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Returning 35 results for 'connects replicas grinding to have rolling'.
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connects replicas granting to have rolling
connected replaces grinding to have roiling
connects replicas gaining to have rolling
connects replicas guiding to have rolling
connected replaces grinding to have rallying
Magic Items
Tasha’s Cauldron of Everything
;appears next to the Baba Yaga's Mortar;mortar at the next dawn.
Random Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
4. Kitchen and Pantry The kitchen (area 4A) is tidy, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven
simple rope-and-pulley mechanism that must be operated manually. The shaft connects to areas 7A (the servants’ quarters) and 12A (the master bedroom). Hanging on the wall next to the dumbwaiter is a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
4. Kitchen and Pantry The kitchen (area 4A) is tidy, with dishware, cookware, and utensils neatly placed on shelves. A worktable has a cutting board and rolling pin atop it. A stone, dome-shaped oven
simple rope-and-pulley mechanism that must be operated manually. The shaft connects to areas 7A (the servants’ quarters) and 12A (the master bedroom). Hanging on the wall next to the dumbwaiter is a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mound Entrance When the characters move to the barrow entrance, read the following: Tall monoliths line the earthen corridor that connects the barrow’s entrance to the burial chamber far within. Motes
the following text: Sunlight coming through the barrow’s entry hall dims, as if a shadow has been cast on the entrance. Right afterward, a grinding of stone is followed by cascade of dirt and stone in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Mound Entrance When the characters move to the barrow entrance, read the following: Tall monoliths line the earthen corridor that connects the barrow’s entrance to the burial chamber far within. Motes
the following text: Sunlight coming through the barrow’s entry hall dims, as if a shadow has been cast on the entrance. Right afterward, a grinding of stone is followed by cascade of dirt and stone in
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Should the two objects become separated, the pestle appears next to the mortar at the next dawn Random Properties. This artifact has the following random properties, which you can determine by rolling on
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
. Should the two objects become separated, the pestle appears next to the mortar at the next dawn Random Properties. This artifact has the following random properties, which you can determine by rolling on
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Temples of Nature (in the Temples of Extraction sector). White Gate. The passage to the south has a white gate that connects with the Immortal Caverns. Immortal Caverns Horrifying by-products of the Red
Gates. The opening to the north contains a white gate that connects with the Augmentation Chambers. To the northeast is another white gate that leads to the Spawning Pools. 65. Red Master An enormous
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Temples of Nature (in the Temples of Extraction sector). White Gate. The passage to the south has a white gate that connects with the Immortal Caverns. Immortal Caverns Horrifying by-products of the Red
Gates. The opening to the north contains a white gate that connects with the Augmentation Chambers. To the northeast is another white gate that leads to the Spawning Pools. 65. Red Master An enormous
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shreeve was protecting the group by guarding the door.
3 Worth Rolling with or without Proficiency. You usually have a chance of success on an ability check even if you don’t have proficiency in a
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Shreeve was protecting the group by guarding the door.
3 Worth Rolling with or without Proficiency. You usually have a chance of success on an ability check even if you don’t have proficiency in a
logs in the fire.
Jared: As soon as you lift the poker, you hear a grinding sound, and the back of the fireplace slides to the side, revealing a room behind it!
Amy: “Uh, folks? I found something
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as seating areas.
The eastern shop sells cheap souvenirs and bears a sign that reads, “The Historian’s Gifts.” The western shop sells books and artifact replicas and is labeled “The Archaeologist’s
-sized doll is posed in an elaborate silk dress.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Deadly Doll. After hours, the curator enables her office’s defense
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
as seating areas.
The eastern shop sells cheap souvenirs and bears a sign that reads, “The Historian’s Gifts.” The western shop sells books and artifact replicas and is labeled “The Archaeologist’s
-sized doll is posed in an elaborate silk dress.
