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Returning 8 results for 'detach chapter'.
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
” later in the chapter for details of the coronation. It’s up to the characters to come up with a plan to get close enough to Mister Witch to steal his pocket watch. Any allies they’ve gained go along
’ tools, a dagger, or a pair of scissors to snip or detach the chain securing the watch. If the characters rob Mister Witch of his timepiece, he and Light are desperate to get it back. They’d prefer not
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventurers approach, cloaking themselves in darkness as they unfurl and attack. A creature in a boat or on a raft that tries and fails to detach a darkmantle from itself or another creature must
fungi (see “Fungi of the Underdark” in chapter 2) 20 A locked iron chest containing 3d6 × 100 gp and a random magic item (roll once on Magic Item Table B in chapter 7 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
Company of the Yellow Banner. Looting the body reveals several items of interest (see “Treasure” below). Treasure Sephirius wore no armor but carried a +1 yklwa (see “Buying a Special Item” in chapter 1
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Intelligence check to figure out the controls. From the control panel, the pilot can detach the submarine from the Eyecatcher, as well as control its speed, direction, and depth. The pilot can
footlocker also contains a clockwork toy, a fire starter, or a music box (as described in the “Rock Gnome” section in chapter 2 of the Player’s Handbook). U9. Dining Room This room has the following
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of them detach from the mob to attack the characters. Four duergar patrols (see “Duergar Patrol”) arrive when the characters kill the last derro, but they simply nod at the characters before
chapter). House Baenre and House Xorlarrin are current allies of House Mizzrym. A drow emissary allied with House Mizzrym who knows that the characters are escaped prisoners from Velkynvelve seeks out
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
of reciprocity dictates that guests repay her kindness (see “Rules of Conduct” earlier in the chapter). If the characters aren’t sure what to give her, Tsu says, “Any old trinket will do.” If the
hobgoblins scour the swamp for the eggs of reptiles and birds, which they either eat or trade to the bullywugs of the Soggy Court (described later in the chapter). The hobgoblins are not violent
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
mobile, will it fly or sail? Will it gain the power to teleport across the land? Will it sprout legs and walk? Everything depends on the type of headquarters. The top of a wizard’s tower might detach and
to create a map of the headquarters and its surroundings. Chapter 5 of the Dungeon Master’s Guide can help detail both wilderness and urban locations. LIFESTYLE EXPENSES
Whenever characters are in
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
(see chapter 5 of the Dungeon Master’s Guide) clings to the back of the tapestry and releases its deadly spores if the tapestry is disturbed. D9. The Dead Three Doors This chamber is empty but not
. The gauntlets detach from the armor and attack anyone who disturbs them or frees the prisoner from his shackles. D13. Morgue Unless the characters approach this room quietly and without light