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Returning 35 results for 'forcing the read'.
Other Suggestions:
forming the reach
folding the reach
firing the reach
facing the rest
facing the reach
Species
Spelljammer: Adventures in Space
vibrations. Plasmoids can stiffen the outer layers of their bodies to maintain a humanlike shape, so they can wear clothing and accessories. They speak by forcing air out of tubular cavities that
the scores can be raised above 20.
Languages
Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
1. South Gate If the characters approach the fort from the south, read: A multitiered fort stands at the water’s edge, its sturdy stone walls adorned with large tortoise shells. The trail leading to
at the south gate is unlocked but can be barred shut if the need arises. Forcing open the barred door requires a successful DC 27 Strength (Athletics) check. The barred door can also be smashed open
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
sneak it into the Scriptoria Collections, they told it to ambush the characters. Read or paraphrase the following: A groan echoes throughout the quiet room, like metal grinding upon metal. You spot
presence of chipped chitin embedded in claw wounds on the creature. Characters who notice this realize it’s the same material they found near Wiltroot Hall and on the Rose Stage. They can also conclude that the mage hunters subdued this creature before forcing it to ambush the characters.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the characters are underway, read or paraphrase the following to summarize the journey: The journey from Promise leads north through the Ribbon, where clustered farmhouses dot the dark-red ground
agriculture in the region has been deteriorating for years, forcing locals to farm the Rattle despite its dangers. If the characters stop at any of the farms they pass in the Ribbon, they see no sign of danger, but no one at the farms knows Kianna.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Getting the Quest When the characters arrive at the Blue Clam, read: Outside the tavern, you see two bundled-up humanoids talking to one another. When they see you, one waves to you in a friendly
into the mine a few days ago, entering from the surface and forcing the miners to abandon their jobs. No one was killed, but the kobolds are too dangerous for the miners to deal with. He also reveals
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
the rain forest near Zinda, following a caravan of merchants. Read the following description to set the scene: Heat rises from the jungle floor and clings to the broad leaves in the canopy above
.
The road through the jungle is narrow, forcing the caravan to march single file along its trails. The other travelers are in high spirits, offering food and water to anyone who needs it. They also
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
goblins have harmed the Silver Spirit of the Bowl, forcing it to leave the bowl. When the characters manage to pull the Bowl of Plenty off the forge, it begins to cool. The bowl is still dented, however
. When the bowl is cooling, read the following text. With the Bowl of Plenty off the forge fire, it begins to cool. As it does so, a wispy, incorporeal form emerges from the bowl. It looks like a
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
actions during the final battle. But when the characters see Tiamat’s heads forcing their way through the Red Wizards’ portal, they will understand that this is no mere monster they face. As should be clear
her temple collapses to ash and bone is a memorable way to wrap up a campaign—but the characters might not survive as anything more than memories. During the battle in the temple, read the following
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
actions during the final battle. But when the characters see Tiamat’s heads forcing their way through the Red Wizards’ portal, they will understand that this is no mere monster they face. As should be clear
her temple collapses to ash and bone is a memorable way to wrap up a campaign — but the characters might not survive as anything more than memories. During the battle in the temple, read the following
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the gods rely on mortals for their existence, rather than the other way around. When this idea gains adherents, Kruphix curses the polis so that no one can speak or read.
4 After a minor
altercation between the gods, Kruphix declares a new Silence. He refuses to lift it unless the other gods agree to aid him in forcing Klothys back into the Underworld.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
door. No amount of forcing or spells will open the door. The only way to continue northward is to use a disintegrate spell on the door or physically destroy it (it has 100 hit points). If the characters
destroy the door, read: As the door falls away, you can hear sounds of confusion and distress coming from the north. A faint glow, like that of a small flame, shines in the distance. The walls of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Smoke on the Horizon This encounter occurs early in the day. As the party travels, they spot smoke. Read the following text: The trail emerges from a dry gulch. A column of thick, black smoke rises
at a slight angle over the trees. It looks like something is burning just over the next ridge.
