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Returning 35 results for 'confined riddle growing to have requires'.
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Magic Items
Dungeon Master’s Guide
terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements
Monsters
Bigby Presents: Glory of the Giants
", "rollAction":"Soul Burst", "rollDamageType":"necrotic"} necrotic damage. If the target has the frightened condition, the giant gains temporary hit points equal to the damage dealt.
Reaping Scythe (Requires
: some say the Raven Queen answered every riddle the giants posed until the giants collapsed from exhaustion, while others describe a series of increasingly improbable events favoring the Raven Queen in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or a cave Converse with an intelligent creature Reach consensus on a divisive issue Solve a tricky riddle or puzzle Survive a deadly trap Fight a low-difficulty combat encounter A more difficult
combat encounter might count as two or three things, and a tense negotiation can use most or all of an hour of play on its own.
Dawn Carlos Like Zuggtmoy, the Demon Queen of Fungi,
cultivates her fungal gardens, you can carefully
cultivate a vibrantly growing campaign!
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage
on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Belt of Dwarvenkind Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage
on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you present a riddle or other signpost to make sure your players notice there’s a puzzle at hand. Lowering the Difficulty To make the puzzle easier to solve, a spirit can provide a hint in addition to
giving its name. Coaxing a hint from a spirit requires a successful DC 15 Charisma (Persuasion or Intimidation) check. Consider hints like “A is the first letter in the alphabet” and “The gemstones, in
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
safe passage to virtually any location on the Material Plane by one of three methods: answering a riddle posed by the guardian, offering a valuable gift such as a magic item or a secret to the guardian
, or verbal argument. The last option requires a successful DC 25 Charisma (Persuasion) check. Multiversal. The Misty Vale connects to other places on the world and to different worlds of the Material
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Belt of Dwarvenkind Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on
each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-Halaster. Hrossk is currently crafting a piece of what will become one of the construct’s eyes. The fire beetles can’t harm anyone while confined to their cage. Unlatching the cage door requires an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Belt of Dwarvenkind Wondrous Item, Rare (Requires Attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on
each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Building Doors. The doors to the research sheds (areas S4 and S5) are unlocked. Swamp Water. The watery areas on the map are shallow along the shore, growing deeper off the map
slippery and unstable surfaces mean that climbing onto a stump without falling requires a successful DC 15 Strength (Athletics) check as part of the move.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
are flooded to a depth of 3 feet. Covering each pit is a 600-pound circular iron grate that requires one or more characters with a combined Strength score of at least 20 to lift. Alternatively, a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character who solves a sphinx’s riddle or drinks from a magical fountain. Mythic creatures sometimes grace their allies with Charms, and some explorers find themselves bearing a Charm after discovering a long
can do so without expending a spell slot or providing any spell components. Unless otherwise stated, the spell uses its normal casting time, range, and duration; if the spell requires Concentration, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
to the restrictions outlined in the “Alterations to Magic” section. Opening a gate in Undermountain usually requires a special key, the casting of a spell, or some other act. Halaster likes to leave
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
ritual, while lesser wizards feed spells into the growing webwork of magic. Such a ritual can take a long time to perform and sometimes requires the sacrifice of lives in order to achieve its purpose, but
a persistent magical field that changes how reality works over a large area. Creating the most powerful of mythals requires many wizards of great renown and long experience to engage in the same
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
feet high.
Light. Phosphorescent moss growing on the walls fills the caves with dim green light, imposing disadvantage on Wisdom (Perception) checks that rely on sight.
Stalagmites. Medium-sized
Intelligence (History) check.
Trees. The trees outside of the lair are 1d6 + 10 feet tall and require no ability checks to climb.
Walls. Wild vines grow on the cave’s walls. Climbing the walls without equipment requires a successful DC 11 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Unseen Order Difficulty: Medium This guessing game requires characters to use deductive reasoning to determine the correct sequence of four cards. They must use a game board and six stacks of cards
of the table. She holds out four cards, faces hidden, between her fingers. She then intones a riddle:
Guess my hand and win the game.
Place your guess and I’ll tell you plain:
Right card
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
. Typically, a character needs access to a library or a sage to conduct research. Assuming such access is available, conducting research requires one workweek of effort and at least 50 gp spent on materials
monster or an NPC, you can reveal elements of statistics or personality. For a location, you can reveal secrets about it, such as a hidden entrance, the answer to a riddle, or the nature of a creature
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
acquire new weapons of exquisite design for his growing collection. Offering Gorglak a worthy weapon for his collection gets the characters through the gate. Any other bribe requires one of the
Tunnels (see “Whorlstone Tunnels”).
