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                        Returning 35 results for 'trap of willing with'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     elementals, and securing their homes in cunning and vicious ways. They arenât willing to leave just because the cowards who fled Blingdenstone when it needed them most have nowreturned. GOLDWHISKER WARRENS
                                                
                                            
                                                
                                                     trap unless the trap has been detected and disarmed. Roll a d6 to determine the type of trap: 1â2, spiked pit (10 feet deep and lined with zurkhwood spikes); 3â4, collapsing roof; or 5â6, poison darts. See âSample Trapsâ in chapter 5 of the Dungeon Masterâs Guide for information on each trap.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Ghost Trap Gremorlyâs ritual forces any Humanoid who dies within the keep to return as a ghost thatâs unable to pass beyond the keepâs walls. The ritual can be broken by disassembling, moving, or
                                                
                                            
                                                
                                                     trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     for temples of mystery tend to be as mystifying as the puzzles within the places. Each temple typically has one caretakerâa powerful oracle willing to answer questions for adventurers who can overcome
                                                
                                            
                                                
                                                     the help of the templeâs priest, whoâs become trapped in stasis due to a malfunctioning trap. 
   3  Solve the puzzles in a temple to claim a magic item hidden inside. 
   4  Rescue someone trapped in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     execution, the characters set the trap that Vizeran springs with his ritual â and hope whichever demon lord survives is weakened enough for them to destroy it. Allied Forces Vizeran is needed to
                                                
                                            
                                                
                                                     characters during the fight. The archmage prefers to keep Grin Ousstyl to assist him, so the drow mage is likewise unable to assist. However, the adventurers have a number of other allies willing to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     before the Lord of Lance Rock! Me! Behold my dark terrors!â Heâs willing to magnanimously consider a surrender or offers of truce, as long as intruders leave the cave. Stairs. The steps along the north
                                                
                                            
                                                
                                                     wall lead up to a ledge overlooking this room. A peephole by this ledge looks into the western passage of area L4, and there is a lever here that controls the rockfall trap in that room. Tools. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     finished a pit trap just inside the mouth of the cave. She has been hiding all day in a crevasse near the top of the caveâs mouth, waiting to see if any draconians fall into it. Pit Trap. The pit trap is
                                                
                                            
                                                
                                                     falls 20 feet into the pit, taking 2d6 bludgeoning damage from the fall and 2d10 piercing damage from the spikes at the bottom. Whether the trap is triggered or not, Grasha hears the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Negotiation. An old curse binds Issem to the Doomvault and to the service of the Thayans, but he hates the Red Wizards, so he is willing to talk. He can offer two pieces of lore (see âDoomvault Lore
                                                
                                            
                                                
                                                    â above), and he allows prisoners and the characters to leave the area. He is willing to lie to any Thayans who seek the characters and help them cover their tracks. Issem warns anyone who tries to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in area 3. Treasure. When the final rat dies, it coughs up a humanoid finger bearing a platinum ring worth 20 gp
                                                
                                            
                                                
                                                     a trap (see below). The door cannot be broken down or otherwise smashed, and attempting to do so triggers the trap. A successful DC 18 Intelligence (Investigation) check allows a character to spot
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     device called the Soulmonger. The Harpers received their intelligence from a lich, but they donât know much about the Soulmonger other than its name and general whereabouts. Adventurers willing to
                                                
                                            
                                                
                                                     liches of the means to trap souls in their phylacteries. (The Soulmonger snatches up the souls before they can be trapped elsewhere.) Szass Tam, the most powerful lich among the Red Wizards of Thay
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     any reason other than to break into the Vault of Dragons. Esvele is willing to bring them on as business partners, allowing them access to the vault (preferably when there arenât guild
                                                
                                            
                                                
                                                     dwarf engineers and requires a successful DC 20 Wisdom (Perception) check to locate. Esvele has already disarmed a magic trap on the door, rendering it safe to open. Beyond it lies a dusty staircase that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     exit south into the hallway and circle around, hoping to trap the characters in area 2. If a fight occurs in this room, the lizardfolk officer in area 5 hears the battle and joins the fray as soon as
                                                
                                            
                                                
                                                    . It is found by any character inspecting the masks who makes a successful DC 12 Intelligence (Investigation) check. Chest. The chest is unlocked but trapped with a poison gas trap. Noticing the trap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the next dawn. Fates. As a bonus action, you can brandish this card at one willing creature you can see within 30 feet of yourself, granting the creature a brief glimpse of the future. Until the start
                                                
