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Returning 12 results for 'positions about and his confined'.
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position about and his contained
position about and his combined
positions about and his confused
positions about and his convinced
position about and his convinced
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is
they hear fighting in area 5, they take up positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. The heap of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
A heap of discarded clothing is
they hear fighting in area 5, they take up positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. The heap of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mundane but finely made. There are four daggers, four quarterstaffs, and twenty darts in a bandolier hanging from one of the pegs. One wall holds diagrams of attack and parry positions for wielders of
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mundane but finely made. There are four daggers, four quarterstaffs, and twenty darts in a bandolier hanging from one of the pegs. One wall holds diagrams of attack and parry positions for wielders of
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They don’t know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
lich Tarul Var with his guards, four dread warriors (see appendix B for both stat blocks). Having lost the Bloodgate, Var is confined to this area because of his fear of Szass Tam, while he awaits his
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
in the room takes 3 (1d6) fire damage as long as the elemental is present. The runes on the wall are a set of arcane bonds that keep the elemental confined here. A character who makes a successful DC
lich Tarul Var with his guards, four dread warriors (see appendix B for both stat blocks). Having lost the Bloodgate, Var is confined to this area because of his fear of Szass Tam, while he awaits his
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, engraved with disturbing shapes and signs that seem to stare out from the walls and columns and to shift positions when the viewer’s back is turned. Touching the walls sends a chill up a character’s
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of human women are held in the cell to the south, while a human boy is confined to the north
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, engraved with disturbing shapes and signs that seem to stare out from the walls and columns and to shift positions when the viewer’s back is turned. Touching the walls sends a chill up a character’s
, the bars that block entry into the adjacent room (area 30) lift into the ceiling, allowing the creatures therein to emerge and attack. 30. Imprisoned Guards Four manticores are confined here by Nosnra
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
straw lines the floors of those cells, the hinged doors of which are secured by chains and padlocks. A pair of human women are held in the cell to the south, while a human boy is confined to the north
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
(no value) A dagger in a scabbard (2 gp) 45–46. Officers’ Quarters These rooms are very similar; the following description serves for each, though the positions of the furniture can be varied if desired
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 43b. Empty Water Cell This cell is identical to 43a but is empty, and its vertical grill is open. 43c–43d. Empty Cell This cell is empty. 43e. Lizardfolk Cell A single lizardfolk is confined in this
(no value) A dagger in a scabbard (2 gp) 45–46. Officers’ Quarters These rooms are very similar; the following description serves for each, though the positions of the furniture can be varied if desired