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Returning 35 results for 'entry ring'.
Other Suggestions:
extra ring
energy ring
enemy ring
every ring
entry range
Compendium
- Sources->Dungeons & Dragons->Sage Advice & Errata
52. Treasure Chamber (p. 134) In the “Treasure” subsection, in the description of the silver ring, the entry now reads, “A silver ring bearing the signet of the Prince of Monmurg, a spire rising against a blue ocean sky”.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
common magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide
No Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
magic items in the game, not including potions or scrolls. In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for
Cloak of elvenkind Yes Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Replicable Items (10th-Level Artificer
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
, picking from the Replicable Items tables below. A table’s title tells you the level you must be in the class to choose an item from the table. In the tables, an item’s entry tells you whether the item
Cloak of elvenkind Yes
Cloak of the manta ray No
Eyes of charming Yes
Gloves of thievery No
Lantern of revealing No
Pipes of haunting No
Ring of water walking
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Treasure table. Once a treasure is found, eliminate that entry from the table. Worm Dung Treasure d4 Treasure 1 Two fire opals (1,000 gp each) 2 An animated shield 3 A dung-encrusted suit of dwarven plate 4 A bright and shiny ring of resistance (acid)
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 6 – Curst: Invisible Bonds The gate-town of Curst stands as an entrapping ring around the gate to the prison plane of Carceri. A sinkhole of betrayers and a haven for those who don’t want to
be found, Curst is a place where anyone is welcome to enter—but leaving is another story. Completing an entry on Curst for the Mosaic Mimir is easy; no one stands in the characters’ way. Once the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Trobriand’s Body The body of a frail man in dark robes lies atop a stone slab near the south wall. The man has long, wavy hair and a thick beard the color of iron, and he wears a metal ring on the
forced to vacate the golem in area 13, effectively killing the Metal Mage. Treasure. Trobriand wears a black metal ring on the index finger of his left hand that controls scaladar and overrides all
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
T1. Entry Cavern If the sinkhole opened up, this cavern has a pile of dirt in the center and a gaping, 20-foot-diameter hole in the 30-foot-high ceiling. This wide, irregularly shaped cavern has a
-ring — stands to the east. By the stone door, a couple well-used cloaks and a waterskin are on the floor.
The waterskin is half full of water. The cloaks are quite plain. They belong to Believers who
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
isn’t too surprising, given the number of ways the game gives you to change your AC! Here are some ways to calculate your base AC: Unarmored: 10 + your Dexterity modifier. Armored: Use the AC entry for
. Magic items can also enhance your AC. Here are a few examples: +1 chain mail gives you an AC of 17, a ring of protection gives you a +1 bonus to AC no matter what you’re wearing, and bracers of defense grant you a +2 bonus to AC if you’re not wearing armor or using a shield.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
between the cliff’s edge and the gatehouse drops several hundred feet to the bottom of the canyon. Near the ledge, a brass bell hangs from a wooden post.
At the bell’s ring, a female human Feathergale
knight (see chapter 7) named Savra Belabranta opens a small window near the gate, welcomes the characters, and courteously asks what brings them here. Savra lowers the drawbridge to allow friendly visitors entry. If the characters accompany her, go to the “Knights’ Quest” section.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the insertion of a magic ring of any sort. Only such an item will trigger the mechanism, which causes the block to sink slowly into the floor so as to allow entry into the passage beyond. The object
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
as a reward. If you get the same result as a previous discovery, either roll again or choose an unused entry from the table. Wanted Posters d8 Offer Reward 1 “This sorry wretch has stolen from me
it. 3 “Bring me this imp alive and unharmed, and I’ll bury you up to your neck in silver.” Granny Nightshade gives the character a silver ring, which disappears when the character touches it. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
26. Terraced Aquarium You are looking out and down into an enormous chamber defined by terraced steps that ring the entire area and descend toward a central enclosure.
A few feet south of the door
, water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the floor around it, and humanoid skulls ring the wall above, each mounted on a wooden spike. The corners of this room are piled with garbage and debris — crudely cut wooden logs, smashed furniture
course and separated it from its escort. Running low on food and drinkable water, the ship was forced to drop anchor off an uncharted island. The last entry describes an attack by orcs that fought
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
feet. He has an Intelligence of 10 and a Charisma of 14. He speaks Common. His bracelet functions as a ring of animal influence. Razak is gregarious and has a groan-worthy sense of humor. He welcome the
characters are honest about why they want to use the gate, Wrath allows them to bring their mimir close to the gate and record an entry for Faunel.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
19. Gravity Ring At a four-way intersection, the corridors to north and south curve upward and out of sight, but with no rails or steps to allow them to be climbed. The corpse of a half-human, half
journal, give the players a copy of handout 21 in appendix E, showing the journal’s final entry. Earlier entries chronicle the exploits of the Company of the Yellow Banner in Chult. The company made
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
has told them to do otherwise, they deny the characters entry, declaring that “Speaker Crannoc Siever is too sick to entertain guests!” If the characters claim to have one or more healers among them
only to keep Caer-Dineval’s townsfolk from becoming restless. Thus, when necessary, Kadroth has the town speaker brought to his office to sign official documents. Ring of Keys. In addition to his
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
(see “Skabatha’s Ring of Keys” earlier in the chapter). Three balconies overlooking the garden connect to areas area L8, area L9, and L12, respectively. The balcony outside area L9 is only 5 feet above
provide entry to the hag’s lair.
