can always be moved from the dry cells to the dank lower levels. Particularly problematic inmates end up in the Swimming Hole — a flooded and lightless
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
without some climbing). Inside these rooms are rings set in the walls, chains attached to the rings, buckets, heaps of straw, and precious little else. The occupants and other contents of the cells and the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
table, two stools, torches, and a ring of keys that open four of the five cell doors. The cells, from left to right, have the following occupants: First Cell. A human merchant (noble), taken prisoner
instructed to keep three “magical skeletons” in one of the cells safe from would-be thieves. To back up their tale, they point out—quite truthfully—that they have no key to this cell. Indeed, there are three
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. It pushes open to reveal area X33 beyond. X7. Cell Block This area contains four cells separated by bars. The rectangular iron doors have locks built into them, and Noska Ur’gray carries the keys
the powdered stone pours out. The pulverizer is a pet project of Thorvin’s that allows him to hang around Xanathar’s lair and gather information, which he sells to the Harpers. (Thorvin puts the coin
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves
pirates. The owner, Kreb Shenker (NE male human thug), takes coin from anyone and asks no questions. Troublemakers are thrown out the door, over the railing, and into the reeking harbor. Characters