The burning farm is within five minutes’ travel. Once the characters approach within sight, read the
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
androsphinx tests the courage and valor of supplicants, not only by forcing them to complete quests but also with its terrible roar, which echoes for miles as it terrifies and deafens nearby creatures. Those
Languages Common, Sphinx
Challenge 17 (18,000 XP)
Inscrutable. The sphinx is immune to any effect that would sense its emotions or read its thoughts, as well as any divination spell that it
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
Moondancer (or after a few rounds of battle, if you decide to allow the characters and the neogi to clash), read: Suddenly, two galleons glide into view and begin pummeling the nightspider with ballista
bolts and mangonel stones, forcing it to break off its attack and make for the cover of the asteroids.
The newly arrived space galleons are the Stalwart and the Incorrigible, both under the command
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Portal Nexus When the characters step through into the cabin on Dangerous Business, read: The small square cabin’s interior is far larger than its exterior, opening up as an oval room thirty feet
guards in pursuit. If the characters were pursued, give them a round or two to investigate the portal nexus, then have an increasing number of guards burst into the area each round, forcing the characters
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
leads northeast from Beliard. When the adventurers locate the camp, read the following text: A footpath leads to a ruined stone wall that rings a hilltop. A dozen tents are pitched in the shelter of
listener. He is committed to forcing any newcomers to join his group. Such initiates must subject themselves to his judgment. If the adventurers refuse, Haayon says, “Consent isn’t necessary for judgment
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
characters enter the chamber, read or paraphrase the following boxed text: Seated on a rough throne made of an odd arrangement of coral, bones, and barnacles, is a man whose right arm has been replaced
the room, the coral attempts to grow up and around them, forcing them to make a DC 18 Strength saving throw or be restrained. A character who is restrained by the coral can use their action to make a DC
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Forcing the gate open requires a successful DC 25 Strength (Athletics) check. The slave pen is lined with straw. It contains a halfling musical quintet that the drow kidnapped just outside the town
, with these changes: The Sing-Alongs are lawful good. Each has a Charisma of 14 and the following skill: Performance +4. They have these racial traits: They speak, read, and write Common and Halfling
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, forcing them to provide insight on all manner of subjects. Roleplaying Mahadi Outwardly, Mahadi presents himself as a charismatic and gracious host. He makes each guest of Infernal Rapture feel as though
darkvision 120 ft., passive Perception 19
Languages Common, Infernal; can read all writing
Challenge 14 (11,500 XP)
Limited Magic Immunity. Mahadi can’t be affected or detected by spells of 6th level
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
slit is a tunnel leading to area E6. Read the following text when the characters reach the chamber at the top of the stairs: The passage widens at this point, with two large alcoves flanking the
hobgoblins in area E10 within an hour or two. E2. Columned Chamber If the characters come here without raising an alarm, read the following text: The hall widens to form a domed chamber supported by four
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ghost Orchid Tepui before opening into a larger chamber. Read the following description when the characters enter the cavern: Glowing crystals speckle this cavern’s walls like stars in the night sky
magical device Chimagua once used to influence the dreams of Atagua’s people. The power of the Drought Elder has corrupted the stone, forcing Chimagua into a deathly slumber and accelerating the planar
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
headquarters portal, read: At last, you step through the iron door that leads into a palatial room on Dran Enterprises’ headquarters ship. A placard on one richly polished wooden wall reads, “The Maverick
on Time If the party arrives at the same time as the Six, roll initiative! Szorrulax prioritizes killing Bracus during the fight, forcing the characters to try to save the Dran Enterprises employee
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Baadi and the samovar are also present. If Baadi is here, read the following text after reading the initial boxed text: Several feet above the room’s other occupants, an 8-foot-tall man with blue skin
to rule the region around Akharin Sangar before Atash deposed his father, forcing the efreeti prince into hiding. Now he plots in the shadows, disguised as a visionary who disdains authority. If the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
cellar by descending the stairs from area V7, or they might enter through the eastern door. Read the following boxed text to establish what they see from either direction: Four stone pillars brace
enough to alert the room’s occupant. Read the following when the characters enter: This room is lit by a pair of tall wrought-iron candlesticks in the northeast and southeast corners. Nine candles burn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
character reaches the bottom of the sinkhole, read: The sinkhole fissure ends at a level floor of worked stone. Dust, debris, rocks, and pieces of wood that once made up the walls and ceiling of the warehouse
Magic Items
Infernal Machine Rebuild
feet of you over the previous hour.