Darklake Docks Arriving at the Darklake Docks requires a combination of skill, ingenuity, and luck. Vigilance is a little more relaxed here because the guards at
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
bodies were human travelers from the town of Itzimico who were headed to Twin Gods Observatory to seek answers about the growing volcanic disturbances from the Watchers of the Ashes. Like Ameyali’s
attacked first, but he blocks the characters’ way and tries to frighten them into returning the way they came. Calming the giant and convincing him to talk requires either a successful DC 14 Charisma
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
rolling on the Grand Masquerade Objectives table that follows. Link these objectives to larger adventures in Dementlieu, such as those growing from the seeds on the Dementlieu Adventures table. Grand
invitations. The duchess hears about them if they spend lavishly, or as your adventure demands. Forging an invitation requires a successful DC 10 Intelligence check. Costumes. A basic costume with a simple
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Origins d6 Origin 1 You were exposed to the Far Realm’s warping influence. You are convinced that a tentacle is now growing on you, but no one else can see it. 2 A psychic wind from the Astral
of sorcery points equal to the spell’s level. If you cast the spell using sorcery points, it requires no verbal or somatic components, and it requires no material components, unless they are consumed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
terribly complex; the biggest difficulty comes from the lichens and moss growing over them. If these are cleared away with a knife or other tool before tracing the maze, it can be traced properly with a
effectively only 15 feet, while jumping from low to high is effectively 25 feet. Crumbling remains of the parapets shorten the distance by another 5 feet, but landing on one of those thin surfaces requires a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
part in the ritual until the characters kill the death dog or one of the cultists, at which point he joins the battle. The door to the death dog’s cage is held shut with a simple clasp and requires an
and stay close to Narrak. Fungi Patches Fungi is rampant throughout this area, growing in large patches on the floors and walls. Two thick fungi patches grow by each wall in the western tunnel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the yakfolk village. Normal horses and ponies are reticent to climb the staircase. Coaxing such a creature to climb the stairs requires a DC 15 Wisdom (Animal Handling) check. Magically summoned mounts
reach area 9 by climbing through the openings in the frame of the water wheel and crawling along its iron axle. This is a dangerous act, and getting from one side to the other requires a successful
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
collectively made a bet with the Raven Queen, a mysterious god of death and memory who dwells on that plane. Accounts of that bet and its outcome vary: some say the Raven Queen answered every riddle the
giant gains temporary hit points equal to the damage dealt.
Reaping Scythe (Requires Death Rune). Melee Spell Attack: +11 to hit, reach 15 ft., one creature. Hit: 38 (7d10) necrotic damage, and the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
submitted to his will. The dimwitted white dragons conceded and were subdued. The giants confined Isendraug to her lair in the temple, and Cryovain was chained to the deck of the Krigvind. After enslaving the
feet from bow to stern and requires a crew of at least ten creatures that are Large or bigger. A greatship has a speed of 6 mph, AC 15, a damage threshold of 20, and 3,000 hit points. It can hold up to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
well-hidden doorway that requires a successful DC 20 Wisdom (Perception) check to spot. The maze’s passages are open to the sky and magically change configuration every minute or so, turning
damage and 7 (2d6) poison damage. 20 An interior secret door. It requires a successful DC 15 Wisdom (Perception) check to spot. 2. Main Entrance If the characters exit the maze at this point, read
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
the community. Kobolds riddle their lairs with traps, using their gift for tunneling in conjunction with their skill at repurposing found items. Even though these traps are often far more deadly than
residents always know the shortest path to that tunnel. Usually an escape tunnel is rigged with traps to slow pursuers and ends in a narrow opening that requires even kobolds to squeeze through, to keep
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
of the World, wherein they consult a divine oracle. The oracle requires that the adventurers retrieve some lost relics buried under Uthgardt ancestral mounds scattered throughout the North. If the
sense of growing urgency and point characters in the right direction. Starting at 5th Level You can begin the adventure with 5th-level characters by skipping over chapter 1 and starting in one of the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Grand Master, the highest office in the knighthood, leaving them without an authority who could overrule or update the Measure. Despite this, a growing minority of knights push for a reform of the
Crown are expected to aid any knight who requires assistance and any kingdom on the List of Loyalty, the official roll of the Knights’ allies. Knights of the Sword. Dedicated to heroic honor, courage