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                        Returning 24 results for 'rules steel'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the south alcove is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: Standing within 5 feet of the arch and imitating the moves of the dancing dwarves carved into it causes the
                                                
                                            
                                                
                                                     Weapons The racks contain a total of twenty suits of dwarf-sized scale mail, twenty battleaxes, twenty war picks, and twenty steel shields emblazoned with the symbol of Dumathoin. All the equipment
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    6. Cultists’ Quarters Furnishings. Six empty wooden bunk beds line the north and east walls. Between the bunks are stone shelves stocked with rations, casks of water, wooden dishware, and steel
                                                
                                            
                                                
                                                     Door. A secret door in the east wall leads to area 5.
 Arch Gate to Level 6 The stone arch is one of Halaster’s magic gates (see “Gates”). Its rules are as follows: If a silence spell is cast so that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                    Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
                                                
                                            
                                                
                                                     Iron, steel 21 Mithral 23 Adamantine  Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                    Breaking Objects Objects can be harmed by attacks and by some spells, using the rules below. If an object is exceedingly fragile, the DM may allow a creature to break it automatically with the Attack
                                                
                                            
                                                
                                                     Iron, steel 21 Mithral 23 Adamantine  Hit Points. An object is destroyed when it has 0 Hit Points. The Object Hit Points table suggests Hit Points for fragile and resilient objects that are Large or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     fire (side to side, as well as up and down). The gun comes with a winch, a 500-foot coil of rope, and ten steel-tipped harpoons. Although it fires harpoons instead of bolts, the gun is considered a
                                                
                                            
                                                
                                                     dozen bolts. For ballista rules, see the “Siege Equipment” section in chapter 8 of the Dungeon Master’s Guide. 4. Propeller Hatch A wooden door behind the furnace (area 1) on the upper deck pushes open
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     it. Characters who search the remains find some treasure (see “Treasure”). Mirror Gate to Level 1 Worked into the mirror’s stone frame is an image of a wizard pointing a wand. This gate’s rules are as
                                                
                                            
                                                
                                                     unoccupied space next to the identical gate located there. Treasure The dwarf that was once Falkir Gravelfist wears a steel helm shaped like the head of a boar. A detect magic spell reveals a faint aura of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     town of cobblestone streets and simple buildings clustered around a colorless hill. Cursed farmlands lie beyond the town. Blightsteel Keep The archlector rules from an unyielding steel fortress on a
                                                
                                            
                                                
                                                    , not even the dead.”
 –Alorio Nightriddle. archlector’s adviser
  Gate Plague-Mort’s gate is the Pit, an inky sinkhole that churns within a locked chamber in the archlector’s keep. A mangled steel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     iron railings that enclose the balcony are sturdy and shaped to look like webs.
 Decor. Hanging on the walls between six sets of double doors are steel shields that bear web-like and spider-like designs
                                                
                                            
                                                
                                                     frame are the following words in Celestial: “The dead know the secret.” The rules of the gate are as follows: Speaking the proper command word (“Axallian”) while standing in front of the mirror opens
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                    Adventuring Gear This section describes items that have special rules or require further explanation. Ammunition  Item
 Cost
 Weight
   Arrows (20)
 1 gp
 1 lb.
 Blowgun needles (50)
 1 gp
 1
                                                
                                            
                                                
                                                    .
 Mirror, steel
 5 gp
 1/2 lb.
 Oil (flask)
 1 sp
 1 lb.
 Paper (one sheet)
 2 sp
 -
 Parchment (one sheet)
 1 sp
 -
 Perfume (vial)
 5 gp
 -
 Pick, miner’s
 2 gp
 10 lb.
 Piton
 5 cp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player’s Handbook
                                                    
                                                
                                            
                                                     feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the rules glossary
                                                
                                            
                                                
                                                     can set a Hunting Trap, which is a sawtooth steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     pirates hold to their own code of conduct, the folk of Nelanther care nothing for rules, honor, or even good, neighborly sense: they attack each another as often and as viciously as they do any
                                                
                                            
                                                
                                                     illusionists all. They in turn appoint the heralds, who proclaim the laws, and the Knights of Nimbral, fabled hippogriff riders clad in armor clear as glass but strong as steel. Don’t let the fact that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    ’ reaction to this revelation, learning it counts as a secret for the purposes of the Power of Secrets rules in this book’s introduction. Treasure. A character who searches the area and succeeds on a DC 14
                                                
                                            
                                                
                                                     windmill towers above this ruined village. The windmill’s sides and blades are reinforced with badly rusted steel plates, and the attached wooden outbuilding is in shambles. Muddy roads separate the mill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning (see the Rules Glossary). Ammunition (Varies) Ammunition is required by a weapon that has the
                                                
