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Returning 35 results for 'before being defusing chambers result'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
hovering globes of magical light. Room Size. Unless otherwise stated, all chambers within the maze are circular rooms 30 feet in diameter. Navigating the Maze Before the characters explore the maze, have
(Survival) check to discern the best pathway. On a successful check, the leader correctly navigates to a treasure chamber; roll randomly or choose an option from the Treasure Chambers table to determine
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Mind Flayer Lairs In the lair of a mind flayer colony, the safety and security of its residents is all-important. As a result, illithid lairs are always well hidden and well defended, almost always
much greater depth. Cleansing Chambers Freshly captured victims are processed in the cleansing chambers. Their gear is removed and either destroyed or kept if it is of interest, their hair is shaved
Monsters
Fizban's Treasury of Dragons
creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz dragon wyrmling;topaz
interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On initiative count 20 (losing
Monsters
Fizban's Treasury of Dragons
beings and their creations are ultimately doomed to death and decomposition, and the dragons’ demeanor is typically morbid and curmudgeonly as a result.
Gleaming Gold
Upon hatching, topaz
their homes. They keep the interior chambers of their lairs meticulously dry.
The challenge rating of a legendary topaz dragon increases by 1 when it’s encountered in its lair.
Lair Actions
On
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
rulers of Yongjing have expanded and updated the city, building on top of existing architecture. As a result, many structures conceal forgotten chambers, hidden passages, dusty traps, and ancient
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
slide open to reveal chambers strewn with minotaur bones — ten chambers in all. One of these chambers has a hallway at the back of it leading to area 56. Advice from the Spirits Any characters
from their chambers and attack anyone in the tomb. All creatures present should roll initiative, including anyone trapped in the maze. The keys to open Unkh’s sarcophagus are hidden in the maze. When
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
alignment. Abyssal Corruption d10 Result 1–4 Treachery. The character gains the following flaw: “I can only achieve my goals by making sure that my companions don’t achieve theirs.” 5–7 Bloodlust
chambers. Throughout the web, buildings, structures, ships, and other objects hang as if caught in a spider’s snare. The nature of Lolth’s web creates random portals throughout the plane, drawing
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spin Cycle Trap The first time a creature enters any of the chambers on the Command Deck, a trap activates, causing the ship to rapidly spin end over end for 1 minute. When the ship starts to spin
successful. Deactivate Trap. A character on the Command Deck can take an action to fiddle with arcane control panels embedded in the walls, pressing buttons and hoping for a good result. In this case
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
. Unsafe Stonework. In some places, the corbel arches that hold up the ceiling aren’t structurally sound. As a result, some spells might have disastrous effects. A spell like fireball (an explosion
rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two
Compendium
- Sources->Dungeons & Dragons->Monster Manual
-filled and submerged chambers. Important places within these sites suggest the rituals of kuo-toa faiths, the demands of kuo-toa deities, or the whims of omen-seeking archpriests. As with kuo-toa
deities, the features of these locations vary between communities. Roll on or choose a result from the Kuo-toa Ritual Sites table to inspire features and suggest adventures within a kuo-toa community
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
underground chambers. Large, shared spaces in these dens are typically decorated with rich woven textiles, bone crafts, and rich clay and crystal pottery. The dens are cool in the summers, but leonin are a
their animal neighbors by wasting nothing. While these encampments are obvious and well supplied, they are also heavily guarded by wary leonin. As a result, strangers who approach such camps tend to
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
chambers just inside the labyrinth of caverns known as the Maze. From there, paths lead down into the middle levels of the city, past its various furnaces, and onward to either the lower levels and deeper
permanent relocation of some of his people. As a result, Mithral Hall’s numbers are sorely diminished at present, and it remains to be seen whether its fortunes will follow suit.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
about the Lantern Ghost case, as a result of the warnings that she and the other members of the militia have received. Being an honest guard means that Jute is already the target of scorn from her
than an hour away from his chambers. When he appears in public, he wears heavy perfume and thick clothing soaked in water to forestall the effect, then rushes back to his lair as soon as he can to recover.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
subjects. The sentient oozes that result from this process are the same as normal versions of such monsters, except that they have Intelligence 5, can understand basic communication in Common, and are no
longer immune to being charmed. Augmentation Chambers The magic of these chambers allows Thayans to bestow glimmers of intelligence into living oozes, making them obedient and more capable combatants
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
chambers that tunnel deep beneath the surface. A typical clan’s settlement features stout walls and a sturdy gate, inside which are living quarters, community areas, and a well-protected treasure
result, all the adults in a typical mountain dwarf clan are trained in the use of armor and weapons. Miners are among the most revered members of a clan, since the tunnels and shafts they dig in search of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
feeblemind spell (save DC 18). Regardless of the result of this saving throw, the viewer realizes that a tiny, dark hole at the pool’s bottom is a powerful gate to a deeper place in the Far Realm. The
position to connect area L5 to the chambers north of the orb. Map 7.6 shows the alternate configuration of the Labyrinth of Eyes once the characters rotate it to connect areas L4 and L5. The
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
devilish deals to obtain power at any cost. As a result, the town’s lowliest paupers exhibit redeemable qualities, while the nobility are all but soulless—vile individuals who spend their days in
in the gymnasium’s humid, ruby-tiled chambers, plotting the demise or demotion of their neighbors. Meanwhile, invisible imps spy on the resort’s patrons on behalf of high-ranking devils, gleaning the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Wormriddle’s Sanctum These chambers are claimed by Wormriddle the night hag (see “Wormriddle the Night Hag”). If she hasn’t already been encountered and defeated elsewhere, there’s a 50 percent
