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Returning 35 results for 'before being descend connected reflection'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cave of Shattered Reflection Once the characters have dismantled all three demiplanes connected to Vecna’s Grasp, the large crystals in area E1 shatter to dust, opening the way to Vecna’s ritual
chamber: a mythic cavern called the Cave of Shattered Reflection. In existence since the earliest days of the multiverse, the cavern has the ability to harness beings’ life force and reveal fundamental
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Chapter 11 Summary In chapter 11, the characters must descend into the Cave of Shattered Reflection, where Vecna weaves his Ritual of Remaking. The ritual is nearing its end, and the lich-god has
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
matriarch from which all beholders descend—Gzemnid lurks within a deadly network of smooth tunnels, obscured by toxic clouds and laced with traps and illusions. Beholders prowl the gaseous labyrinth
, furthering their god’s duplicitous schemes. Gzemnid’s Realm is connected to the Caverns of Thought. The beholder god enjoys a tenuous alliance with Ilsensine, whose servants and aberrant thoughts haunt the depths of the subterranean maze.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X14a. Collapsed Lower Hall The stairs descend to a collapsed hall with a high ceiling and amber-glazed walls glazed. Rubble covers most of the floor, and a path through the rubble leads to an open
doorway. A deathly stench seems to come from there. This ruined area once connected to area X32, but an earth tremor caused the ceiling and walls to collapse. The ceiling here is 25 feet high. Unless
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Teleportation As long as Vecna is conducting his ritual, teleportation magic doesn’t function in this place or any of the connected demiplanes. There is an exception to this rule: thanks to their Vecna’s Links
one of Vecna’s demiplanar unrealities or the Cave of Shattered Reflection. Walls and Floors Vecna’s Grasp is composed of magically reinforced obsidian. Each 5-foot-square section of obsidian has AC 20, a damage threshold of 30, 60 hit points, and immunity to poison and psychic damage.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
enormous hole in the cave floor like a cork. This hole leads down to the Cave of Shattered Reflection, but the characters can’t bypass the crystals or make their descent until they explore the side
tunnels (areas E2a–E2c) and destroy the demiplanes connected to them. E2: Unreality Tunnels Each of the three tunnels in Vecna’s Grasp connects to a different demiplanar unreality. A tunnel’s walls
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
against the demon lords along the way. Long ago, the Labyrinth was much like any other part of the Underdark, consisting largely of natural caverns connected by tunnels and underground rivers. The
transformed into a vast, sprawling network of passages. Abandoned settlements within the Labyrinth are common, marked out by rusting iron rails and scattered ore carts. Dark mine shafts descend into the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Unrealities The unrealities connected to Vecna’s Grasp are manifestations of Vecna’s plans to remake the multiverse. These potent demiplanes exist outside time and space. Each unreality is dangerous
no longer reflects images of the unreality, and after 50 feet, the tunnel terminates at a featureless, obsidian wall. After all three unrealities are dismantled, the crystals in area E1 shatter, clearing the way to the Cave of Shattered Reflection, which is described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
engine and runs into other parts of Landro and the connected caverns. This graymatter fluid is the engine’s sensory appendage. The graymatter engine can’t move or control this liquid, but it has
expression rather than its actual reflection. A creature that ingests any amount of graymatter fluid must succeed on a DC 14 Constitution saving throw or experience the following effects: Altered Speech
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
of many Material Plane worlds, as a reflection of that primordial story. It begins to explore the connections linking dragons on different worlds, which is elaborated throughout the rest of this book
(supernatural gifts explicitly connected to a dragon’s power). Chapter 3 presents tips, advice, and tables to help Dungeon Masters build encounters, adventures, and whole campaigns around dragons
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, cling to life in the darkness, searching the underground for secrets that could lead to their ascension. Undersigil Encounters d6 Encounter 1 A vargouille reflection (see Morte’s Planar Parade
a graveyard for the lost: a closed, circular tunnel connected to dozens of one-way, hidden portals scattered throughout Undersigil. At first glance, the Loop appears no different from the tunnels that
