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Returning 35 results for 'smoking check'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Applegarth stands in front of her smoking confectionery, its beams blackened by soot. “Oh dear, what an awful day! Who could have done such a rotten thing?”
Edith’s puzzlement is genuine. She
succeeds on a DC 12 Wisdom (Perception) check finds a half-eaten and slightly charred cinnamon roll in the grass behind the confectionery. Asking around town or taking a subsequent Study action and
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Applegarth stands in front of her smoking confectionery, its beams blackened by soot. “Oh dear, what an awful day! Who could have done such a rotten thing?”
Edith’s puzzlement is genuine. She
succeeds on a DC 12 Wisdom (Perception) check finds a half-eaten and slightly charred cinnamon roll in the grass behind the confectionery. Asking around town or taking a subsequent Study action and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
smoking pipe (25 gp) 67–68 Case containing 2d12 blocks of insect repellent incense 69–70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71
) 93–94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock’s key is missing) 95–96 Jar of Keoghtom’s ointment 97–98 Horn of blasting 99–00 Wand of secrets
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
smoking pipe (25 gp) 67–68 Case containing 2d12 blocks of insect repellent incense 69–70 An iron token bearing the symbol of a triceratops (the sign of the Ytepka Society), worth 50 gp in Port Nyanzaru 71
) 93–94 An excellent lock (50 gp) that requires a successful DC 20 Dexterity check to pick using thieves tools (the lock’s key is missing) 95–96 Jar of Keoghtom’s ointment 97–98 Horn of blasting 99–00 Wand of secrets
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dealing with Bazelsteen Engine oil covers this horned devil, which constantly chews on a shard of smoking, red hot coal. Bazelsteen is more interested in machines than creatures and is willing to
silted souls that lie there. At the end of each minute, a character operating a suction station makes a Dexterity check. The number of silted souls that the character siphons is equal to the check result
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dealing with Bazelsteen Engine oil covers this horned devil, which constantly chews on a shard of smoking, red hot coal. Bazelsteen is more interested in machines than creatures and is willing to
silted souls that lie there. At the end of each minute, a character operating a suction station makes a Dexterity check. The number of silted souls that the character siphons is equal to the check result
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on). E2. Lounge Although smoking is
Dexterity check. The richly appointed room contains velvet curtains, framed paintings of ships, a canopied bed, a night table, a sea chest, and a wardrobe. The door to the west opens up to a private
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
north wall. Next to the couch sits a wooden sea chest that contains an assortment of games (Dragonchess boards, well-used decks of Three-Dragon Ante cards, and so on). E2. Lounge Although smoking is
Dexterity check. The richly appointed room contains velvet curtains, framed paintings of ships, a canopied bed, a night table, a sea chest, and a wardrobe. The door to the west opens up to a private
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(Perception) check find a hidey-hole under a loose floorboard containing an herbalism kit, a vial of antitoxin, and a pouch containing 15 gp. 4f. Agganor Residence This cottage belongs to Destiny
use thieves’ tools to pick the lock on the door or open a set of window shutters by succeeding on a DC 15 Dexterity check. Treasure. A search of the cottage interior yields an unlocked wooden chest
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them to the smoking room (area C12) to meet with Lord Cassalanter. He allows them to explore the house while they wait but follows them doggedly. Founders’ Day. The hall is filled with chatty guests
on a DC 14 Charisma (Intimidation or Persuasion) check. If Esvele decides to help the characters, she fights alongside them and discovers treasure and secret doors automatically. C3. Library This is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
(Perception) check find a hidey-hole under a loose floorboard containing an herbalism kit, a vial of antitoxin, and a pouch containing 15 gp. 4f. Agganor Residence This cottage belongs to Destiny
use thieves’ tools to pick the lock on the door or open a set of window shutters by succeeding on a DC 15 Dexterity check. Treasure. A search of the cottage interior yields an unlocked wooden chest
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Characters who empty the two footlockers find a total of 8 gp, 55 sp, and 62 cp. Merle’s footlocker also contains an ivory smoking pipe (25 gp), an electrum-framed hand mirror (25 gp), and a small
