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                        Returning 29 results for 'Hall of Horrors'.
                    
                
                        
                            
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                                        half of horror
                                    
                                
                                    
                                        have of horrors
                                    
                                
                                    
                                        have of harbors
                                    
                                
                                    
                                        have of horror
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                    Hall of Horrors A severe, bespectacled academic, Professor Pacali runs the Carnival’s Hall of Horrors. This sizable, sinister tent contains a maze of taxidermic creatures, cabinets of curiosity
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldur’s Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     communication with Watch officers and officials. Your word carries considerable weight in the High Hall, and most establishments in the Citadel Streets neighborhood are happy to give you and your
                                                
                                            
                                                
                                                     feeling about who might fulfill their duties strictly by the book.
 
Suggested Characteristics
The horrors of war combined with the rigid discipline of military service leave their mark on all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    10. Great Hall of Spheres This area is being crafted into a second grand hall. Like the entrance hall, it is a busy and noisy work site. A number of artisans are plastering the walls and painting
                                                
                                            
                                                
                                                     examined, read the following (from the original Tomb of Horrors): The walls are being painted with figures of animals, strange signs and glyphs, and humanoids posing with spheres of different colors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    After the Exchange With the trade complete, the kagu-svirfneblin thank the characters and escort them back to the inner hall (area F5). They invite the characters to take whatever they want from the
                                                
                                            
                                                
                                                     the forge; they can always build another. Evacuation of the Kagu-Svirfneblin After warning the characters, the kagu-svirfneblin bid them goodbye and exit the inner hall through the southeast double
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     doesn’t contribute to their production or distribution. Two silver pieces buy a ticket to the Carnival, while the Big Top’s shows, the Hall of Horrors, and sideshows have their own entry fees. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    3. Entrance to the Tomb of Horrors Even a bit of light entering through a crawl space or provided by a torch will reveal that an unusual tunnel lies ahead. If the characters clear the passage near
                                                
                                            
                                                
                                                     back to the tormentor or through the arch, and the second great hall you’ll discover.
 Shun green if you can, but night’s good color is for those of great valor.
 If shades of red stand for blood
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rrakkma
                                                    
                                                
                                            
                                                     walls. Other Features Though it is not marked on the map this room has a thick stone door (AC 17, hp 30), located at the far end of the hall just before entering the room itself. The door was
                                                
                                            
                                                
                                                    . Creatures/NPCs Three star spawn manglers were the first creatures to emerge from the portal to the Far Realm when the mind flayers opened it. These shadowy low-slung, creeping horrors each have six arms, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    14. Little Box of Horrors Halaster has placed some nasty surprises in this corner of the dungeon. 14a. Sloping Tunnel This room is empty. The north tunnel gradually slopes down 20 feet to area 14b
                                                
                                            
                                                
                                                     takes the same damage again. The acid floods the room to a depth of 5 feet and flows 40 feet out into the hall leading back to area 14a before slowly draining out through tiny holes in the floor
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
                                                
                                            
                                                
                                                     the mouth of the great green devil face in this area when the Tomb of Horrors is complete. Manipulating Time Having a mechanical guide spend 1 charge in this area reverts Tarnhem to an earlier period before so much of his life force was drained, awakening him if he is unconscious.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     characters either to Moghadam or onward to Phenex in response to any other questions. Murals If the murals are examined, read the following (from the original Tomb of Horrors): The scenes painted show
                                                
                                            
                                                
                                                     with darkvision or a light source move close enough to the end of the hall. Open Pits In several places, the winding mosaic path crosses over a series of open pits yet to be covered and concealed. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     horrors unleashed on the world in Helm’s Hold, he found his own order at fault. The Order of the Gauntlet doesn’t punish the criminal before the crime is committed. When evil arises, members of the order
                                                
                                            
                                                
                                                     has since been replaced by a recently constructed temple to Lady Firehair, called the Heartward Hall. Not far from Heartward lies the town hall, a former inn that has been turned into the council
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     toward the party from hostile to indifferent. If the check succeeds by 5 or more, the lizard becomes friendly and willing to serve them as a mount. F3: Outer Hall This grand room is completely
                                                
                                            
                                                
                                                     Materials. The carts in this room contain glass, clay, and tin worth 25 gp total. F5: Inner Hall Zezhou Chen  Atop giant lizard steeds, the Kagu-svirfneblin emerge to greet visitors to their steam
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     they are wearing the uniforms of castle guards. Otherwise, any attempt by them to cross the hall causes magical flames to fill three of the suits of armor, which spring to life as three helmed horrors
                                                
                                            
                                                
                                                    Castle Cinis Locations The following locations are keyed to map 10.2.  Map 10.2: DM’s Map View Player Version S1: Entry Hall Lining the west wall of this once grand hall are six hollow suits of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
                                                    
                                                
                                            
                                                     tool. On a failed check, the trap triggers. B3. Scaly Eye Tombs At both ends of this hall a carving on the south wall reads, “Silence for the fallen heroes, please.” Ninety interment niches line the
                                                
                                            
                                                
                                                     walls of this hall, each with the name of a deceased Scaly Eye member carved beneath their tomb. Whenever a Scaly Eye member dies, Lhammaruntosz carves a new niche in the wall. Telna Urkil, the ghost of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Geode Locations G1. Hall of the Guardians This cave lies at the end of a twisting, declining tunnel that began in area F13 of the Fane of the Eye. The rough walls of this cavern rise to a vaulted
                                                
                                            
                                                
