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Returning 35 results for 'pulls allows and his clanging'.
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pulls allows and his charging
pulls allows and his claiming
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
behind him and pulls him through. Visible within the rift is a smoky, red-tinged skyline full of mountains. Kas’s Secret. As Kas is pulled back to Tovag, the characters’ links to Vecna flare. The
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
behind him and pulls him through. Visible within the rift is a smoky, red-tinged skyline full of mountains. Kas’s Secret. As Kas is pulled back to Tovag, the characters’ links to Vecna flare. The
Vecna’s location in an attempt to save his life. It’s up to the characters what happens to Kas next. Learning Vecna’s location counts as a secret for the purposes of the Power of Secrets rules, and it allows the characters to move on to the next chapter of the adventure.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floor. A peephole in the south wall allows someone standing at the top of the stairs in area L5 to observe the chests. By the peephole is a lever that opens a trapdoor in the ceiling above the chests
, releasing a rockfall. If Oreioth is in position, he waits until at least two intruders have entered the cave, then he moves away from the peephole and pulls the lever. When he does, he cries, easily
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
floor. A peephole in the south wall allows someone standing at the top of the stairs in area L5 to observe the chests. By the peephole is a lever that opens a trapdoor in the ceiling above the chests
, releasing a rockfall. If Oreioth is in position, he waits until at least two intruders have entered the cave, then he moves away from the peephole and pulls the lever. When he does, he cries, easily
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
78. Chapel of Hate Any creature that passes through the mist gate in area 77 emerges from a similar arch set into the south wall of this room. The gate also allows travel back to area 77. You step
question them: If the characters are searching for an exit to the tomb, one nothic hops over to the black curtain, pulls it aside, points down the tunnel to the north (area 79), and shouts (in Undercommon
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
78. Chapel of Hate Any creature that passes through the mist gate in area 77 emerges from a similar arch set into the south wall of this room. The gate also allows travel back to area 77. You step
question them: If the characters are searching for an exit to the tomb, one nothic hops over to the black curtain, pulls it aside, points down the tunnel to the north (area 79), and shouts (in Undercommon
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up
grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. A roper has the appearance of a stalagmite or stalactite, which often allows it to attack with surprise. The creature can move slowly using thousands of sticky cilia beneath its base. It creeps up
grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and the roper can’t use the same tendril on another target.
Reel. The roper pulls each creature grappled by it up to 25 feet straight toward it.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
party to be hasty, keep the exact time before their allies’ attack nebulous. This allows you to have troops from Saltmarsh show up in the party’s defense should they get into trouble. For you, though
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
party to be hasty, keep the exact time before their allies’ attack nebulous. This allows you to have troops from Saltmarsh show up in the party’s defense should they get into trouble. For you, though
preparing for battle, echoing with clanging weapons and Sahuagin shouting. If the party is wily, they might use the din to their favor and catch their foes unaware. The general combat readiness of the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
”): Statue Access. A secret door in the base of the Orcus statue pulls open to reveal a winding staircase that ascends to a 10-foot-diameter chamber in the statue’s head. South Wall Exits. Two secret doors in
are Difficult Terrain. Stolen Goods to Recover. The dragonchess Gaming Set and incense are stolen goods (see “Stolen Goods”). If Nezzarum is Friendly, he allows the characters to return the goods the cultists stole to the rightful owners.
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
door. A sturdy wooden pallet wrapped with rope hangs beneath the building on an iron chain, lying flat against the cliff face.
Inside the building is a winch that allows the pallet to be lowered
down to the water, 50 feet below. When boats deliver supplies to the cloister, the residents use this pallet to haul goods both up and down. A lever locks the winch in place. If a character pulls the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
door. A sturdy wooden pallet wrapped with rope hangs beneath the building on an iron chain, lying flat against the cliff face.
Inside the building is a winch that allows the pallet to be lowered
down to the water, 50 feet below. When boats deliver supplies to the cloister, the residents use this pallet to haul goods both up and down. A lever locks the winch in place. If a character pulls the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
”): Statue Access. A secret door in the base of the Orcus statue pulls open to reveal a winding staircase that ascends to a 10-foot-diameter chamber in the statue’s head. South Wall Exits. Two secret doors in
are Difficult Terrain. Stolen Goods to Recover. The dragonchess Gaming Set and incense are stolen goods (see “Stolen Goods”). If Nezzarum is Friendly, he allows the characters to return the goods the cultists stole to the rightful owners.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient
pulls open to reveal a similarly sized exhibit room in area V3. V5: Curator’s Office A solid oak desk stands on a plush carpet in the center of this office. In the southeast corner, a strange, human
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
of the hallway is another secret door that doesn’t require an ability check to spot from inside the hall. This secret door pulls open to reveal a similarly sized exhibit room in area V4. V4: Ancient
pulls open to reveal a similarly sized exhibit room in area V3. V5: Curator’s Office A solid oak desk stands on a plush carpet in the center of this office. In the southeast corner, a strange, human
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
host allows her an hour of study and contemplation, she concludes that the controls are a mystery and should be left alone. Violent Wongo urges his host to smash the controls. Concealed Crawlway A
restrained, can’t stand up, and takes 11 (2d10) bludgeoning damage at the start of each of its turns until it crawls out from under the door or another creature pulls it free, either of which requires an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
?
Maeve: My work here is done. (She mimes blowing smoke away from her fingertips.)
6 Asking for the spell’s damage allows the DM to roll a saving throw for each monster and mark off the right
attacked Shreeve and pulls out his dagger. I get a 23 to hit!