                                            
                                                
                                                     action, you can hold this card aloft and magically disable each trap within 60 feet of you that isnât behind total cover. A trap, for the purpose of this property, includes any object or mechanism that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    . The block remains there until the roomâs trap is activated. A life-size golden statue of a mastodon stands atop a one-foot-high stone cog at the center of this room. Jeweled tusks sweep from its
                                                
                                            
                                                
                                                     devils Round 4: Two barbed devils Round 5: One horned devil Round 6: One erinyes If the characters try to strike a bargain with the devils, only the erinyes is willing to engage them â but it demands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                     her. She is willing to help the characters in an assault on the cultists, if only by lending her expertise in Arcana to figure out whatâs happening with the ritual. Cray also reveals that not all the
                                                
                                            
                                                
                                                     being focused. When the characters lower themselves through the trap door into the basement, use the following read-aloud text to set the scene: Crates, barrels, and other containers holding food and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Codexâand has decided to prove it by attacking the site. 
   Connected Creatures Bronze dragons admire high-minded ambition and military prowess, seeking out those beings willing to risk their lives in
                                                
                                            
                                                
                                                     babysitters who can survive the assignment. 
   8  An obsessed shadow dragon plots to trap an adult bronze dragon in the Shadowfell until the bronze dragon too is transformed. 
   Ancient Bronze Dragon
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     the Fool card.
 This room is a version of the Surface of the Sun trap in chapter 4, but it differs from that trap in the following ways: Hotter Ceiling. Characters inside the room take 11 (2d10) fire
                                                
                                            
                                                
                                                     damage each round, instead of 5 (1d10). Moon Door. The door from the trap in the final hall depicts the Moon, not a skull. Shorter Halls. The three halls in this trap are far shorter than those in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     jugs, and some wine-stained flagons.
 Guildmaster Dusk holds meetings here. G10: Main Hall Visitors who try to enter this hall through the north door must contend with a trap. Back-Door Trap. The
                                                
                                            
                                                
                                                     of poison gas hidden in the door itself. As an action, a character can try to disable the trap using thievesâ tools, doing so with a successful DC 15 Dexterity check. Unless the trap is disabled
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    . Throne Swarm Trap. The 20-foot-tall white throne is a magic trap that the Thayans might use if desperate. When any non-undead creature climbs onto it, a swarm of stinging insects pours out of the back of
                                                
                                            
                                                
                                                     takes 4 (1d8) piercing damage and 4 (1d8) poison damage. The insects disappear after 1 minute, and the trap resets. Glyph Keys. One Thayan has a glyph key attuned to this zone and the Swine Run. Another
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                     a minotaur thief who fell prey to the trap in this cave. The two leather sacks beside it are illusions designed to lure greedy intruders to their doom. A character who inspects the sacks and succeeds
                                                
                                            
                                                
                                                     on a DC 18 Intelligence (Investigation) check or who makes physical contact with one of them discerns their false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     suitable opponent can be found for him to fight in the arena. He has been stripped of his possessions. He is more than willing to go along with the characters on their adventure, then returns to his own
                                                
                                            
                                                
                                                     check using thievesâ tools. The coffer is also trapped. A character who searches the coffer and makes a successful DC 14 Intelligence (Investigation) check discovers the trap. A character who makes a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     cracks. Two leather sacks brimming with gold rest near the skeleton.
 The skeleton is that of a minotaur thief who fell prey to the trap in this cave. The two leather sacks beside it are illusions
                                                
                                            
                                                
                                                     false nature. Crushing Ceiling Trap. A 20-foot-wide section of the ceiling over the skeleton contains a crushing deadfall. A character who examines the ceiling and succeeds on a DC 17 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. Masonry Debris. An expanse of crumbled masonry surrounds the entire citadel. Those attempting to cross it
                                                
                                            
                                                
                                                    , dumping the creature into the pit. With a successful DC 15 Dexterity check, a creature can use thievesâ tools to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    Sinister Sunbeams At some point, the hags attempt to trap the charactersâso that they can then facilitate their rescue. To do so, they cause the sunbeams shining through the trees to subtly shift
                                                
                                            
                                                
                                                     long as they journey with her, Mother Stagâs power keeps the nefarious magic of the sunbeams at bay. She also admits that if the characters are willing, she would like to ask them for much-needed help
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     she can to save herself from death, including using Szass Tamâs secrets. She can reveal two pieces of lore and is willing to share her glyph keyâs attunements. Further, she can teach the characters the
                                                
                                            
                                                