You are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion.
15
You understand all
attack or cast a spell, you become visible if you move into bright light. You can use this property three times.
While in bright light, you have disadvantage on initiative rolls.
69
You can read
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
unaffected by magics that force slumber, I escaped, along with a half-elf among the apprentices to the sage. The spirit chased us across the moors relentlessly, forcing us into the tunnels beneath the
that apprentice who accompanied me out of the High Moor. To everyone of any influence who might read this, heed my words: do not be misled. The serpents do not intend to coexist peacefully — they merely
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
pair. The contract is written on parchment made of halfling skin. If any character interrupts the signing and asks to read the contract, the imp tells them this is none of their business. Pilster
. Perhaps a building collapses, forcing any creature close enough to be struck by falling debris to succeed on a DC 15 Dexterity saving throw or take 7 (2d6) bludgeoning damage.
Map 2.1: Elturel View
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
The Lucent Edict The vessel is the Lucent Edict, a nautiloid. After the characters sight the craft, read: As the nautilus-shaped vessel drifts closer, Captain Sartell lets out a sigh of relief. “It’s
hatching from their eggs, the juvenile psurlons began preying on the pirates, killing several of them and forcing the rest to flee. One of the psurlons then assumed the form of a pirate named Benoto
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
character’s feet on landing, forcing the character to succeed on a DC 15 Dexterity saving throw or fall to the floor below. Iron Doors. Ten of the double doors are false and refuse to budge. The two
total cover. V9. Main Vault When the characters arrive here for the first time, read: Although deep underground, this vault is lit by streams of sunlight that pour down from the ceiling, catching motes
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
scribed in Olman. If anyone in the party can read this language, or if the message can be understood by other means, the glyphs will translate as “Here lies Tloques-Popolocas, master of the others, who is
like the wind and the night!” Trapped Doors. The doors are locked (DC 15 Dexterity check to pick with thieves’ tools) and trapped. Opening the lock disables the trap. Forcing the doors open can be
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the hags’ creation. A character can open a door or window as an action, but only by forcing it with a successful DC 20 Strength (Athletics) check. Any of the hags can touch an area of resin as an
, read the following: The interior of the shrine has the appearance of having been abandoned after some sort of terrible confrontation years ago. Broken benches with shredded cushions are overgrown by
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
higher than the lava.
Vanifer sacrifices prisoners here by forcing them to cross the causeway to the eastern ledge, then ringing the gong to alert the molten roper in area W4. Causeway. The causeway is
after a lever is pulled, and the chamber refills with fumes after 5 minutes. Shaft. An alcove in the north wall contains an 8-foot-diameter shaft that leads 30 feet down to area W6. Read the following
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
compartment in its false back. A character can use an action to try to open this compartment, either with thieves’ tools and a successful DC 15 Dexterity check, or by forcing it open with a successful DC 20
. See “Treasure” below for more information on Okuzor’s canopic jar. Sarcophagus. Whenever the characters are in a position to see down into the pit, read: At the bottom of the pit is a dais
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
barred from the inside. Forcing open the barred door is very difficult, requiring a successful DC 20 Strength check. Creatures. If the orcs have been alerted, the orcs in areas 4 and 4a fire arrows until
characters from getting across the bridge. If any of the party members have darkvision or a means of illuminating the far side, read: Two brutish humanoids stand watch on the other side of the crevasse






