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Returning 35 results for 'before both dining contents release'.
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Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature
Magic Items
Dungeon Master’s Guide
breathe, eat, or drink.
You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those
the following table (see the Monster Manual for the creature’s stat block).
1d100
Contents
0-50
No creature
51
Arcanaloth
52-54
Bone Devil
55-56
Cambion
57
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
":"Darkweaver Webs (Cocoons)"} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6;{"diceNotation":"1d6
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that
discovered bottle might already contain a creature chosen by the GM or determined randomly.
d100
Contents
d100
Contents
1-50
Empty
77-78
Elemental (any)
51
Arcanaloth
79
Book of Exalted Deeds
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only
a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents d100 Contents 01–50 Empty 77–78 Elemental (any) 51 Arcanaloth 79
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Four guards (NG male and female Illuskan humans) have placed the body of Lady Velrosa Nandar atop the shattered remains of an oak dining table and are arguing about next steps. The guards’ names are
eastward. Lady Nandar was in the great hall when the roof collapsed. She was buried under the rubble and died before anyone could reach her. The great hall once served as a throne room and a dining room
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
wings, keeps the book’s contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and
studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
to breathe, eat, or drink and doesn’t age. You can use an action to remove the flask’s stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1
to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. d100 Contents 01–50 Empty 51 Arcanaloth 52 Cambion 53–54 Dao 55–57 Demon (type
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
and firm of purpose. A heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds
it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
and doesn’t need to breathe, eat, or drink. You can take a Magic action to remove the flask’s stopper and release the creature in the flask. The creature then obeys your commands for 1 hour
on the following table (see the Monster Manual for the creature’s stat block). 1d100 Contents 01–50 No creature 51 Arcanaloth 52–54 Bone Devil 55–56 Cambion 57–58 Dao 59 Deva 60–61 Djinni 62–63
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chamber Purpose A room’s purpose can help determine its furnishings and other contents. For each chamber on your dungeon map, establish its purpose or use the tables below to generate ideas. Each
few key rooms and create specific contents for them. Dungeon: Death Trap d20 Purpose 1 Antechamber or waiting room for spectators 2–8 Guardroom fortified against intruders 9–11 Vault for holding
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
peruse the contents within, with an Avowed adjutant (a commoner) serving as their guide. Visitors are required to stay with their guide, since those unfamiliar with the library might become lost in
case they’re allowed a room and given strict instructions not to wander the halls without their assigned guides. The halls of Exaltation connect to its classrooms, kitchens, bakeries, dining halls
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
creature uses an action to shake them awake. Living Unseen Servants Attacking a servant, snatching its feather duster, or otherwise disturbing the contents of this room triggers combat. On their first turn
after rolling initiative, the living unseen servants knock the green flasks off their pedestals, causing the containers to shatter on the floor and release their poison gas (which has no effect on
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
jurisdiction with greater claim to the Stranger’s custody. Convincing Omid to release the Stranger requires a successful DC 17 group Charisma (Deception) check. If the characters used a forgery kit to
release. Friendly Game. A character who has a gaming set can challenge the deva to a friendly game. Omid loves games and is too proud (and bored) not to accept. If the character wins the game, Omid allows
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
can enter the dollhouse through its front door or one of its windows and explore its interior, which has a gloomy foyer, parlor, kitchen, and dining room on the ground floor; two bedrooms, a sewing
, but a knock spell or similar magic opens it, granting access to the attic and its contents. Granny Nightshade also set a password (“rumpleclump”) that, when spoken within 5 feet of the dollhouse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. CG1. Mud Room. Guests can remove and store dirty cloaks and boots here. CG2. Storage. Guests can store their traveling gear here. CG3. Dining Room. This room is furnished with two dining tables, each
Mist. The glass bottles on the southwest shelf contain magically captured sounds, including songs, operas, and recorded lectures. Uncorking a bottle temporarily releases its auditory contents into the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
strewn about, and all are in poor condition. When the characters explore an unnumbered room, roll on the Unnumbered Rooms table to determine the room’s contents. Unnumbered Rooms d12 Description 1–2
to pry open the robot’s chest plate and access the contents of its torso. Treasure. Inside the robot’s chest compartment are five gems worth 50 gp each. Safely retrieving the gems without getting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
altar, modest living quarters, a kitchen, and a dining area. The building’s only noteworthy feature is its reflecting pool, which is filled with holy water. Entering the Temple When the characters enter
on her divinatory abilities. If The Canopic Being is discussed, Shir doesn’t recognize the name of the book. If its contents are described, she is horrified, but she says that the dark rituals the book
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room’s true contents are revealed: The ballroom lies in ruins, rimed with ice, its furniture jumbled and shattered. Above the floor where nobles danced, three glass cylinders with iron fittings slowly
lounge on luxurious cushions inside this circular chamber, smoking from long pipes and dining on fruit. Against the back wall is a large harp, its strings being plucked magically to fill the room with
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
mentioning their contents—if the servers are destroyed, the collective knowledge of an entire civilization dies with them. Destroying Aphelion. If three or more of the servers are destroyed, the rest begin
) check understands how to release the pod’s inhabitant. Freeing the Scientist. The stasis pod opens with a hiss of depressurized gas. Inside the pod is a scientist (lawful good, human noble) named Nova
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
weighs 50 pounds and is worth 250 gp. Each of the two tapestries weighs 5 pounds and is worth 75 gp. V4. Servants’ Quarters This undecorated room contains four single beds and a dining table for the
. The tapestry weighs 5 pounds and is worth 150 gp. V9. Dining Room Thalamra Vanthampur and her sons gather here once a tenday for an always-tense family dinner. Read the following when the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and the like) and bags hang from the many pegs along the walls. Use the Giant’s Bag Contents table to randomly determine what’s inside any bag or sack the characters happen to open. Any noise the
. Arms Room The chief’s best personal armor, shields, and weapons are stored in a chamber that can be accessed only by going through the dining room (area 10). There are also four huge fur capes among
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
ceremony.