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
a secret panel. A tool or weapon can be used to pry open the panel, behind which are several wires connecting the lift car to a small Eberron dragonshard. Each wire is connected to an individual pin
the lift to descend into the ruins of Old Sharn. While that wire is attached to the crystal, the lift cannot be called anywhere else in the city. Bugbear Going Down If the characters can’t find the
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
travels, you can roll on the Street Encounters tables when you pass through a district. The Central quarter is only connected to Northedge and Menthis, and there’s no bridges between Dura and
Northedge. Traveling from district to district involves lots of bridges and ramps, along with magic lifts—vast floating disks that slowly ascend and descend along threads of mystical energy. Lifts are
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the observatory leads into the building’s ground floor. Suspended from the ceiling is a clockface ten feet across, surrounded by slowly turning gears. Slender metal chains descend from the gears
that feeds the waterwheel. As the wheel rotates, the chains connected to it move the clock gears, which in turn control the hands and dials on the clock’s face. This clock can tell not just the time of
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
, almost as if in delight. Characters who descend to the cavern’s lower basin witness the next spectacle of unspeakable horror spawned by the Lady of Decay. Mad Dance Scores of deformed creatures dance
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
or population, specially tailored to suit their whims.
10 Divine Refuge. A god created this island to be a personal getaway, making it a reflection of the world as it would appear if they were
humans—make their home on the island.
2 First Contact. A prosperous civilization, unconnected to the great poleis, thrives on the island.
3 Strangers. A species not usually connected to
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door is connected to the lightning grid in area 7c. Unless the creatures in area 7c have been destroyed, the door emits a soft hum when approached. A creature that touches the humming door must make a
to area 13a. (The chute contains plenty of handholds and footholds. No ability check is required to descend it.)
Trenzia. After she was driven mad by her scientific and necromantic experiments
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Beholder Lairs The lair of a beholder is a reflection of the creature’s mind-set — designed to anticipate, and thwart, any plan that would-be invaders might devise. Each of its chambers is isolated
chambers are connected by vertical or steeply sloped tunnels that the beholder carves out of the surrounding stone, each passage barely large enough to admit the beholder’s body. Enemies that are too big
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and mess halls connected to all but the gate-town’s topmost ring. While there’s plenty of room to quarter soldiers above ground, generals find the cramped tunnel conditions foster more aggressive
grown stale with their desiccation, General Nagaro remains as sharp and ruthless as ever. Final Procession A monument of reflection amid a hungry machine of death, the Final Procession is dedicated to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, dwarf, and elf adventurers. From the western wall emerge formations of the same glassy crystal.
A ramp and a pair of stairways descend to the northeast, while a broad passage opens to the east.
The
the adjacent ramp can prompt the platform to slowly descend or ascend 10 feet. The platform stops moving when it reaches the ramp at the top or bottom of the shaft. At the bottom of the shaft, three
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
longer. Not all the quarters are linked to one another by bridges. The connections that do exist include these: Central Plateau has bridges that lead to Northedge and Menthis. Dura is connected to
Tavick’s Landing and Menthis. Tavick’s Landing is connected to Dura, Menthis, and Northedge. Menthis is connected to Tavick’s Landing, Dura, and Central. Northedge is connected to Central and Tavick’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Each capsule is tilted at a 45-degree angle, connected to metal floor panels with thick copper wires, and coated in a thin, slimy residue.
Illithids. Four mind flayers carrying dark sheets of metal
, nothing but thick fog lies beyond the city gates. The same is true for Alterdeep’s version of Undermountain; characters who descend the well in the Yawning Portal taproom find themselves enshrouded in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cage is worth 400 gp. G7: Stairs to Flooded Passage This wide passage is inlaid with roughly cut stairs that descend into murky flood waters.