Skabatha Nightshade (see appendix B) uses the garden to cultivate ingredients for her potions and candies. The hag spends a few hours here each day tending to her
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
polished coral ring in area 5 (a symbol of friendship) Vanrak’s sun blade in area 8 (a symbol of light) Vanrak’s mithral armor in area 15 (a symbol of preservation and resilience) The gold horn in area
roleplaying guidance, see the “Bronze Dragon” entry in the Monster Manual. Out of the Shadowfell If Umbraxakar dies or turns back into a bronze dragon, all areas of Vanrakdoom currently in the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
are magic items, although Laysa describes them only as detailed below. The items (and their locations on map 7.3) are as follows: Ebony wand decorated with bones and feathers (area T9) Ring of golden
and in Acererak’s entry in appendix B. Marian doesn’t realize exactly how dangerous the complex here is. Magic Items. Marian has a Lantern of Revealing sitting near her and a Gem of Seeing strapped to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hung above a fire in the southwest corner.
Raelphar carries a key to the bugbear’s manacles, and Rizryn has a ring of keys that unlock the goblins’ shackles. Without these keys, a successful DC 15
Quarters Two male drow guards named Krivven and Yazdriirn stand outside the door. They deny entry to all but T’rissa and immediately attack intruders. The building holds the following features: Stuffed
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Zhents or come to terms with them, allow the characters to take a long rest, if they wish, before continuing with the “Ear Seekers” event. Treasure. Xolkin wears a gold ring (worth 25 gp) emblazoned
across the moat and try to climb the palisade, with no success. After being thwarted by the palisade, Gurrash sends scouts downriver to find another point of entry. It takes these orcs 10 minutes to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
motivations associated with specific parts of the adventure. Fulfilling the goal specified by an adventure hook earns the character inspiration, as described in the hook’s entry. Best Served Cold
defeating Thurl and again for discovering the Temple of Howling Hatred. Undercover The character is tasked to break up a smuggling and piracy ring on the Dessarin River headquartered at Rivergard Keep
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
the mountain, but none of them are large enough to allow entry. Map 4.1 depicts a cross-section of the mountain, showing the lava pool and the shaft of the geyser. The numbers refer to key areas inside
covered with several inches of fine muck. Only careful probing of the muck near the back of the cave will reveal a small trapdoor with a rusted iron ring set in it. Once the muck has been cleared away, a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
desk at the center of the island. Knol can explain the rules of Dungeonland and take any bets the characters place. The standard entry is 1 platinum chip with a bet on whether the adventurers will
escape the dungeon. If a participant chooses correctly, they double their entry bet. If they bet wrong, they lose the chips they bet. Knol places the chips bet in a plain-looking lockbox. Anything
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
table, two stools, torches, and a ring of keys that open four of the five cell doors. The cells, from left to right, have the following occupants: First Cell. A human merchant (noble), taken prisoner
skeletal creatures lying on the floor, each one wearing a shiny ring set with a large gemstone. The lock on the door can be opened by a character who succeeds on a DC 10 Dexterity check while using
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
security mirror hangs on the southeast wall, just north of the entry tunnel, overlooking the dining room. A12: Staging Area and Animal Cages Employee-Only Area Cirque Maladomini uses this room as a
larger cages against the north wall. A wooden chest sits against the east wall near the biggest cage. Resting on the lid of the chest is a ring of keys.
A locked double door in the middle of the east
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Entrance Level The following locations are identified on map 6.5. 1. Entry Passage The floor here is polished obsidian, and great wall hangings can be seen by the characters as soon
it is subjected to one attack at a +6 bonus to hit, dealing 11 (2d10) piercing damage on a hit. 2. Grand Hall Two ettins are always in the hall that runs east–west off the entry passage, using their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
passage. Treasure. Pencheska’s adornments include a gold gorget set with yellow topazes (500 gp), matching earrings (250 gp), a ruby ring (300 gp), an intricate jade necklace (400 gp) and two matching jade
glyph key attuned to this zone, as well as a ring of keys to the cells. Dungeon State. If any demon remains free in this area, all the demons are eventually freed from their cells. That fact should be
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
the compartment. Treasure. One of Archais’s hobbies was the underwater exploration of sunken ships. This compartment contains some of the items he used in that pursuit: a ring of free action, three
member of the military. It also includes notes about the different sunken ships he has explored in the surrounding bay and its tributary rivers. The final entry on this list gives the location of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. One finger bears a heavy platinum signet ring, inscribed with a snowdrop blossom. H4. Dining Room This room holds a rectangular table with eight chairs. A sideboard sits against the far wall, with
marks a page with an entry on meenlocks, which includes the following information: Meenlocks are corrupted fey creatures that spontaneously manifest in response to fear in places where the border with the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
you roll something that doesn’t make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own. Who Created It or Was Intended to Use It? d20
on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is forced open, one of the sahuagin immediately moves toward the west wall to ring the gong, while the remaining guards defend the entrance. If this creature is slain or otherwise prevented from
ringing the gong, no other defender takes its place. A sahuagin can use its action to ring the gong. If the gong is rung three times, the sahuagin in areas 2 and 12 recognize the alert signal and rush to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
while the amulet and guardian are within 10 feet of each other. The amulet otherwise functions as described in the shield guardian’s entry in Monster Manual. Books. The simulacrum has been picking
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
spore’s description in the “Fungi” entry of Monster Manual). This memory can be of anything you wish, or you can roll a d4 and consult the Beholder Memories table. Beholder Memories d4 Memory 1 A
item willingly. Mad Creature Possessions d20 Possession 1–10 None 11–13 A 10 gp gem 14–15 A gold ring worth 25 gp 16–17 An obsidian statuette of Lolth worth 100 gp 18–19 A random magic item (roll