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Returning 15 results for 'conquered warding rolling'.
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Mordenkainen Presents: Monsters of the Multiverse
A subterranean folk, goblins can be found in every corner of the multiverse, often beside their bugbear and hobgoblin kin. Long before the god Maglubiyet conquered them, early goblins served in the
scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport Destination 1–10 The teleport trap in area 19 11–18 The teleport trap in area 22a 19–20
addition, Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a cloudkill spell (save DC 22) when a creature lands on the floor of the pit. The poisonous fog created by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
trap (see “Teleport Traps”) between the two southern statues. A creature teleported by this trap arrives at a location determined by rolling a d20 and consulting the following table: d20 Teleport
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
share this room. Spite has taken the precaution of casting a glyph of warding spell on the door frame, set to trigger if anyone other than he or Dumara crosses the threshold. The glyph can’t be seen from
spells Spite has prepared, plus the following spells: arcane lock, Bigby’s hand, disintegrate, forcecage, gaseous form, glyph of warding, Leomund’s secret chest, maze, Melf’s acid arrow, Mordenkainen’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
magic traps (such as the glyph of warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating. Detecting and Disabling a Trap Usually, some element
description is clear enough that you can adjudicate whether a character's actions locate or foil the trap. As with many situations, you shouldn't allow die rolling to override clever play and good planning
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
magic traps (such as the glyph of warding spell) have more complicated trigger conditions, including a password that prevents the trap from activating. Detecting and Disabling a Trap Usually, some element
description is clear enough that you can adjudicate whether a character’s actions locate or foil the trap. As with many situations, you shouldn’t allow die rolling to override clever play and good planning
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the shelves, each section of which has a rolling ladder anchored to a ceiling rail.
Three custodians are working here, sweeping the floors: a human, a gnome, and a half-elf.
After Kandlekeep
, their contents protected behind wood-and-glass doors. A rolling ladder attached to a ceiling rail allows access to the highest shelves.
An oak table is bolted to the floor, flanked by two high chairs
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
building is protected by a glyph of warding (save DC 14) that triggers an explosive runes effect (5d8 thunder damage) when a creature other than a drow opens it. Treasure. Each storage building
contains 2d6 crystal vials of exotic perfume worth 100 gp each, 3d6 crystal bottles of distilled beverages worth 25 gp each, 1d4 magic items (determined by rolling on Magic Item Table A in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
Merle, the dwarf cook (commoner), works here from 6 a.m. to midnight. When confronted with danger, he grabs a rolling pin (treat it as a club) and defends himself. The door that leads outside is used
on a DC 14 Intelligence (Investigation) check. A successful check also reveals a faint glyph on the secret door—the telltale sign of a glyph of warding spell. Only Sythian can open the door without
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Wyrmheart Mine A clan of shield dwarves operated this iron mine (map 2.14) up until forty years ago, when it was conquered by a young red dragon named Tzindelor. Hew Hackinstone (see “Finding a Guide
grease to get it rolling again. The old brake looks solid, but each time it’s used, it has a 10 percent chance to fail utterly. This risk is recognized by someone who inspects the brake and makes a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sapphire triggers a glyph of warding (explosive runes) spell placed on the throne. The effect deals 36 (8d8) cold damage to all creatures in the spell’s area. 2. Workshop and Meeting Room Sansuri uses this
items, determined by rolling on the Items in a Giant’s Bag table in the introduction. If the characters seize all this treasure, don’t bother rolling to determine the exact contents of each sack
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
—and demanding treasure as tribute from nearby settlements. Their minions are menial servants, responsible for bringing them food, keeping them comfortable, tending to their lairs, and warding off
an iron grip, bringing the spoils of conquest and the tribute of conquered peoples to swell the dragon’s hoard. Those minions might be Humanoids, violent monsters, or a mix of both, forming an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Attack on Goldenfields Guh, the self-styled chief of the hill giants, has driven off her female rivals and conquered their husbands. Now, she tasks her mates with collecting food for her voracious
through the air (maximum 20d6).
Treasure Each hill giant carries a sack that holds 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction, and 1d4 - 1 art objects
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
hunting for food. They have no treasure to speak of, though each carries a sack containing 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Reghed Nomads
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Silver Marches to a horde of orcs aided by an ancient white dragon named Arauthator. It was then conquered by drow until they too were forced to abandon it. Today, Nesmé lies in ruins, and monsters from
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