(Religion) check realizes that it’s used by worshipers of Graz’zt to commune with the demon lord, who requires a blood sacrifice. As an action, a character can spill some of their own blood into the bowl and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
them to the smoking room (area C12) to meet with Lord Cassalanter. He allows them to explore the house while they wait but follows them doggedly. Founders’ Day. The hall is filled with chatty guests
on a DC 14 Charisma (Intimidation or Persuasion) check. If Esvele decides to help the characters, she fights alongside them and discovers treasure and secret doors automatically. C3. Library This is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Two other duergar carry treasures plundered from the other areas of this level in gray, soot-stained sacks. The sacks contain the other items stolen from area 11c — an onyx smoking pipe (75 gp), a
upon the heart of Melairbode and know the true power of dwarvenkind.” Any character who succeeds on a DC 20 Intelligence (History) check knows that Melairbode is the name of the ancient dwarven realm
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters working together to make a successful DC 25 Strength (Athletics) check. On the second and any successive raids upon the place, there is a 50 percent likelihood that the gates will be ajar
from the glow of molten rock. The pile of lava, slag, and jutting black rock that houses the Hall of Snurre is a steeply rising hill about 300 feet high at its summit. It is difficult to scale. Smoking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hours when Ammalia is home and awake, her location in the villa can be determined randomly: d100 Ammalia’s Location 01–70 She’s tending to her butterfly garden (area C25). 71–90 She’s smoking on the
mentioned above. CASSALANTER LORE
A successful DC 15 Intelligence (History) check reveals the following information about Cassalanter Villa and its in habitants:
The Cassalanters fell on hard times a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Two other duergar carry treasures plundered from the other areas of this level in gray, soot-stained sacks. The sacks contain the other items stolen from area 11c — an onyx smoking pipe (75 gp), a
upon the heart of Melairbode and know the true power of dwarvenkind.” Any character who succeeds on a DC 20 Intelligence (History) check knows that Melairbode is the name of the ancient dwarven realm
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hours when Ammalia is home and awake, her location in the villa can be determined randomly: d100 Ammalia’s Location 01–70 She’s tending to her butterfly garden (area C25). 71–90 She’s smoking on the
mentioned above. CASSALANTER LORE
A successful DC 15 Intelligence (History) check reveals the following information about Cassalanter Villa and its in habitants:
The Cassalanters fell on hard times a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Characters who empty the two footlockers find a total of 8 gp, 55 sp, and 62 cp. Merle’s footlocker also contains an ivory smoking pipe (25 gp), an electrum-framed hand mirror (25 gp), and a small
(Religion) check realizes that it’s used by worshipers of Graz’zt to commune with the demon lord, who requires a blood sacrifice. As an action, a character can spill some of their own blood into the bowl and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
’ tools can pick the lock with a successful DC 20 Dexterity check. A knock spell or similar magic also opens the door. Valetta won’t allow characters to break down the door, but she does permit them to
speak to Nim through the door. A character can persuade Nim to unlock the door with a successful DC 17 Charisma (Persuasion) check. Valetta grants advantage on the roll by strongly urging Nim to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to stay and protect her while any surviving ogres chase after the fleeing characters. Guh’s Wagon-Throne Any character who studies Guh’s “throne” can, with a successful DC 10 Intelligence check
creature can use an action to attempt a DC 15 Strength (Athletics) check on its turn, pulling itself or another creature out from under Guh on a success. Once Guh is toppled from her “throne
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to stay and protect her while any surviving ogres chase after the fleeing characters. Guh’s Wagon-Throne Any character who studies Guh’s “throne” can, with a successful DC 10 Intelligence check
creature can use an action to attempt a DC 15 Strength (Athletics) check on its turn, pulling itself or another creature out from under Guh on a success. Once Guh is toppled from her “throne
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
characters working together to make a successful DC 25 Strength (Athletics) check. On the second and any successive raids upon the place, there is a 50 percent likelihood that the gates will be ajar
from the glow of molten rock. The pile of lava, slag, and jutting black rock that houses the Hall of Snurre is a steeply rising hill about 300 feet high at its summit. It is difficult to scale. Smoking