Jared: That hits! What’s your damage?
Amy: Since Shreeve is next to it, I can use my Sneak Attack! The shrub takes 12 Piercing damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
?
Maeve: My work here is done. (She mimes blowing smoke away from her fingertips.)
6 Asking for the spell’s damage allows the DM to roll a saving throw for each monster and mark off the right
attacked Shreeve and pulls out his dagger. I get a 23 to hit!
Jared: That hits! What’s your damage?
Amy: Since Shreeve is next to it, I can use my Sneak Attack! The shrub takes 12 Piercing damage
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
host allows her an hour of study and contemplation, she concludes that the controls are a mystery and should be left alone. Violent Wongo urges his host to smash the controls. Concealed Crawlway A
restrained, can’t stand up, and takes 11 (2d10) bludgeoning damage at the start of each of its turns until it crawls out from under the door or another creature pulls it free, either of which requires an
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clearly relieved, though still not entirely friendly. The captain sighs. “Took you long enough,” she says. “So let’s get this done so we can get on with our lives.”
She pulls a scroll from a leather
15 Wisdom (Medicine or Perception) check allows a character to notice that Feather moves stiffly, as if her shoulder is badly injured. Jolly does his best to get the adventurers out of his shop as
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's
damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
clearly relieved, though still not entirely friendly. The captain sighs. “Took you long enough,” she says. “So let’s get this done so we can get on with our lives.”
She pulls a scroll from a leather
15 Wisdom (Medicine or Perception) check allows a character to notice that Feather moves stiffly, as if her shoulder is badly injured. Jolly does his best to get the adventurers out of his shop as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tentacle pulls Chalkie into the drink. Belle then perishes if the characters ignore the fight completely. Shore Fight. The crew is aboard a 15-foot longboat with a sail. The fight takes place 15 feet
job or a last-resort career. This is remarkably shortsighted, as the gig has a startling number of upsides. For example, it’s a job that allows you to wear a lot of scarves and sashes. That’s rare
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
on the pit's edge and camouflaged with dirt and debris. The DC to spot the pit is 10. Anyone stepping on the cloth falls through and pulls the cloth down into the pit, taking damage based on the pit's
damage, and must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. A successful DC 20 Intelligence (Investigation) check allows a character to deduce the trap's presence from
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tentacle pulls Chalkie into the drink. Belle then perishes if the characters ignore the fight completely. Shore Fight. The crew is aboard a 15-foot longboat with a sail. The fight takes place 15 feet
job or a last-resort career. This is remarkably shortsighted, as the gig has a startling number of upsides. For example, it’s a job that allows you to wear a lot of scarves and sashes. That’s rare
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Doorway. A Detect Magic spell reveals an aura of evocation magic radiating from the doorway. If a creature pulls on either of the doors’ crescent-shaped handles, the doorway emits a 30-foot cone of
and sleek.
Scrying Sphere. The silver sphere is a scrying device that allows Teremini to remotely communicate with Lord Soth, who has a similar sphere in his home, Dargaard Keep. A creature that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Doorway. A Detect Magic spell reveals an aura of evocation magic radiating from the doorway. If a creature pulls on either of the doors’ crescent-shaped handles, the doorway emits a 30-foot cone of
and sleek.
Scrying Sphere. The silver sphere is a scrying device that allows Teremini to remotely communicate with Lord Soth, who has a similar sphere in his home, Dargaard Keep. A creature that
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the standing stones. Any character who examines the sigils on the stones and succeeds on a DC 15 Intelligence (Arcana) check can determine that they combine into a sequence that allows the ring of
a whimsical tune on his pipes and offers his rescuers a gift in return. He gallops to the nearby stream, pulls a wineskin from its shallow depths, guzzles down its contents, and hands the empty
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the standing stones. Any character who examines the sigils on the stones and succeeds on a DC 15 Intelligence (Arcana) check can determine that they combine into a sequence that allows the ring of
a whimsical tune on his pipes and offers his rescuers a gift in return. He gallops to the nearby stream, pulls a wineskin from its shallow depths, guzzles down its contents, and hands the empty
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
Intelligence (Investigation) check. The door pulls open to reveal a stone staircase that climbs 10 feet to a landing (area D32). D32: Hidden Trapdoor The staircase ends at a landing with a 6-foot-high wooden
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
splits the waterway north and south. The sound of falling water is louder to the south.
The current pulls to the south of the island toward the waterfall leading to area P17. Characters navigating
snares prey with its tendrils, it pulls its prey under the nearby piercers, which then drop from the ceiling. The piercers have advantage on attack rolls made against creatures grappled by the roper
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
splits the waterway north and south. The sound of falling water is louder to the south.
The current pulls to the south of the island toward the waterfall leading to area P17. Characters navigating
snares prey with its tendrils, it pulls its prey under the nearby piercers, which then drop from the ceiling. The piercers have advantage on attack rolls made against creatures grappled by the roper
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
unnerving but harmless. Scrying Sensor. The ghostly eyestalk is a magical sensor that allows one of the apprentice wizards in area X16 to monitor this hall. The eyestalk functions as an extra eye with
transformed into a lair guardian. The gas spores were added later. The beholder zombie allows creatures that brandish the symbol of Xanathar to pass unmolested. Otherwise, it attacks. The gas spores don’t
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
Intelligence (Investigation) check. The door pulls open to reveal a stone staircase that climbs 10 feet to a landing (area D32). D32: Hidden Trapdoor The staircase ends at a landing with a 6-foot-high wooden