A subterranean waterway flooded this passage several
: Duergar Delegate Room A long, low table in this room bears bits of metal. Stairs descend to the south, beneath an archway bearing deep, jagged carvings.
Drow and duergar living in this area didn’t
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. After hearing out the characters, Qarbo chooses one of the following options: If the party seems ready to join the cult, Qarbo explains that they must start with a period of self-denial and reflection
stairs descend ten feet to a landing, turn, and continue to descend beyond your sight. Several large buckets are stacked unevenly on the landing. To the north, a staircase descends ten feet to a door
Magic Items
Infernal Machine Rebuild
.
Silver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire
duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible.
Each time you see your own reflection, you must succeed on a DC 12 Charisma saving throw
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Sylvarie attacks characters who descend into this area, believing they have been sent by the hags to torment her. A character can use an action to try to convince Sylvarie to stand down, first by making the
(Glitter) A youthful male shield dwarf dancing at a feast (Falthrax Loderr) A radiant female moon elf gazing upon her own reflection (Sylvarie) If the characters don’t yet know the significance of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
twisted vision of its master. These realms are connected to the surface by tunnels and chasms, but they defy conventional geography. Passages to Belashyrra’s domain can be found in the Shadow Marches
accumulated their own followings among the Cults of the Dragon Below. A few have abandoned the path of aggression in favor of solitary philosophy and reflection. A beholder philosopher might manipulate events
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Rods. The two rods here create an electric circuit that activates something in the Briny Maze when connected. Lowarnizel believes it to be a doorway; Gossa worries that it’s an alarm. Endless Void. The
open the rear mindgate (between areas B14 and area B19) when connected, as described in the Briny Maze Features section. The rods are 6 feet apart, so a single Small or larger creature can touch them
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
area 31. Halfway up the spiral staircase is a secret door that opens into area 23. Rough-hewn stairs in the south wall descend to area 7. Development If Nym retreats to this chamber, she raises the
. If a character throws it a dead fish or something else it can eat, the whale remembers the gift and won’t attack that individual unless the character attacks it first. The pool is connected to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bas-relief images of sleeping dwarves. An unlit brazier sits in each corner, and a brass censer hangs from a chain connected to the ceiling in the chamber’s center.
No one in the fire cult knows of
disturbance here, but it takes a while. The ogres in area E9 come only if ordered to do so by the cultists. Stairs. The stairs to the south descend 30 feet to a wide, torchlit hallway west of area E11
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
locations assumes the characters can see what’s around them. M1. Tool Room Rough-hewn steps descend 60 feet before ending just north of this chamber. Racks holding picks and hammers are nailed to the
earlier dangles from a taut rope that stretches southward across the shaft and is connected to another wooden platform 15 feet away.
Looking down, the characters see nothing but darkness. Characters
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
small beach with a dock. Expanded Tavern. The building adjacent to the tavern has been bought out and connected to it, allowing for more guest chambers, a larger common room, a larger kitchen, and
tower might teleport from place to place. Or doors within a tavern could be revealed as a magical portal connected to various locations in far-flung lands. The DM has final approval over the method
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
up near the hole, one end attached to the wall.
Characters can descend the shaft using the chain ladder without needing to make an ability check. W6. Prison This room is 30 feet below area W5 and
abode (area W9), it is visible to any character who enters this room. This room serves as a place of reflection and worship. Two Eternal Flame priests and one razerblast (see chapter 7 for both) are
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
be heard hissing about the priests and their inane babble (the kenku’s mimicry), and ranting about how it can still sense the hated high priest’s presence in the city. If the characters descend the
type of creature. With a successful DC 15 Intelligence (Nature) check, a character recognizes the hearts of three humanoids, a troll, and a dragon. Each canister is connected by a thin silver wire to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
: Stairs Down Any character standing at the top of this 20-foot-long staircase realizes the chants originate from somewhere below. Characters who descend the stairs and follow the hall beyond arrive in area
ceiling are 8 feet long. Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in






