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Returning 35 results for 'being being doors currents receive'.
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Monsters
Quests from the Infinite Staircase
ancient djinni born from the planar winds that blow through the myriad doors of the Infinite Staircase. He’s a timeless force of untold power, a genie made noble by the planes themselves. A cloud
this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, slippery stone that require successful DC 10 Strength (Athletics) checks to climb. Currents. In locations near steep waterfalls, rapid currents exist. Whenever a creature enters a strong current for
Torrents map. The creature can attempt to swim against the current by making successful DC 15 Strength (Athletics) checks. Such water is difficult terrain for all swimmers. Doors. Interior doors are made of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, though, characters use portals — either a portal that links the two planes directly or a portal leading to Sigil, City of Doors, which holds portals to all the planes. Two planar features connect
unpredictable currents and eddies of the river. For a price, these pilots are willing to carry passengers from plane to plane. Some of them are fiends, while others are the souls of dead creatures from
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
oldest philosophical factions in the City of Doors, the Mortuary is a house of death: a morgue, funeral home, and tomb of immense scale linked to burial sites on other planes and worlds. The Mortuary is
located in the Hive Ward, the seediest of Sigil’s districts. In the Mortuary’s eerie yet reverent chambers, the Heralds of Dust receive, process, and lay the dead to rest on a multiversal scale
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
new duty, candidates typically receive instruction from a cleric of a temple or another place of study devoted to their deity. Some temples are cut off from the world so that their occupants can focus
on devotions, while other temples open their doors to minister to and heal the masses. What is noteworthy about the temple you studied at? Temples d6 Temple 1 Your temple is said to be the oldest
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
natural phenomenon sometimes causes the ocean currents to form a great whirlpool with enough strength to draw ships down into it. These vessels are torn apart as they are pulled down, and the wreckage
creatures that can’t breathe water aren’t likely to survive for long without the aid of water breathing spells or similar magic.
Doors and Secret Doors. The giant-sized doors throughout Maelstrom
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
information about the castle’s inhabitants, treasures, or dangers other than to say that the castle doesn’t receive many guests. The illusory vampire converses with the characters for no more than 3
rises up and roars through the hall, putting out all open flames. The characters hear the screech of ancient hinges and the solid thud of many heavy doors slamming shut, one after another, into the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
myriad doors. A distant and benevolent observer, Nafas hears wishes spoken throughout the multiverse—wishes he fulfills with the help of adventurers who happen upon his aeolian palace. Doors to the
Infinite Staircase are often tucked away in dusty, half-forgotten places that no one frequents or pays any attention to. On any given plane, multiple doors might lead to the Infinite Staircase, though
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
numbers more than people or the out-of-doors; some say he hasn’t gone outside certain chambers of the Quandrix campus in years. Imbraham wants nothing more than to crack the mysteries of the world through
tides and currents that eluded even the most esteemed scholars of their society. Once, they saved a hundred lives by predicting the sudden arrival of a tsunami, despite the deceptively calm seas—washing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Illithinoch Features The features described below are common throughout Illithinoch. Ceilings Ceilings throughout Illithinoch are 14 feet high. Doors Illithinoch’s heavy stone doors lack handles or
and between walls and ceilings. This makes the stronghold feel unsettlingly organic to most creatures. Sigils of Ilvaash The fanatics have carved symbols sacred to Ilvaash on the walls and doors
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall of rubble.
Many amber doors lead from this hall. Standing in front of the south door are three ugly women in tattered black gowns with brooms and black, pointed hats.
An earth tremor collapsed
functions like a charm (see “Supernatural Gifts” in chapter 7, “Treasure,” of the Dungeon Master’s Guide). A creature doesn’t receive a dark gift if it is being manipulated or coerced, or if it declines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
help to free me?”
The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side
FEATURES
As characters explore the Lost Tomb of Khaem, keep in mind the following features.
Ceilings. Room ceilings are 15 feet high. The hallways connecting them are 10 feet high.
Doors. Each door in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
follows: Door Handles. The black basalt doors leading to the dais (area 15b) have handles on this side and are easily pulled open from within.
Mithral Veins. Thin veins of mithral spread across the
came here to learn secrets and receive divine guidance. While attuned to the room and inside it, a dwarf can cast the divination spell at will. Answers provided by the spell come from an unknown source
