Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'completely when reaches'.
Other Suggestions:
complete when races
completes when reach
complete when reach
completed when reach
completely when races
backgrounds
discover the lost, forgotten, and unseen reaches of the world. You may travel unaccompanied or lead companions, establishing encampments in remote areas or living completely off the land. You might
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
down the characters’ resources with brief zombie attacks. If the characters feel completely overwhelmed, Talon priests with potions of healing might appear, or an officer can enlist characters to
deliver orders from General Drakov (likely related to the siege’s climax). As the battle reaches what you determine to be the halfway point, start rolling 2d6 on the Zombie Siege Encounters table and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Slanted Room A secret door opens to reveal an empty 10-foot-square cubicle with a 5-foot-wide tunnel of rough-hewn stone leading away from it. The tunnel descends slightly until it reaches a room
water. The statue emits a dim purple radiance, its head is completely turned around, and one of its arms has broken off and is nowhere to be seen.
Ooze. A psychic gray ooze lurks beneath the murky
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
been completely scavenged. Rebuilding Faith Shield dwarf priests have begun the long task of rebuilding, revitalizing, and restoring the Iron Tabernacle to its former glory. The area is vast, and its
Tabernacle is close enough to some of the lower reaches and fissures in the Underdark that monsters from below occasionally find their way in and set up lairs in one shrine or another. The dwarves impress
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
been completely scavenged. Rebuilding Faith Shield dwarf priests have begun the long task of rebuilding, revitalizing, and restoring the Iron Tabernacle to its former glory. The area is vast, and its
Tabernacle is close enough to some of the lower reaches and fissures in the Underdark that monsters from below occasionally find their way in and set up lairs in one shrine or another. The dwarves impress
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
completely obscure the characters’ vision, and the characters exit the haunted zone. Endless Graveyard Countless headstones dot this barren landscape as far as you can see. A pale full moon looms over the
the characters are still in this haunted zone after 10 minutes, the water level reaches the room’s ceiling, and each character in this haunted zone gains 1 level of exhaustion and exits the zone.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
completely obscure the characters’ vision, and the characters exit the haunted zone. Endless Graveyard Countless headstones dot this barren landscape as far as you can see. A pale full moon looms over the
the characters are still in this haunted zone after 10 minutes, the water level reaches the room’s ceiling, and each character in this haunted zone gains 1 level of exhaustion and exits the zone.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
invite them inside the cave. If they enter, read: Inside the cave, a wizened old man wearing a blindfold sits at a spinning wheel, surrounded by piles of gold. As he spins, he reaches down and grasps
fast it turns. When she’s happy, the key turns quickly. When she’s upset, the key turns slowly. If she loses her temper, the key stops completely. Many children toil away in Granny Nightshade’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
invite them inside the cave. If they enter, read: Inside the cave, a wizened old man wearing a blindfold sits at a spinning wheel, surrounded by piles of gold. As he spins, he reaches down and grasps
fast it turns. When she’s happy, the key turns quickly. When she’s upset, the key turns slowly. If she loses her temper, the key stops completely. Many children toil away in Granny Nightshade’s
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
figures are sculpted along the room’s upper reaches, looking down on the floor below. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved
stone brazier.
This chamber contains a grick—the special pet of the goblin Lhupo (area 9). The grick likes to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
figures are sculpted along the room’s upper reaches, looking down on the floor below. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved
stone brazier.
This chamber contains a grick—the special pet of the goblin Lhupo (area 9). The grick likes to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
transformed (see the “Telepathic Torment” sidebar at the end of the adventure). Any remaining meenlocks attack when the party reaches the center of this room. Dynamite Trap. The miners-turned
when summer melts the snow. When the full moon hangs in the night sky, the lake becomes a fey crossing. Anyone who completely submerges in the icy waters during this time surfaces in the Feywild.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
transformed (see the “Telepathic Torment” sidebar at the end of the adventure). Any remaining meenlocks attack when the party reaches the center of this room. Dynamite Trap. The miners-turned
when summer melts the snow. When the full moon hangs in the night sky, the lake becomes a fey crossing. Anyone who completely submerges in the icy waters during this time surfaces in the Feywild.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cruel patron god. The star’s impact caused the idol to topple and shatter. The fragments are worthless. D5: Collapsed Tunnel A short distance down the corridor, fallen masonry completely blocks the
collapsed tunnel, blocked by rubble, eventually leads to a derro stronghold in the Underdark. The stronghold and its contents are beyond the scope of this story but could inspire an additional adventure if, by some means, the party reaches this tunnel.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
cruel patron god. The star’s impact caused the idol to topple and shatter. The fragments are worthless. D5: Collapsed Tunnel A short distance down the corridor, fallen masonry completely blocks the
collapsed tunnel, blocked by rubble, eventually leads to a derro stronghold in the Underdark. The stronghold and its contents are beyond the scope of this story but could inspire an additional adventure if, by some means, the party reaches this tunnel.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The
, and a fire snake lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The
, and a fire snake lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the snake comes out, a character who reaches into the snake’s burrow can recover
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
room’s upper reaches, overlooking the floor. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier.
