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Returning 18 results for 'standing shot'.
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standing slots
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot between the standing stones, the gate opens for 1 minute. Characters must be 14th level or higher to
15. Standing Gate to Level 17 Rising out of a 2-foot-deep pool of ooze is a pair of 15-foot-tall standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
standing at attention.
Dead Duergar. At the foot of the bed is a stone trunk, its lid thrown open. The legs of a dead duergar stick out of the chest. Her war pick lies on the floor nearby.
The
duergar opened the chest without noticing its trap and was shot to death by spring-loaded darts. Her companions carefully looted most of the chest’s contents, leaving her dart-riddled corpse hanging half out of it.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
slain — shot and killed by elf arrows while standing on the roof of his keep. His widow, Lady Velrosa Nandar, made peace with the elves and promised to make no further incursions into the Ardeep Forest
currently standing watch on the walls. A search of the bailey yields the corpses of two dead human guards, both of whom were struck and killed by falling rocks. Characters can enter the keep through the front
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
chandelier is a dead giant spider.
19b. Old Bedchamber Dead Spider. A dead giant spider, its body shot full of arrows and scorched by fire, lies next to a broken wooden bed against the east wall
.
Armoire. Standing against the south wall is a wooden armoire draped in cobwebs.
Treasure. The armoire contains the skeletal remains of a halfling adventurer who was trapped inside by giant spiders and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
standing stones topped with a lintel, carved into which is a symbol of an arrow. The standing stones form a magic gate (see “Gates”). Its rules are as follows: If an arrow or a crossbow bolt is shot
spell cast on a wall destroys it for 1 minute, after which the psionic force generator in area 16c resummons the wall. 8b. Standing Gate to Level 19 In the middle of this otherwise empty cave is a pair of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
north from the temple to the south. The curtain blocks line of sight and catches any ammunition shot into it. If set on fire, it burns away quickly. Temple Nave If Vlonwelv is here, the drow priestess of
Lolth is standing in the middle of the nave, supervising its reconstruction. She is accompanied by her bodyguard, Zress (see “Zress Orlezziir”) and her yochlol advisor, which has assumed the form of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
younger, warmer Sergei. Strahd’s pride prevented him from standing in the way of the young couple’s love until the day of Sergei and Tatyana’s wedding, when Strahd gazed into a mirror and realized he
forever, shot their master with arrows. But Strahd did not die. The Dark Powers honored the pact they had made. The sky went black as Strahd turned on the guards, his eyes blazing red. He had become a
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
squandering most of it before his death. His family is now led by his niece, Yvandre, who has only recently begun to regain her family’s former standing. Yvandre Rillyn The characters’ status as
shot through with dry rot and crumbles when handled. What remains of the parchment afterward displays writing in Machil’s hand, which reads: “… stairs among the surface ruins of Delimbiyran and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is equipped with a system of wheels that raises the portcullises and opens the outer sets of doors. In the middle of the floor are murder holes through which arrows can be shot or alchemist’s fire
abound, and the cultists keep a fire burning in the hearth. Standing outside the door to the speaker’s office (area C9) is a sadistic little klutz (human cultist) named Thoob, whose job is to serve at
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
stalagmites, columns, or pools of standing water. A cave has a 10 percent chance of featuring luminescent growth on the walls that fill it with dim light. In addition to the tunnel through which the
wide, with ceilings 1d8 + 3 feet high. A tunnel follows a straight path for no more than 2d4 × 10 feet before it turns.
Rifts. The Labyrinth is shot through with rifts and chasms formed by upheavals in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, and a crate filled with packing straw. Standing against the north wall is a cabinet without doors, in which hang three cloaks made of walrus hide. Also present is a fur-clad Zhentarim wizard, Nilraun
Dhaerlost (NE male Illuskan human mage with a wand of fireballs), who believes that the frost giants are his best shot at obtaining the Ring of Winter. He tries to remain close to Storvald, but the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
line the walls of these well-appointed living quarters. Standing screens divide the space into smaller sections containing couches, tables, and desks.
Tarul Var, Lich Creatures. Here resides the
and be knocked prone. This ruined chamber has tapestries and paintings that have been slashed and are shot through with black mold. The fine furnishings and cushions are rotted through and crumbling
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
huge stained-glass window remain intact, enough so that its subject can still be made out. The window once portrayed Lathander standing amid fallen soldiers, holding his hands aloft as the spirits of
uniforms of Baldur’s Gate and Elturel. The swirling water of the pool roils with shadow, and is shot through with patches of black ichor where demons have fallen here. An armored man with a shield
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, with locals standing atop a rocky promontory and dumping their refuse over the edge of the embankment. Instead of clearing the debris away, Torimesh used magic to nurture the local plants, causing a
forest of green to grow up over the garbage, rusting away debris and creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
adventuring abroad and purchased this small portion of the hillside. Too steep to build on, the area had long been an illegal junkyard, with locals standing atop a rocky promontory and dumping their refuse
creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped space he dedicated as a public park, arguing that the poor need to feel
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Second Level The following locations are identified on map 6.6. 1. Hall of the Dead This dark hall contains twenty huge sarcophagi standing upright against the walls, and four even
first tier is black stone shot through with veins of violet. A great drum of blackened skin and chitinous material rests on the western side of the first tier. On the eastern side is a rack from which
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
in this room, standing on the glowing Key card in the floor. Key. The Key card in the floor fills the room with bright light. Anyone touching the card knows it can be used to return home; any character
of a white, porcelain mask shot through with golden cracks that resemble veins.
This room is the heart of the House of Cards. The mask contains the soul of the character who drew the Void card. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
The robots meet any unauthorized attempt to take the grenades with hostility. If the party is in good standing with Aphelion, the supercomputer allows each character to take one grenade of their
fire 20 shots before its energy cell is drained. After its last shot is expended, the weapon becomes inoperable. The energy cell can’t be removed or recharged. S20b: Dressing Room. Two intact security