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
3. The Stable The two big doors leading into the stable are sealed, and the place looks shuttered.
If the characters ask around, the villagers claim that the stable was put out of business some
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters—more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
3. The Stable The two big doors leading into the stable are sealed, and the place looks shuttered. If the characters ask around, the villagers claim that the stable was put out of business some time
under the Cult of the Dragon’s nose, divide 4,000 XP evenly among the characters — more than what they would receive for slaying the wyverns.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
full moons, when all Moonstalkers lock themselves in the guildhall, most convene in this spacious chamber. 2: Commons This common room is where Moonstalkers mingle, prepare for missions and receive
chairs. The bosses use this elegant meeting room to plan future heists and to meet with guests they wish to impress. 6: Guard Post Two wereboars stand before the northern doors, guarding the vault
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
servants deliver invitations two days before the event. Invitations. If the characters have established themselves in Port-a-Lucine as important, wealthy, and interesting people, they receive genuine
can provide elaborate costumes for “free”). Arriving at the Masquerade. When the characters arrive at the duchess’s estate, the Darklord’s ghoul servants check invitations and outfits at the doors. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. School Meals The real Halaster has bound two barbed devils to these chambers and tasks them with preparing meals for Dweomercore’s students and faculty. Characters who examine the outermost doors
connect to various other locations in Dweomercore and are used to receive food orders (though food is not sent through them). From left to right, the tubes are labeled with their destinations
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Netherskull with haste, combat it, and allow Fidelio to deal the death blow to it. The ghost knows the location of the death tyrant’s lair (area 39c) but doesn’t know how to open the doors that lead to it
“Supernatural Gifts” in chapter 7 of the Dungeon Master’s Guide) on any character who served as Fidelio’s host. For laying Fidelio’s spirit to rest, the characters should receive XP as if they had defeated the ghost in combat.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
vertical handles are each carved in the likeness of a robed scholar. During the day, the doors stand open. At night, the doors are closed, locked, and sealed with an arcane lock spell. A successful DC 25
. Once a character chooses a college at the start of second year, they receive a set of college robes, a knit hat, a scarf, a tunic, and gloves free of charge. (This set normally costs 5 gp.) In
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L5. Granny Nightshade’s Garden This outdoor garden extends almost the entire length of Loomlurch. The doors to areas L4 and L9 are locked, and Granny Nightshade has the only key that unlocks them
compost heap, with ramshackle pens for pigs and goats at the opposite end. Bedraggled scarecrows hang from tall wooden stakes in the basin’s wooded slope. Two ground-level doors and three balconies
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters receive a telepathic message from an unfamiliar female voice, saying, “Bring Lulu here, and I’ll let you inside.” Only when the characters return with Lulu can the doors be opened. If Lulu
following boxed text to the players: Brass double doors stand exposed in the wall of the scab. A relief image on the doors depicts a blindfolded angel wielding a sword, and carved into the door frame
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, angled to fire bolts at flying creatures outside. A giant can aim and fire a ballista with a single action.
Doors. Each of Lyn Armaal’s doors is 27 feet high and made of ornately carved, 6-inch-thick
place of one Medium character. The dragon can be further bribed into joining the assault on Lyn Armaal, though it expects to receive as its reward the castle itself and all the treasure in it (not counting the conch of teleportation that the characters need to continue their mission).
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Audience chamber, used to receive guests 3 Banquet room for important celebrations 4 Barracks where the lair’s defenders are quartered 5 Bedroom, for use by leaders 6 Chapel where the lair’s
20 Workshop where doors, torch sconces, and other furnishings are repaired and maintained Dungeon: Mine d20 Purpose 1–2 Barracks for miners 3 Bedroom for a supervisor or manager 4 Chapel
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the tomb stands an opaque crystal sarcophagus that is constantly changing color. Minotaur murals adorn the walls on the lower level of the tomb.
The walls of the tomb are lined with secret doors that
inhabited by the spirits of I’jin or Kubazan receive advice when entering this area: Fickle I’jin suggests waiting for the sarcophagus to turn gold before trying to open it. (Gold is I’jin’s favorite color
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
gaze inward, ensuring no one escapes. Curst receives traitors and felonious folk with open arms, but to leave the gate-town, residents must receive approval from the burgomaster, a capricious shator
gate-towns come knocking on their doors, residents feign ignorance or offer up false clues to throw off the nose of justice. Residents remain smugly aloof, fending off bounty hunters like bad suitors
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
each. Advice from the Spirits Any characters inhabited by the spirits of Obo’laka or Papazotl receive advice when entering this area: Cautious Obo’laka advises her host to not disturb the throne or pick
area 53. Secret Doors Behind the statue in the northwest alcove, a secret door leads to area 53. The door is slightly ajar, and any character who searches the alcove finds it. A properly closed secret door in the southeast corner of the room leads to a spiral staircase going up and down (area 26).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
private box during the opera’s intermission, he describes the Harpers and offers membership to eligible characters. Characters who accept receive a silver pin of a harp within a crescent moon, along
they’re up against. Uza lends them the keys to the front and back doors of her shop. Characters find the interior in shambles and hear a cat meowing on the third floor. The sounds are coming from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, pillars, columns, walls, or floors. For example, an earthquake spell would not trigger a ceiling collapse or create fissures in Undermountain. Doors and furnishings, however, are not protected in this way
. While they are in Undermountain, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Sample Guild Representatives Once it becomes known around the city that the tavern in Trollskull Alley is planning to reopen its doors to the public, the adventurers receive visits from guild
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Revel’s End just before dawn, three days after leaving Luskan. The characters are directed off the ship, ride the elevator to the cliff top, and are admitted through the front doors. Characters
area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Revel’s End just before dawn, three days after leaving Luskan. The characters are directed off the ship, ride the elevator to the cliff top, and are admitted through the front doors. Characters
area R7) for up to two days and two nights, and the characters receive three meals a day during their stay. If the characters fail to provide a satisfactory reason for their visit, the warden has their weapons and animals returned to them before throwing them out.
Magic Items
Infernal Machine Rebuild
ability checks and saving throws made to escape a grapple.
Your skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the
check or saving throw, you receive a grim vision of the DM’s determination, imposing disadvantage on your next attack roll, ability check, or saving throw.
53
As an action, you can become
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, square loading doors open in the north and south walls, each fitted with block-and-tackle rigs for hoisting hay bales and other supplies into the loft. Hay bales and burlap sacks stuffed with feed
to alert Guildmaster Dusk in area G26. Master Key. Jaymont carries a master key that unlocks all doors in the guildhouse complex. G4: Cartwright’s Workshop Three carts occupy this room. Pegs and hooks
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
tries to force open the temple doors, doing so with a successful DC 20 Strength (Athletics) check. If the hezrou forces open the doors to the temple, it begins attacking the people inside on its next
question receive nothing. Once Zariel bestows her supernatural charms, Lulu’s Idyllglen memory ends. A flash of light brings all the characters (including dead ones) back to the Bleeding Citadel so that






