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Returning 35 results for 'force halls'.
Other Suggestions:
force half
force hands
force hells
force holds
Monsters
Waterdeep: Dungeon of the Mad Mage
terrain, polymorph
5th level (3 slots): Bigby's hand, geas, wall of force
6th level (2 slots): chain lightning, globe of invulnerability, programmed illusion
7th level (2 slots): finger of death
groups of adventurers try to gain decisive control of just a small section of Undermountain’s halls, Halaster constantly alters the dungeon’s perils to thwart them.
Halaster’s true
Monsters
Quests from the Infinite Staircase
. On a failed save, a creature takes 36 (8d8);{"diceNotation":"8d8", "rollType":"damage", "rollAction":"Create Vortex", "rollDamageType":"force"} force damage and has the restrained condition. On a
ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud
Monsters
Eberron: Rising from the Last War
Belashyrra must succeed on a DC 22 Constitution saving throw or take 19 (3d12);{"diceNotation":"3d12","rollType":"damage","rollAction":"Rend Reality","rollDamageType":"force"} force damage and gain
liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel, which is one of the few
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Levkarest Borca’s capital stands at the pinnacle of culture and power. Unpopular members of the noble families squabble in the halls of the People’s Parliament, the land’s ineffective seat of
glamor only from afar, or when nobles exploit street-level fads. Beyond the nobles’ elaborate rivalries, another force moves in Levkarest. At the Great Cathedral, pious commoners and aristocrats alike beg
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Halls of the Hunting Axe, and that he plans on taking the following route: Travel west along the Evermoor Way from Yartar to Triboar (60 miles) Travel south along the Long Road from Triboar to
miles, then cut east through the hills to the Halls of the Hunting Axe (50 miles) Characters can suggest alternative routes, but Gargosh assures them his route is the safest. If the characters recommend
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
The Truth behind the Legend Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became
the lich known as Acererak. Over the scores of years which followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb is. Eventually even the
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
Levkarest Borca’s capital stands at the pinnacle of culture and power. Unpopular members of the noble families squabble in the halls of the People’s Parliament, the land’s ineffective seat of
glamor only from afar, or when nobles exploit street-level fads. Beyond the nobles’ elaborate rivalries, another force moves in Levkarest. At the Great Cathedral, pious commoners and aristocrats alike beg
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
The Truth behind the Legend Ages ago, a human wizard/cleric of surpassing evil took the steps necessary to preserve his life force beyond the centuries he had already lived, and this creature became
the lich known as Acererak. Over the scores of years which followed, the lich dwelled with hordes of ghastly servants in the gloomy stone halls of the very hill where the tomb is. Eventually even the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Death’s Head Phalanx The Death’s Head Phalanx is a force of hobgoblins that came to Undermountain along with Emberosa and her fire giants. This force is commanded by a hobgoblin warlord named
halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four hobgoblins. Their marching footsteps and clanking
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
shattered castle, causing new halls and rambling stairs to form between fractured floors. These surreal ruins can’t conceal the magical radiance hanging at the castle’s core—a vestige of the magical force
that destroyed the castle and precipitated the Hour of Ascension. This mysterious force now calls to spirits across Darkon, drawing them in to feed an ongoing magical reaction. Despite the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the Halls of the Hunting Axe, and that he plans on taking the following route: Travel west along the Evermoor Way from Yartar to Triboar (60 miles) Travel south along the Long Road from Triboar to
miles, then cut east through the hills to the Halls of the Hunting Axe (50 miles) Characters can suggest alternative routes, but Gargosh assures them his route is the safest. If the characters recommend
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Death’s Head Phalanx The Death’s Head Phalanx is a force of hobgoblins that came to Undermountain along with Emberosa and her fire giants. This force is commanded by a hobgoblin warlord named
halls and chambers in Arcturiadoom. Consequently, the only wandering monsters of consequence are hobgoblin patrols. A typical patrol consists of four hobgoblins. Their marching footsteps and clanking
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
shattered castle, causing new halls and rambling stairs to form between fractured floors. These surreal ruins can’t conceal the magical radiance hanging at the castle’s core—a vestige of the magical force
that destroyed the castle and precipitated the Hour of Ascension. This mysterious force now calls to spirits across Darkon, drawing them in to feed an ongoing magical reaction. Despite the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Old Dwarven Halls The doors in this area are made of stone and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. Rooms
hold stone dishes and tankards. Some of the dishware contains globs of edible gray slime. (The mind flayers use these dishes to bring food to prisoners in area 10.)