This chamber is home to a
grick, the special pet of the goblin boss Lhupo in area C9. The grick likes to climb up to ledges hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
room’s upper reaches, overlooking the floor. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier.
This chamber is home to a
grick, the special pet of the goblin boss Lhupo in area C9. The grick likes to climb up to ledges hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
power of the Spawning Stone—the source of the vicious monsters called slaadi. The Dragon Army evacuated the ruin, but not completely. The evil cleric Belephaion, Lohezet’s peer, was fascinated with
structure was akin to a great lighthouse, the upper reaches of which burned in the god’s honor. It toppled down during the Cataclysm and has been abandoned ever since. Toppled Ruins The Sunward
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
power of the Spawning Stone—the source of the vicious monsters called slaadi. The Dragon Army evacuated the ruin, but not completely. The evil cleric Belephaion, Lohezet’s peer, was fascinated with
structure was akin to a great lighthouse, the upper reaches of which burned in the god’s honor. It toppled down during the Cataclysm and has been abandoned ever since. Toppled Ruins The Sunward
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
into the fanged maw of a three-eyed, tentacled horror at the base of the column. The monster’s eyes glitter like gems.
If it is here, the aboleth reaches out telepathically to the characters
completely submerged. It has no trouble pursuing prey that plunges over the waterfall to the east. Reinforcements. The kuo-toa in area P5 come to the aboleth’s defense if they aren’t already dead. Treasure
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
into the fanged maw of a three-eyed, tentacled horror at the base of the column. The monster’s eyes glitter like gems.
If it is here, the aboleth reaches out telepathically to the characters
completely submerged. It has no trouble pursuing prey that plunges over the waterfall to the east. Reinforcements. The kuo-toa in area P5 come to the aboleth’s defense if they aren’t already dead. Treasure
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
filled completely with dead insects along with occasional bones, making it difficult terrain. Pit Traps. Scattered through the room, hidden beneath the blanket of insect bodies, are several pit traps
reaches area 42. Its presence there will change the characters’ encounter with the other otyughs (see area 42). Glyph Key. The wight has a glyph key attuned to this zone and the Prison of Filth. White Gates
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(losing initiative ties), and the damage on subsequent rounds is reduced by 1d10. When the number of damage dice reaches 0, the blade stops. Secret Door. A secret door atop this room’s 30-foot-high
illusion with a successful DC 15 Intelligence (Investigation) check or by physically interacting with it. P25: Suspiciously Empty Room This large square room has a domed ceiling and is completely empty
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
total of 40 feet by the time it reaches area G11. Any creature that enters the river for the first time on a turn or ends its turn there must make a DC 10 Strength saving throw or fall prone and be
between this cave and area G11; that stretch of the river is completely submerged in mud. A creature can use an action to pull itself or another creature within its reach out of the Mudflow, doing so
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
(losing initiative ties), and the damage on subsequent rounds is reduced by 1d10. When the number of damage dice reaches 0, the blade stops. Secret Door. A secret door atop this room’s 30-foot-high
illusion with a successful DC 15 Intelligence (Investigation) check or by physically interacting with it. P25: Suspiciously Empty Room This large square room has a domed ceiling and is completely empty
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere’s impact — but not before diverting the sphere onto the cart tracks. The sphere careens down the tracks until it reaches area 11, where it derails and smashes into the urds’ living quarters
are hiding on the overlook during a conversation with the dragon, each must succeed on a DC 19 Dexterity (Stealth) check (with advantage if they’re completely out of sight from area 14) to evade notice
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
filled completely with dead insects along with occasional bones, making it difficult terrain. Pit Traps. Scattered through the room, hidden beneath the blanket of insect bodies, are several pit traps
reaches area 42. Its presence there will change the characters’ encounter with the other otyughs (see area 42). Glyph Key. The wight has a glyph key attuned to this zone and the Prison of Filth. White Gates
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
total of 40 feet by the time it reaches area G11. Any creature that enters the river for the first time on a turn or ends its turn there must make a DC 10 Strength saving throw or fall prone and be
between this cave and area G11; that stretch of the river is completely submerged in mud. A creature can use an action to pull itself or another creature within its reach out of the Mudflow, doing so
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
sphere’s impact — but not before diverting the sphere onto the cart tracks. The sphere careens down the tracks until it reaches area 11, where it derails and smashes into the urds’ living quarters
are hiding on the overlook during a conversation with the dragon, each must succeed on a DC 19 Dexterity (Stealth) check (with advantage if they’re completely out of sight from area 14) to evade notice
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate