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Returning 35 results for 'defeated inside are barrel'.
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Magic Items
Dungeon Master’s Guide
catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
Monsters
Fizban's Treasury of Dragons
discuss how they might reunite and restore Sardior, the Ruby Dragon.
2
A horde of revenant;revenants led by a death knight has one goal—destroying the ancient sapphire dragon who defeated
easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The
Apparatus of Kwalish
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
Apparatus of the Crab
Legacy
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Magic Items
Basic Rules (2014)
the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing
Bugbear
Legacy
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Species
Volo's Guide to Monsters
of the bushes and strangle you. If you stray too far from the house at night, bugbears will scoop you up to devour you in their den. If a bugbear cuts off your head, your soul stays trapped inside
heads of defeated foes, cut away or stitch open the eyelids, and leave the mouths hanging open. The heads are then placed on spikes or hung from cords around a bugbear den. The heads themselves are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
bottles stands a barred door. The stairs lead down to area W13. The bottles stored in the rack don’t have labels. The east door is barred from the inside. Fortunes of Ravenloft If your card reading
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
is designed to hold a single Small humanoid, though a Medium humanoid can fit inside with some discomfort. While in the barrel with the hatch closed, a creature has total cover against attacks from
G6. Barrel Crabs Parked in alcoves in this otherwise empty room are two gnomish contraptions. Each resembles a crab with a barrel for a shell, six articulated metal legs, and a pair of forward-facing
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W3. Barrel Maker’s Workshop Strips of iron and wood lie in neat piles on the floor of this workshop, the walls of which are lined with tools. Two worktables stand against the east wall. Wine barrels are made here. The north door is barred from the inside.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
blends horridly with a stench that burns your nostrils. The awful odor comes out of an open, upright barrel in the center of the room.
Warmth issues from a brick oven against one wall, and a crumbling
human bones litter the flagstone floor. Baking in the oven are a dozen dream pastries. Morgantha checks on them every 10 minutes. The staircase curls up to area O2. The barrel holds glistening
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters can use them to safely avoid the pit traps in area 22d. 22d. Barrel Run Beyond a 10-foot landing, this hall gradually slopes down toward the west. Secret doors at the west end of the hall
inside with a successful DC 15 Dexterity check using thieves' tools, provided that the mechanism can be reached and the character can see in the dark. Wedging at least two iron spikes between the pit’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of the Crab Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in
Apparatus of Kwalish Wondrous Item, Legendary This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end
Apparatus of Kwalish Wondrous item, legendary This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. Inside, an old human man hunches over a table, peering at an emerald through a jeweler’s loupe.
The jeweler, Lenk, puts down his loupe with a sigh and invites the characters in.
Alexander
, a bedroom, and a storage area.
Rain Barrel. A large barrel near the building holds clean water for washing dishes and clothes.
Apartments Services The apartments offer the following services
Orc
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Species
Volo's Guide to Monsters
; their loyalty by turning them into slaves.
If a tribe is defeated and driven from its lair, the survivors might come under the sway of a strong but dimwitted creature, such as a hill giant or an ogre
ward off diseases if they are worn.
Don’t stand inside a ring of stones, mushrooms, or any other kind of circle.
Seeing a shooting star before a battle is bad luck. To ward it off, you must
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
cleared away, characters can search the room. Attached to the thirty-foot-high ceiling of this dark sepulcher is an upside-down iron chest with a barrel-shaped lid. The iron chest on the ceiling is
characters can reach it. The inside of the chest is lined with lead. If the chest’s lid is opened, the floor of this room disappears (as if affected by a disintegrate spell), creating a 10-foot-square
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Northfolk Tents Three camps are set up inside the lodge, each one consisting of three sealskin tents around a smoldering campfire. Each tent contains two bedrolls and a few scattered fish bones. The
Northfolk sleep here when they’re not working in area 7. The camps are unoccupied when the characters first arrive. 3C. Barrel Chute A barrel chute made of walrus skin pulled over a wooden frame is mounted so
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Wormriddle’s Sanctum These chambers are claimed by Wormriddle the night hag (see “Wormriddle the Night Hag”). If she hasn’t already been encountered and defeated elsewhere, there’s a 50 percent
flesh golems in area 23c form Wormriddle’s first line of defense. If they’re defeated, the hag seeks out the headmaster, who directs the hag to round up the students and form a posse to hunt down and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Whispers, which is located deep inside the floating city. She sits on her Throne of Bones, a mighty artifact fueled by the intellects of mind flayers and elder brains that were defeated by her minions
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feet wide, and 6 feet tall, with a half-barrel-shaped lid. It is stuck to the floor and can’t be moved. The gold key in the lock is not the key that unlocks the chest, and it can be safely removed
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
, above the fog, is a ring of barrel-topped wagons that surround a large tent with a column of smoke pouring out through a hole in the top. The tent is brightly lit from within. Even at this distance
, the guards direct them inside to Kasimir or point them toward the Vistani camp on the hilltop. Kasimir Velikov (see appendix D) is the leader of the dusk elves. His hovel has a decorated vestibule and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
monsters on this level. Award XP for these creatures as if the characters had defeated them in combat. The level is named after a miniature, one-twelfth-scale fortress in one of its caverns. This
adventurers first arrive, but he might show up later (see “Aftermath”). Most creatures are reduced to one-twelfth their normal size as they approach Maddgoth’s castle, enabling them to better fit inside
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hinged lid. A detect magic spell reveals an aura of conjuration magic around a box. A crank protruding from one side of the box attaches to a tiny metal music box mounted to the wooden box’s inside wall
defeated, the wyrmling bursts out like a jack-in-the-box, attacking creatures he considers his enemies. If the wyrmling has been dealt with, the lid springs open, but the box is empty.
While curled up
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
Encountering Ignis If the characters aren’t trying to be stealthy as they move about the house, Ignis, the neutral good fire giant currently inside the barn, comes to investigate the newcomers
attacks. If a fight does occur, you might remind the players that characters who reduce a target to 0 hit points can choose to leave the defeated foe alive but unconscious. If defeated in this way and
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
expressed a desire to seek shelter there. As I tell them at such times, it is better to seek shelter inside an opened tomb in these lands, and crawl in to huddle among the warrior dead within, than to seek
inside the castle’s walls and overran the defenders. Then came the Second Dragonspear War, more than a century ago, during which a strange cloak of mist settled over the castle, and the forces of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
who come within 5 feet of the boilerdrak recognize it isn’t a dragon, but a mechanical device. After the baaz draconians are defeated, proceed with the “Fewmaster Gholcag” encounter. Vogler
the boilerdrak’s baaz draconians are defeated, the commander of the draconian assault arrives. Read or paraphrase the following: An exterior wall of the Brass Crab shatters outward. A ten-foot-tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
is haunted, so they avoid it. Antimagic Field The interior of the tower is subject to a permanent antimagic field spell. Consequently, no magic functions inside the tower. This effect was left behind
invisibility use their levitate spells to scale the outside of the tower and crawl through the arrow slits. While they are inside the tower, their invisibility spells are negated by the antimagic field
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. Anyone who opens the oven finds a warm caramel chip muffin sitting inside, a gift from the Chimney Witch. Chimney Witch. An aloof, invisible spirit dwells in this chimney. The Chimney Witch is a chaotic
action to cause a roaring fire to blaze in one of its hearths once per hour. Any creature that starts its turn inside a blazing hearth or that enters an ignited oven or fireplace for the first time on a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Leader of the Pack This event doesn’t occur if the characters previously encountered and defeated Kiril’s hunting pack (see “Pack Attack” in the “Special Events” section in chapter 11). Kiril
Stoyanovich Every hour the characters spend inside the werewolf den, roll a d20. On a roll of 18 or higher, the werewolf hunting party returns, dragging a dead mountain goat. It’s a meager feast, at best
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
named Walter. The cult slew the nursemaid shortly thereafter. Unless the characters already defeated it in area 18, the nursemaid’s spirit haunts the bedroom as a specter. The specter manifests and
blanket find nothing inside it. Secret Door A secret door behind the mirror can be found with a successful DC 15 Wisdom (Perception) check. It pushes open easily to reveal a cobweb-filled wooden staircase leading up to the attic.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
’ affairs. The characters can help Ten-Towners rebuild their settlements in the wake of the chardalyn dragon’s rampage and the floods. If the dragon has not yet been defeated, finding and destroying it
should be a priority. Until its master sends it on another rampage, it lurks inside the forge where it was created (see chapter 3). Characters who help rebuild Ten-Towns might be asked to take up the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
cultist and one guard per character — are hiding inside the mill, waiting for the characters to show up. The mill is a simple rectangular barn, about 40 feet long and 20 feet wide, with an attached
. Inside, the main floor is dominated by a massive stone grinding wheel driven by a water wheel in the stream. The mill was operating late when the raid began and the millers fled without disengaging the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(see appendix D) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone
approaching. Only the howling of the skulls in area U2 or sounds of combat nearby are loud enough to be heard over the squawking. Inside each cage is a swarm of ravens that fiercely attacks Baba Lysaga and