4:30 PM Celebration in the dining hall. Gorat gives his toast. Thoman returns from checking on the vault, informing Amara of its status just as the toast ends. Gwendolyn asks Thoman to go
door, with one typically held by the enclave and a second by the owner of the vault’s contents. When both keys have been turned in multiple locks, the door opens. While the wedding is in progress, Gorat
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
entrance.
The stairs climb to a balcony (area D10). The ceiling here rises 30 feet from the floor. The owlbear rug weighs 50 pounds. D2: Dining Hallway This L-shaped hall is lined with large
Intelligence (History) check recalls that the knights belong to an order of paladins that battles extraplanar threats. D3: Dining Room Chairs and candelabras accompany a large dining table. The heads of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
a character who makes a successful DC 14 Strength check. 2. Common Area This combination dining hall and gambling den reeks of greasy, soured food. The main feature of the room is a makeshift table
.
Three weary-looking humans look up, startled, as you appear.
Ogmund (gladiator) and two disciples (one acolyte, one cultist) sit at the table gambling. This is the dining and recreation area for the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
contents of the room find the following items: Ten Blankets Ten empty Glass Bottles Twelve Healer’s Kits Two Hooded Lanterns (hanging above the table) One jar of Keoghtom’s Ointment M8: Recovery Room
. At night, all the monks except Hierarch Anish sleep here. M13: Dining Hall This dining hall contains two long wooden tables. Eighteen chairs are arranged around the tables, which have dishes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
drawers sized for Medium creatures, line the walls of this frigid chamber. The Heralds of Dust store members of their Undead workforce here. The drawers and their contents are as follows: Drawer 1
(Athletics) check. The chute opens into Ragpicker’s Square (see the “Surfacing in Sigil” section later in this chapter). M7: Dining Hall An ornate chandelier hangs over this lavish dining hall. Empty
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
rightful inheritor of the tomb, its contents, and the kingdom of Bakar. Dario Jelusic Nafik, the undead former high priest of
Amun Sa, spews a dastardly monologue
in the Gauntlet of the True Way
holds a bench, a chair, and a rug. The room otherwise contains nothing of value. P61: Dining Room Cobwebs cover this grand dining room for Amun Sa’s priests. Characters who peruse the room’s cabinets
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
comfort a low priority, only minimal crew quarters are provided, and the inside has no kitchen or dining areas. Normal operating procedure called for the crew to exit the colossus at night and camp
doomed to haunt it until they can find blessed release. Map 4.8: Fallen Warforged Colossus View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
furnishings and draperies, with an overall feminine touch. The baroness sometimes entertains guests here. N3c. Dining Room Characters can hear the chatter of female voices as they approach this room
. The first time they peer inside, read: A chandelier of wrought iron fitted with wax candles hangs above a polished wooden dining table. Around the table are seated eight women of various ages in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
room contains a dining table, six stools, and a small iron stove. Cupboards built into the walls have been thrown open, their contents (utensils and dishware) scattered across the floor. Casting a
leather, its contents written in a Braille-like script. The mind flayer uses its tentacles to read the script, which other creatures can decipher with a comprehend languages spell. The book contains
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
examinations in offshoot rooms within the facility, such as the autopsy room. The contents of these rooms are yours to choose; otherwise, they contain nothing of value. Spirit Sump For Characters of 5th–7th
overtake the Heralds of Dust exorcist (see the appendix) tasked with guarding this vault. If the characters don’t intervene, the Undead might destabilize the vault’s magic and release other creatures
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
). She would even agree to release Felgolos from custody. She has no honor, however, and will break her word or attempt to reclaim what’s hers as soon as the children are safely returned to her. If any
of acid. The vat weighs 400 pounds when full. If enemies enter the castle through the main door (area 11), the giant can use an action to dump the contents of the vat over the murder holes, allowing