Undermountain. A character who has placed a piece of themselves in a particular doll can use an action to mutilate the doll in one of the following ways to gain a desired result: If the doll’s eyes are pierced
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
). The spirit might be laid to rest if the characters can convince it that they have cleansed Khundrukar. 44. Looted Rooms Severak chambers in the Foundry were once living quarters, drawing rooms
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
precious or dangerous—are showcased in an exhibition hall just inside the Armory. Doom Lords. Beyond the forge lie four heavily guarded chambers, each containing a portal to a fortress on the edge of one
. Known to few and hidden within the casino are the Platinum Rooms, a collection of demiplanar chambers where interplanar fat cats wager ancient artifacts, trapped souls, and the fates of entire worlds
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
magic to decipher. It reads, “Chambers of Hashutu, most refined and chosen, who is blessed with writhing gifts for hands.” This chamber contains a large tub crusted with blue stains, a desk and shelves
disappears. The mind flayer is visibly frustrated by this result, telepathically intoning, “We will try again. In Ilvaash’s name, we will keep trying.” 2 A mind flayer with tentacles at the ends of its
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
there. At one point, part of the Waterdeep sewer system crossed into the tunnel network. Not long after, the subterranean spaces were abandoned. As a result of the earthquake, many of the tunnel
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to stand against him in battle. Hidden somewhere in the chambers ahead is an elven relic known as the mirror of reflected pasts (see appendix A). Those who view the mirror see glimpses of their past
preserved Humanoid corpse 10 Humanoid skeleton wearing +2 leather armor. The crypt is empty if this result is rolled a second time. S4: Chemosh’s Shrine In the center of the crypt, a dais bears a statue of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
complete or their tongues are sufficiently loose. 3. Officers’ Quarters Ashore Each of the three captains has one of these chambers for his private use. In practice, the captains seldom use them, preferring
as a result, they tend to be squalid and smelly. 4. Warehouse All three captains store their booty in this common warehouse. The double door is sealed with an iron padlock to which only the captains
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, Colcook encourages them to play and win at the Platinum Rooms’ games to gain access to Shemeshka’s chambers with minimum disruption. Platinum Room Portals. Three portals here connect to the gaming events
, roll twice next time you roll on the Dungeonland Results table and use the higher result. Portal. This permanently open portal connects to area P1. P3a: Supertemporal Arena Entrance A sharp tiefling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
gems (worth 50 gp each). Cell Complex A number of small chambers are clustered around the center of this level of the stronghold. These rooms, labeled 1C through 14C, are cells meant to hold prisoners
indicated type (save DC 15): d12 Result 1 Death 2 Discord 3 Fear 4 Hopelessness 5 Insanity 6–12 No effect (looked away in time) Except for the death effect, these effects are curses and can be removed
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tunnels when they hear that adventurers have discovered the hidden chambers). They don’t admit any involvement and aren’t foolish enough to hide their masks at the boarding house. 5. Thelorn’s Safe
-bustling place that works day and night (three shifts of workers) because making wagons of top quality takes time. The quality of Thelorn’s wagons is well known throughout the region, with the result that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important as the itinerary. Players are not expected to turn this into a dungeon crawl, if only because Horn Enclave is teeming with guards and other dwarves. Any wedding guests seen in private chambers or
away from the events of the wedding itinerary are given a warning the first time, then questioned more carefully and searched each time thereafter. Evidence of theft or other lawbreaking could result in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
told that they are feeling toxins and impurities leaving their body as a result of the healthy living the temple promotes. The hag keeps her awful ingredients hidden in a secret compartment in the
assassin’s blood (see “Poisons” in the Dungeon Master’s Guide). T7. Treatment Rooms These adjoining chambers, dimly lit with shrouded lamps, are each furnished with a bed whose frame can be tilted and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enters this room. Signs of Abduction. A character who succeeds on a DC 15 Intelligence (Investigation) check ascertains that the disarrayed nightstand and broken window are the result of a recent
tunnel stretches southward before branching east and west. Chanting. From the moment they arrive in the dungeon, the characters hear an eerie, incessant chant echoing throughout the chambers. It’s
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
. Several individuals in gray robes slumber here peacefully despite the flickering torchlight.
Seven cultists sleep in these two chambers. Each cultist wears a hooded gray robe that has a desiccated
streaks of shadow, passing through each of you with a whispered scream before vanishing.
Vecna bestows one of two supernatural gifts on each character. Have each player roll a die, with the result
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
in area M18, a daily chore for the monks. M12. Abbess’s Chambers The door to this room is locked at night. Hellenrae doesn’t wish to be disturbed. This large room contains a wooden table with four
result is 18 or higher, a random encounter occurs. Roll a d6 for day encounters, or a d8 for night encounters: d6 (d8) Encounter 1 1d4 commoners (see area M19) 2 As per result 1, plus 1 orog (see
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
result, in recent weeks Distant Shores has suffered vandalism and the owners have received threatening letters. Eomane House The four Eomane siblings are notorious throughout the Upper City for the
Undercellar Beneath the Wide is a maze of storage chambers, ale cellars, and cobwebbed tunnels known collectively as the Undercellar. Archways, many with iron-barred gates and rusty but functional locks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Grimskalle Locations (G15-G23) G15. Tests of the Frostmaiden The first time the characters enter one of these chambers, read: The walls of this oddly shaped room are etched with elaborate panoramas
overwhelming and routing the enemy, Bjornhild decides to take over their camp and wait for Elk hunting parties to return so she can slaughter them and take their food as well. As a result, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. Removing an iron bar takes an action. X3: Arrow Slit Hallway A narrow hallway lined with arrow slits stretches north and south, opening into brightly lit chambers at each end.
This area once
show up pretending to be workers, Aminta yells at them to leave and warns that another intrusion will result in their deaths. If the characters pose an obvious threat, she calls for the doppelgangers in