Alarm. An alarm spell has been cast on the door that connects this room to area V1. Deadly Doll. After hours, the curator enables her office’s defense
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
region. Consider rolling on the Blessed Radiance Effects table when the following circumstances occur in the region: A creature succeeds on a saving throw compelled by the abilities of a fiend or an
inspire life to propagate along alien paths. Consider rolling on the Far Realm Effects table when the following circumstances occur in a region touched by the Far Realm: A warlock whose Otherworldly
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Grain harvested from area 7 is brought here and made into flour. The grinding of the millstone, the cranking of the water wheel, and the rush of water pouring down the mountainside drown out most other
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Grain harvested from area 7 is brought here and made into flour. The grinding of the millstone, the cranking of the water wheel, and the rush of water pouring down the mountainside drown out most other
who search the hut find, amid the clutter, a basket containing 250 gp in mixed coinage, four pieces of fancy bead jewelry (worth 25 gp each), and one magic item, determined by rolling on Magic Item
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mist. The archway is a portal that connects the temple to the divine oracle (area 11), allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone
sound of rolling thunder fills the temple, loud enough to be heard throughout the complex. Any creature that steps into the archway appears in area 11. The archway remains active for 1 hour. Any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mist. The archway is a portal that connects the temple to the divine oracle (area 11), allowing instantaneous two-way travel once it is activated. To activate the portal, a giant of the hill, stone
sound of rolling thunder fills the temple, loud enough to be heard throughout the complex. Any creature that steps into the archway appears in area 11. The archway remains active for 1 hour. Any
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
are rolling grass-covered hills recently claimed by the orcs of the Iceshield clan. They dwell in lodges made from timber cut from the forest. Elves and centaurs regularly emerge from the High Forest
in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault. Between these formidable obstacles lies windswept tundra dotted with settlements and the occasional
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Among this junk are 11,000 cp, 3,500 sp, 220 gp, and the bronze-plated skull of a slain adult red dragon (worth
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. 16C. South Room Twelve iron-framed beds line the walls of this chamber. At the foot of each bed is an unlocked
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sinkhole. White Gate. The passage that leads west has a white gate that connects with the Lake of Madness. 39. Beholder’s Domain Hundreds of unblinking eyes stare into this room from long walls of
addition, the creature has disadvantage when rolling initiative and can’t maintain concentration. Remove curse, greater restoration, or equivalent magic restores the creature to normal, as does finishing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
sinkhole. White Gate. The passage that leads west has a white gate that connects with the Lake of Madness. 39. Beholder’s Domain Hundreds of unblinking eyes stare into this room from long walls of
addition, the creature has disadvantage when rolling initiative and can’t maintain concentration. Remove curse, greater restoration, or equivalent magic restores the creature to normal, as does finishing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters (area D7a) and the Durst parents’ bedroom (area D12a
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
party gains 1 level. This advancement occurs only once. If the characters are already level 3, they don’t gain a level for achieving this milestone. Region 1: Trail This dirt trail connects the Keep on
encounter on the trail. Alternatively, you can forgo rolling and simply choose an encounter from the table.
Theater of the Mind. While the “Bandit Ambush” encounter later in this region uses a map
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
stone shaft containing a wooden elevator box attached to a hand-operated rope-and-pulley mechanism. The shaft connects to the servants’ quarters (area D7a) and the Durst parents’ bedroom (area D12a
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
. This archway connects to area T7 via a hidden doorway. The tunnel beyond the archway is made of obsidian and covered in cobwebs. South Archway. Any creature or object that enters this one-way portal is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
. This archway connects to area T7 via a hidden doorway. The tunnel beyond the archway is made of obsidian and covered in cobwebs. South Archway. Any creature or object that enters this one-way portal is
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
bridge that spans the chasm and connects to a similar ledge that runs along the opposite wall.
The ledges and stone bridge are 100 feet above the chasm floor and 100 feet below the chasm roof. Area B15
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a pastoral scene of grain fields and rolling hills, worn and pitted by the centuries. A large, dimly lit hall waits beyond the broken gates. Arrow slits are carved into the west and east walls
bridge that spans the chasm and connects to a similar ledge that runs along the opposite wall.
The ledges and stone bridge are 100 feet above the chasm floor and 100 feet below the chasm roof. Area B15
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
DC 20 Dexterity check. The chest contains 600 gp in a gray sack made of stitched orc skin, a leather pouch that holds six 50 gp gems, and 1d3 magic items, determined by rolling on Magic Item Table B
in chapter 7 of the Dungeon Master’s Guide. Northern Means The Northern Means is a snowy, windswept trail that connects the city of Luskan to the frozen lands of the high north. The trail all but
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
minute of effort, though a knock spell or similar magic opens it with ease. Pulling a lever in area Z2 causes the doors to swing inward, stone grinding against stone. Arrow Slits. Two goblin psi
. The parapet shown on map 5.5 in area Z2 connects the two arrow slits, which grant all of the creatures on the ledge three-quarters cover against attacks made from outside the outpost. The goblins are