                                                     by the hook horrors in the surrounding cavern. Reinforcements. Combat on the bridge attracts the hook horrors in area G10, which gather under the bridge and attack any creature that falls. G10
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     stench of rot and decay wraps around you, seemingly threatening to penetrate your flesh and pervade your soul.
  Yestabrod’s Garden of Welcome is a pale reflection of the true horrors surrounding
                                                
                                            
                                                
                                                     Queen of Fungi, has carved for herself inside the great mushroom. The general layout is simple enough, with the hollowed stalk of the mushroom making a towering central hall in which Zuggtmoy floats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    ) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
                                                
                                            
                                                
                                                     lead to the Temple of Chaos and to the Abyssal Gate. 17. Crawling Hall Two enormous pillars on the far side of this chamber emit brilliant white light that holds the attention of dozens of giant vermin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     Ten-Towns, which the characters can discover if they search his fortress. The characters will die if they face Xardorok too soon. They must test their mettle against the horrors that haunt the
                                                
                                            
                                                
                                                     ladder descends twelve feet to a hall made of mortared stone lit and heated by four sputtering torches. Extending from the east end of the hall is a water-filled cistern. A small rowboat is tied off
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     Enclave, centered at the Hall of Justice. With Tyr restored to life and his worship returning to prominence, the Lord Protector has moved into a modest, private villa. This sacrifice — and the renewal of
                                                
                                            
                                                
                                                     wall that separated the rest of the city from its horrors now torn down, a great swath of Neverwinter lies empty, with no inhabitants and plentiful chunks of stone plundered from ruins all across the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     window. Stairs lead to the crypt below. If the characters haven’t encountered the Gloved Hand (area 14) yet, they hear the faint echo of an argument coming from below. 6: Dining Hall Read or paraphrase
                                                
                                            
                                                
                                                     dining hall. 7: Kitchen and Pantry This room has several ovens and cupboards full of old pots, pans, and utensils. A pantry at one end holds rotted supplies. Ritual Rod. A second ritual rod, identical
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     entering the grotto for 24 hours.  Grotto Destination   d4 Destination   1 Abyssal labyrinth (area G9a) 2 Elysian canyon (area G9b) 3 Infernal hall (area G9c) 4 Mechanized checkpoint (area G9d)  G9a
                                                
                                            
                                                
                                                     Lost Caverns, they do so unerringly, appearing in front of area G9. G9c: Infernal Hall A flash of red light fades to reveal a seemingly endless obsidian hall. Rows of decorative columns hoist a flat
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    , research and remove complex curses, and comfort those who have glimpsed otherworldly horrors of sinister realms. Althax Darkfleece (bariaur wanderer with an Intelligence of 17; see Morte’s Planar
                                                
                                            
                                                
                                                    . It’s home to the Gentle Mug, a humble shack where musteval guardinals (see Morte’s Planar Parade) offer magical teas and throat-scratching razorvine wraps. Mortuary Jared Blando  Map 2.2: Hall of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     mudslick tower, whether with petrified gravel or its command word, the path opens between the killing hall (area G23) and the vault to the east (area G25). If the characters haven’t yet dealt with
                                                
                                            
                                                
                                                     resting from their interminable excavations in the hall to the north. They keep two basilisks as pets. The grimlocks can’t be petrified by the basilisks. The door leading west is cool to the touch, due
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     troops to battle. No stranger to the horrors of war, she is keenly aware that the lands represented by the Lords’ Alliance need their soldiers for the protection of their own people. Only when convinced
                                                
                                            
                                                
                                                     Banak Brawnanvil and a former king of Mithral Hall, Connerad has made the long journey from Mithral Hall to act as the Lords’ Alliance delegate for the dwarves of the North, including Citadel Adbar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     troops to battle. No stranger to the horrors of war, she is keenly aware that the lands represented by the Lords’ Alliance need their soldiers for the protection of their own people. Only when convinced
                                                
                                            
                                                
                                                     Banak Brawnanvil and a former king of Mithral Hall, Connerad has made the long journey from Mithral Hall to act as the Lords’ Alliance delegate for the dwarves of the North, including Citadel Adbar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     fell. Unlike the Mountain Door or the Glitterhame, which offer exits to the surface world, the Foundry isn’t readily accessible. The area isn’t abandoned, though. Undead horrors wait in its darkest
                                                
                                            
                                                
                                                     warns the duergar guards in area 36. 36. The Great Hall At the top of the stairs from area 35 is a stone door carved with a glowering dwarf’s face. It opens easily. This enormous hall is lined with ten
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     troops to battle. No stranger to the horrors of war, she is keenly aware that the lands represented by the Lords’ Alliance need their soldiers for the protection of their own people. Only when convinced
                                                
                                            
                                                
                                                     Banak Brawnanvil and a former king of Mithral Hall, Connerad has made the long journey from Mithral Hall to act as the Lords’ Alliance delegate for the dwarves of the North, including Citadel Adbar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     Hall of Illusions in the Witchlight Carnival (see chapter 1). In the Hall of Illusions, the portal resembles an oval doorway of swirling mist that remains active for 1 minute. While the portal is active
                                                
                                            
                                                
                                                    , a creature in the Hall of Illusions can pass through it and reappear in front of the mirror or in the nearest unoccupied space. Once the portal closes, it can’t be reopened except by touching the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     Mortuaries Red Wizards bind and reanimate dead flesh and bone in these halls. 86. Hall of Teleportation The walls of this massive hall are carved with reliefs of humanoid monarchs adorned with jeweled
                                                
                                            
                                                
                                                     crowns and other finery, while servants bow at their feet. Huge white pillars rise to the ceiling.
 Creatures. Two reduced-threat helmed horrors and a reduced-threat flesh golem (see “Reduced-Threat
                                                
                                            
                                        