Wall of Force. The rubble-strewn
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Old Dwarven Halls The doors in this area are made of stone and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. Rooms
hold stone dishes and tankards. Some of the dishware contains globs of edible gray slime. (The mind flayers use these dishes to bring food to prisoners in area 10.)
Wall of Force. The rubble-strewn
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prosperity is built on an unstable foundation. The Last War may be over, but the war against the daelkyr has barely begun. The clan lords hold their reclaimed halls in the Realm Below, but no one knows the
full extent of the power of the daelkyr. A renewed assault could come at any time, whether it’s a force of monsters boiling up from below or a creeping madness that infects the weak-willed. The
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
prosperity is built on an unstable foundation. The Last War may be over, but the war against the daelkyr has barely begun. The clan lords hold their reclaimed halls in the Realm Below, but no one knows the
full extent of the power of the daelkyr. A renewed assault could come at any time, whether it’s a force of monsters boiling up from below or a creeping madness that infects the weak-willed. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Halls of Selvetarm The lesser deity Selvetarm serves Lolth. Also known as the Spider That Waits, Selvetarm is worshiped and feared by drow for his battle prowess and blood lust. These rooms are
the animated drow statues are destroyed, Muiral casts wall of force to attempt to separate one character from the others before crawling down to attack his lone prey. Destroying five legs of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
commandment to go out into the world and be an active force for good, to right wrongs, and to help the hopeless. They must strive to maintain peace and order while opposing unjust laws. Followers of Torm
of arms of fallen heroes decorating the walls of the great halls. Torm is seen as the good right hand of Tyr, and a such his symbol is a white gauntlet made for the right hand. It represents Tyr’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Halls of Hopelessness Goblins and bugbears pass through these rooms often. No creatures live here, however. 24a. Old Gate Pillars. Two stone pillars with a 10-foot-wide arch between them support
against the lingering magic, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one. 3–7 Nothing happens. 8–11 The creature, along with anything it is carrying or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Halls of Selvetarm The lesser deity Selvetarm serves Lolth. Also known as the Spider That Waits, Selvetarm is worshiped and feared by drow for his battle prowess and blood lust. These rooms are
the animated drow statues are destroyed, Muiral casts wall of force to attempt to separate one character from the others before crawling down to attack his lone prey. Destroying five legs of the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
which the entire expeditionary force can enter along with the characters. The golems turn their heads to watch new arrivals but otherwise remain still. The basilisk Veldyskar guides the characters in
, and the ceiling’s height reminds you of the great halls of Gauntlgrym.
The corridor opens into a central well, with walkways crossing its span to the opposite side. You can barely see the ends of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
24. Halls of Hopelessness Goblins and bugbears pass through these rooms often. No creatures live here, however. 24a. Old Gate Pillars. Two stone pillars with a 10-foot-wide arch between them support
against the lingering magic, taking 22 (4d10) force damage on a failed save, or half as much damage on a successful one. 3–7 Nothing happens. 8–11 The creature, along with anything it is carrying or
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
commandment to go out into the world and be an active force for good, to right wrongs, and to help the hopeless. They must strive to maintain peace and order while opposing unjust laws. Followers of Torm
of arms of fallen heroes decorating the walls of the great halls. Torm is seen as the good right hand of Tyr, and a such his symbol is a white gauntlet made for the right hand. It represents Tyr’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
which the entire expeditionary force can enter along with the characters. The golems turn their heads to watch new arrivals but otherwise remain still. The basilisk Veldyskar guides the characters in
, and the ceiling’s height reminds you of the great halls of Gauntlgrym.