                                            
                                                
                                                     modifier and Proficiency Bonus) or take 2d8 Radiant damage if it is a Fiend or an Undead. Hunting Trap (5 GP) As a Utilize action, you can set a Hunting Trap, which is a sawtooth steel ring that snaps
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     more of them succeeds, read: You spot a wolf trap, its steel jaws caked with rust. Someone has carefully hidden the trap under a thin layer of pine needles and detritus. Barovian hunters and trappers
                                                
                                            
                                                
                                                     member steps on it. Rules for the hunting trap are presented in chapter 5, “Equipment,” of the Player’s Handbook. Needle Blights Hunched figures lurch through the mist, their gaunt bodies covered in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     is blocked by a tiny wooden door that is barred on this side by a steel needle. Lifting the needle allows the tiny door to be pulled open easily, revealing a moldy stretch of floor underneath the
                                                
                                            
                                                
                                                     desperation compels you to enter my home, little darlings?”
 See “Dealing with Bavlorna” below for advice on how to run an encounter with the hag, keeping in mind the rules of hospitality, ownership, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     steel +1 Longsword and a steel shield bearing the stylized floral emblem of the Order of the Rose. An armor stand bears a black breastplate. A small, unlocked chest holds a Potion of Vitality. V3
                                                
                                            
                                                
                                                     rules in this book’s introduction. V8: Garrison All manner of undead creatures—mostly skeletons and zombies—impatiently mill around this area. They look ready for a fight.
 The vault’s Undead soldiers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     the rules in this book should be treated as a high magic campaign, with the DM and the players understanding that the difficulty of encounters and other tasks might need to be ramped up to offer a real
                                                
                                            
                                                
                                                     challenge to the characters. Of course, nothing prevents anyone from playing a high magic campaign with the Acquisitions Incorporated rules. But DMs and players should all be aware that doing so will
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    , their rib cages shattered by boulders lying atop them. Only one skeleton remains whole, and it clutches to its chest an open-faced steel helmet decorated with a golden circlet above the brow, from which
                                                
                                            
                                                
                                                     protective of the pool and attacks intruders. The mephits join in, but unlike the myrmidon, each one reduced to fewer than 10 hit points flees. See area G6 for rules about moving through the river of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     concealed behind a steel mask that bears a smiling visage. The simulacrum attacks anyone it doesn’t recognize. Extreme Cold. The rules for extreme cold (see chapter 5 of the Dungeon Master’s Guide) apply in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     break them under the right circumstances. Alix Branwyn  According to the Guvners, there are three types of regulations. The lowest of these are Rules, the laws that govern people’s behavior. Next
                                                
                                            
                                                
                                                     steel, Sarin is a decisive factol who promotes honor, dignity, and peace in word and deed. Faction Attire. Most Hardheads wear the faction’s standard-issue armor, a distinctive suit of red plate with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     in the north wall. (See “Sample Traps” in chapter 5, “Adventure Environments,” of the Dungeon Master’s Guide for the rules on how this trap functions.) The trap resets when the weight is lifted and
                                                
                                            
                                                
                                                     gravestone in the Abbey of Saint Markovia (chapter 8, area S7). Crypt 12 King Troisky—The Three-Faced King There are no bones atop the marble slab in this crypt, only a steel helm with a visor shaped like an
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     of golden coins and the sheen of steel weapons and armor at the bottom (see “Treasure” below). A stone golem shaped like a 12-foot-tall, 9-foot-wide dwarf patrols the moat by walking along its floor
                                                
                                            
                                                
                                                     and fight only in self-defense. Roleplaying Aerisi Kalinoth. Aerisi rules the Cult of the Howling Hatred like an imperious, vain, and tempestuous queen. She is oblivious to compassion or kindness unless
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     for the rules of conduct (see “Rules of Conduct” in chapter 2). Dubhforgail assumes the characters are Kelek’s minions and demands that they bring her the cake that Kelek promised her (“Eight tiers
                                                
                                            
                                                
                                                     goblins that the jabberwock has devoured, are the following treasures: A pair of silver armlets (25 gp each) An ornate steel dagger that whispers “soon” whenever its wielder falls asleep (50 gp) A silver
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     out of air (see the suffocation rules in the Player’s Handbook). As an action, a creature trapped under the water’s surface or another creature within reach of it can make a DC 20 Strength (Athletics
                                                
                                            
                                                
                                                     lead down to area P31 and up to area P49. Treasure. Strongheart wields Steel, a magic longsword (see appendix A). The sentient blade can’t be removed from the knight’s hand while he’s frozen in time
                                                
                                            
                                        