                                                     the room is difficult terrain. Shard Storm Trap. Transmutation magic infuses the room. Any creature that spends more than 1 round in this area triggers the trap. When the trap triggers, each creature in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    . Blood hawks make excellent hunting animals. Nobles are willing to pay 25 gp per intact egg. C2. Crystal Cave This cave has a single spherical room with a radius of 15 feet. Ogrorloâs merfolk slaves
                                                
                                            
                                                
                                                     loyal merfolk slaves. C5. Giant Anemone This enormous orange, red, and purple anemone anchored to the side of a boulder is a trap from the time of Ogrorlo meant to guard the cove. When a creature starts
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     suits of dwarven half-plate armor. If characters are led here by Sithi Vinecutter, sheâs willing to let the characters take one weapon apiece. 4. Forge Molten iron and adamantine from area 2 is
                                                
                                            
                                                
                                                     north wall 20 feet from the door to area 4. The lever is in the down position and can be lifted easily. Doing so extends the walkway across the magma to area 6, if the trap there caused it to retract
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     the entrance stairs to the stone wall behind the east statue.  Statue Trap. The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases
                                                
                                            
                                                
                                                    . Destroying a statue (AC 18, 60 hit points, immunity to necrotic, poison, and psychic damage) also disables its attack. Once a statue has attacked, the trap must be reset manually. If any duergar survive
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     wearing a mask stands at the back of this 20-foot-high room. Before the statue, set into the floor, is an adamantine trapdoor with a pull ring along one side. Trap. A successful DC 17 Intelligence
                                                
                                            
                                                
                                                     ring must succeed on a DC 18 Dexterity saving throw or be struck by rays of magical fire that spring from the statueâs eyes, dealing 22 (4d10) fire damage. The trap doesnât trigger if the target has
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     gladly takes up arms to aid his rescuers and is willing to serve his rescuers for one year without pay in gratitude for his freedom. Fourth Cell. The bugbear guards will say that they have been
                                                
                                            
                                                
                                                     death and eaten, so they will be very willing to help any creature promising them escape from the toils of the giants. These orcs can lead the characters south and east to the rebelsâ hideout (area 19
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    .
 Trapped Mask. The mask (worth 25 gp) is the trigger to a trap. If the mask is taken off the wall, the lever it hangs on pivots up and three sets of iron bars drop, caging whoever is in the square in
                                                
                                            
                                                
                                                     (see appendix A) and the gems needed to operate it, a mirror of the past (see appendix A), and a periapt of wound closure. In addition, if the characters ask, the couatl might be willing to use its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    , some in rags, all in states of decay.
 Secretary Wei uses this ancient trap to dispose of those she considers a threat to the empire. She now considers the characters such threats, no matter how
                                                
                                            
                                                
                                                     Secretary Wei fails, as she ignores the characters. Zhong Yin. Zhong Yin is shocked at Secretary Weiâs betrayal. From this point on, the spy is willing to aid the characters and will share any information in
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     a water-filled pit trap ahead, and so on.
You take a â5 penalty to initiative rolls.
42
Whenever you roll a 1 on a d20, you have advantage on your next d20 roll.
Whenever you roll a 1
                                                
                                            
                                                
                                                     do not share your alignment.
64
As a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation.
Whenever you roll a 1 on a d20 roll, you and an ally
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     frame a short corridor. Bolted to the walls are a dozen black boxes, each one measuring eight feet tall and one foot wide, that give off a low hum.
 Operating a lever in area X36 deactivates the trap
                                                
                                            
                                                
                                                     Grandolpha. They are willing to help the characters slay Xardorok, but any alliance they make with the characters ends with Xardorokâs death. Copper Kegs. The three kegs contain Clan Muzgardtâs finest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    . Their leader, Bonnie (see âFamiliar Facesâ), poses as a minor noblewoman going by the name Lymeria Lhaurilstar; she was hoping to have a fun night at the party, but sheâs willing to help the
                                                
                                            
                                                
                                                     on the box. This trap canât be disarmed. Any creature in its area must make a DC 13 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . Under such pressure, the verbeeg is willing to let intruders leave the lair without further incident, provided the animals in the pen are not harmed or taken. One crate is packed with straw, which the
                                                
                                            
                                                
                                                     verbeegâs treasure basket holds 72 sp, 344 cp, a translucent pink moss agate gemstone (10 gp), a healerâs kit, a hunting trap, and a small rabbit-skin bag containing ten silvered sling stones. V6. Frozen
                                                
                                            
                                        