The corridor opens into a central well, with walkways crossing its span to the opposite side. You can barely see the ends of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gauntlgrym In ages past, the subterranean city of Gauntlgrym was the capital of the ancient dwarven Delzoun Empire. Its cavernous halls — some large enough to contain entire surface villages — were
Gauntlgrym is a city carved out of the living rock, with halls and passages wide enough for the largest dragons to walk through. There are hundreds of levels, twisting stairs, functioning elevators, and a
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Underworld Crossing Adventures d12 Adventure Goal
1 Enter the Underworld without alerting Athreos to your presence.
2 Escape the Underworld.
3 Force someone to lose their identity in
consists of twisting crypt halls that hold no bones, bodies, or other remains—only dust and guardians. These halls give way to a second sanctuary filled with somber funeral music—though there are no
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Underworld Crossing Adventures d12 Adventure Goal
1 Enter the Underworld without alerting Athreos to your presence.
2 Escape the Underworld.
3 Force someone to lose their identity in
consists of twisting crypt halls that hold no bones, bodies, or other remains—only dust and guardians. These halls give way to a second sanctuary filled with somber funeral music—though there are no
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Gauntlgrym In ages past, the subterranean city of Gauntlgrym was the capital of the ancient dwarven Delzoun Empire. Its cavernous halls — some large enough to contain entire surface villages — were
Gauntlgrym is a city carved out of the living rock, with halls and passages wide enough for the largest dragons to walk through. There are hundreds of levels, twisting stairs, functioning elevators, and a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
refugees and unsuccessfully attempted to take Thorbardin by force. The conflict that came to be called the Dwarfgate War caused deep enmity between the dwarven communities of the surface and those that
halls home. Proud and reserved, most Thorbardin clans want nothing to do with outsiders—dwarves or otherwise. However, some dwarves grow tired of life within their ancient tunnels and wonder about
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
refugees and unsuccessfully attempted to take Thorbardin by force. The conflict that came to be called the Dwarfgate War caused deep enmity between the dwarven communities of the surface and those that
halls home. Proud and reserved, most Thorbardin clans want nothing to do with outsiders—dwarves or otherwise. However, some dwarves grow tired of life within their ancient tunnels and wonder about
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
abandoned the citadel after nearly two millennia, whereupon a force out of Silverymoon occupied the fortress shortly thereafter. Within half a century, the orcs had come to realize the weakness of the
more than three hundred years. The recent story of Citadel Felbarr is the story of my fallen friend, King Emerus Warcrown. In 1367 DR, Emerus led a force of dwarves to seize on the advantage when, to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
abandoned the citadel after nearly two millennia, whereupon a force out of Silverymoon occupied the fortress shortly thereafter. Within half a century, the orcs had come to realize the weakness of the
more than three hundred years. The recent story of Citadel Felbarr is the story of my fallen friend, King Emerus Warcrown. In 1367 DR, Emerus led a force of dwarves to seize on the advantage when, to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
crush the defenders in a pincer attack. The Saltmarsh council explains that the characters’ role is to serve as a strike force, disrupting the sahuagin defenses and slaying as many foes as possible before
the main force engages the enemy. A cunning party should have the chance to take out numerous defenders, open the gate in area 1, and slay sahuagin leaders, possibly without ever raising an alert
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
crush the defenders in a pincer attack. The Saltmarsh council explains that the characters’ role is to serve as a strike force, disrupting the sahuagin defenses and slaying as many foes as possible before
the main force engages the enemy. A cunning party should have the chance to take out numerous defenders, open the gate in area 1, and slay sahuagin leaders, possibly without ever raising an alert