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Returning 16 results for 'counting check'.
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cunning check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them on a merry chase through snowy streets until she is finally caught or until the characters give up the chase. She starts 30 feet away from the characters. If forced to make an ability check or
Stone? If she is caught, Vevette surrenders. She’s counting on the law to protect her from serious harm, and she knows she has done nothing to warrant arrest. Vevette no longer has the Stone of Golorr
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a post in their hut to prevent escape. The
shackles are secured by a single chain and lock that can be opened with a key carried by one of the guards or with thieves’ tools and a successful DC 10 Dexterity check. The chain can be broken with a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
area 1. Currently, only eight prisoners are in the camp, not counting Leosin. During the day, they are put to work under guard by four dragonclaws (see appendix D). At night, they are shackled to a
Dexterity check. The chain can be broken with a successful DC 20 Strength check. Five of the prisoners are from Greenest, and the other three are from earlier raids against hamlets and small farming villages
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
a crayfish. It is facing you and seems to be aware of your presence.
Slippery Mud. The floor of the chamber is very slippery, counting as difficult terrain. Any sudden actions, including those
) check enables a character to discern this fact and get a hint as to Kalka-Kylla’s nature before the crab moves. When the characters enter the room, Kalka-Kylla is asleep and will not awaken unless
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
for his safe release. But the drow mage’s offer is merely a desperate ploy to please his superiors, which characters can ascertain with a successful Wisdom (Insight) check contested by his Charisma
(Deception) check. Spirreth is actually hoping to deliver the characters to Erelal Freth, then pass them off as Beranica’s murderers. Treasure. Spirreth’s spellbook contains all the spells he has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
requires a successful DC 10 Wisdom (Perception) check to notice the south door that leads into area 18A. Once that door is opened, the gas dissipates. 18A. False Crypt Beyond the door, a stairway leads
hunks of ceiling, and so forth to the players. Now begin counting slowly to 10, and it is odds on that there will be a stampede up the stairs to get away! A programmed illusion spell affecting the entire
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Class Features When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing
can use the enhanced effect as normal. For example, if you are a level 4 Ranger / level 3 Sorcerer, you count as a level 5 character when determining your spell slots, counting all your levels as a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
make any sort of check. If they don’t take such simple precautions, the giants and the aarakocra spot them and sound the alarm. LYN ARMAAL: GENERAL FEATURES
A magical cloud supports the tremendous
Strength (Athletics) check. On a failed check, the door doesn’t open.
Illumination. All indoor areas are brightly lit, either by sunlight filtered through windows or arrow slits, or by magical flames
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Class Features When you gain a new level in a class, you get its features for that level. A few features have additional rules when you’re multiclassing. Check the information about multiclassing
character when determining your spell slots, counting all your levels as a Sorcerer and half your Ranger levels. As shown in the Multiclass Spellcaster table, you have four level 1 spell slots, three
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chest with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools. Secret Door. The south wall holds a secret door to area B46. The outline of the door is visible here. Treasure
drawer with a successful DC 13 Dexterity (Sleight of Hand) check using thieves’ tools. It contains a Potion of Poison. The other drawers contain only aged writing supplies and boring municipal
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
Keene to conceal contraband in corpses’ funeral wrappings, which the guards and toll collectors never check. Even less savory is the harvesting and sale of corpses or their parts for the city’s
Leylenna to reveal the elaborate necromantic masterpiece — an evolution of both art and life — that she’s been slowly patching together for months in her basement. Counting House This thick-walled fortress
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Nine-Fingers Keene to conceal contraband in corpses’ funeral wrappings, which the guards and toll collectors never check. Even less savory is the harvesting and sale of corpses or their parts for the
force Leylenna to reveal the elaborate necromantic masterpiece — an evolution of both art and life — that she’s been slowly patching together for months in her basement. Counting House This thick
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
more pounds of weight. A character searching the hall for traps can spot the covered pit with a successful DC 15 Wisdom (Perception) check. A successful check also reveals narrow ledges on the north
and south sides of the pit. A creature attempting to skirt the pit using one of these ledges must succeed on a DC 10 Dexterity (Acrobatics) check. A creature that triggers the trap or fails the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Strength check. If successful, the creature ends the restrained condition on it, falls 20 feet to the floor, and escapes the whirlwind. A creature outside the whirlwind can attempt a similar check to pull
searching the floor notices the pit with a successful DC 10 Wisdom (Perception) check. A character unaware of the pit falls into it. The pit is 10 feet deep and contains a rust monster that wandered into
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
period. Coffer. The locked coffer can be opened by a character who makes a successful DC 14 Dexterity check using thieves’ tools. Makaht keeps the key on his person. The coffer contains the following
DC 14 Dexterity check using thieves’ tools. The key to the coffer is held by one of the sahuagin champions in area 42. The coffer contains: Six leather harnesses with silver buckles (5 gp each) A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a successful DC 10 Wisdom (Perception) check. If the wire is tripped, a spring-loaded greataxe disguised to look like part of the southern statue snaps across the hallway and makes an attack against
behind the southeasternmost statue. It can be found with a successful DC 15 Wisdom (Perception) check. E4. Hidden Vault This vault contains two stone sarcophagi elaborately carved with Dwarvish runes and