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the yakfolk village. Normal horses and ponies are reticent to climb the staircase. Coaxing such a creature to climb the stairs requires a DC 15 Wisdom (Animal Handling) check. Magically summoned mounts
can be made to climb the stairs without an ability check. Mules, being surefooted, can climb the steps with ease and don’t need to be coaxed. Chimera Lair After climbing 350 feet, the staircase is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
’ tools can pick the lock with a successful DC 20 Dexterity check. A knock spell or similar magic also opens the door. Valetta won’t allow characters to break down the door, but she does permit them to
speak to Nim through the door. A character can persuade Nim to unlock the door with a successful DC 17 Charisma (Persuasion) check. Valetta grants advantage on the roll by strongly urging Nim to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Strength check is needed to force it open. Beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable. A
a successful DC 15 Wisdom (Perception) check, a character notices the slits. Developments. If they are attacked or confronted by more than one character, Wark and Thark call out a warning that’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
Strength check is needed to force it open. Beyond the door lies a small chamber covered in poorly cured animal hides and illuminated by smoking torches in bronze sconces. The smell is indescribable. A
a successful DC 15 Wisdom (Perception) check, a character notices the slits. Developments. If they are attacked or confronted by more than one character, Wark and Thark call out a warning that’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the yakfolk village. Normal horses and ponies are reticent to climb the staircase. Coaxing such a creature to climb the stairs requires a DC 15 Wisdom (Animal Handling) check. Magically summoned mounts
can be made to climb the stairs without an ability check. Mules, being surefooted, can climb the steps with ease and don’t need to be coaxed. Chimera Lair After climbing 350 feet, the staircase is
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
village within sight of this yakfolk must succeed on a DC 12 Dexterity (Stealth) check to avoid being spotted immediately. If this yakfolk spots any invaders, it heads to area 8 to warn Chief Kartha
smoking pipeweed that has been laced with a poison to which the yakfolk are immune. Elves and half-elves are immune to the sleep-inducing effect of the poison, and dwarves have advantage on the saving throw
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
village within sight of this yakfolk must succeed on a DC 12 Dexterity (Stealth) check to avoid being spotted immediately. If this yakfolk spots any invaders, it heads to area 8 to warn Chief Kartha
smoking pipeweed that has been laced with a poison to which the yakfolk are immune. Elves and half-elves are immune to the sleep-inducing effect of the poison, and dwarves have advantage on the saving throw
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Secret Door. A character who searches the walls for secret doors and succeeds on a DC 15 Wisdom (Perception) check finds such a door in the east wall. This 5-foot-wide, 10-foot-tall stone door swings
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carved with eyes of all shapes and sizes. Many of the orbs have stone eyelids that open and close at irregular intervals. Characters who succeed on a DC 14 Wisdom (Perception) check notice a ghostly
darkvision out to a range of 60 feet. A character can ascertain the eyestalk’s function with a successful DC 10 Intelligence (Arcana) check but can’t determine who’s peering through it, or from where
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
carved with eyes of all shapes and sizes. Many of the orbs have stone eyelids that open and close at irregular intervals. Characters who succeed on a DC 14 Wisdom (Perception) check notice a ghostly
darkvision out to a range of 60 feet. A character can ascertain the eyestalk’s function with a successful DC 10 Intelligence (Arcana) check but can’t determine who’s peering through it, or from where
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Secret Door. A character who searches the walls for secret doors and succeeds on a DC 15 Wisdom (Perception) check finds such a door in the east wall. This 5-foot-wide, 10-foot-tall stone door swings
into a 5-foot-diameter tunnel that leads to a similar door blocking entry to area X4. No ability check is needed to find either secret door from inside the tunnel. DUERGAR NAMES
Here are some names
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
with a successful DC 10 Wisdom (Perception) check. If the wire is tripped, a spring-loaded greataxe disguised to look like part of the southern statue snaps across the hallway and makes an attack against
behind the southeasternmost statue. It can be found with a successful DC 15 Wisdom (Perception) check. E4. Hidden Vault This vault contains two stone sarcophagi elaborately carved with Dwarvish runes and