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Returning 35 results for 'both been down carved rough'.
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Dwarf
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Basic Rules (2014)
“Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven
ye in trouble if I came out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Derelict Shrine An incomplete statue partially hewn from marble stands in the middle of the area. The stone is carved into the rough shape of the god Torm. Someone who succeeds on a DC 15
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
T2. Plateau Rough-hewn stairs climb the eastern face of the rocky outcropping. The harpies in area T5 accost the characters as they climb these steps. See area T5 for details. At the top of the
stairs, a rocky plateau spreads out some 80 feet above the water. Wooden doors leading to area T3 have rusty iron hinges and handles, as well as decorative lightning bolts carved into them. All other doors in the Tower of Storms are of similar construction and ornamentation. None of the doors are locked.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
A15. Dining Room In the middle of this room, a carved stone dining table (15 feet long by 5 feet wide) is flanked by a pair of equally long wooden benches. Above the table hang two iron chandeliers
, their candles long since melted away. North of the seating area is a sooty fireplace and an alcove containing a rough-hewn pit that descends 60 feet. Abundant handholds and footholds allow a character
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
you encounter.
Clouds obscure the peak of the windswept mountain before you. Carved into its base, the old temple’s entrance yawns ten feet wide by twenty feet high. A few feet inside, a rough-hewn
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Dwarf “Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
light. Low Netherese Fashion Low Netherese individuals typically wear rough, homespun tunics; heavy woolen cloaks; and thick rope sandals or cloth boots. Their fabrics are rarely dyed, though when
they are, earth tones dominate. Adornments such as earrings, pendants, armbands, and belts are typically made of knotted rope or carved from wood or stone.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Dwarf “Yer late, elf!” came the rough edge of a familiar voice. Bruenor Battlehammer walked up the back of his dead foe, disregarding the fact that the heavy monster lay on top of his elven friend
out an’ looked for ye!”
— R. A. Salvatore, The Crystal Shard
Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
for the city’s derro slaves and remains a dark and dangerous ghetto. The East Cleft District was more recently settled after the derro earned their freedom, though it is only slightly less rough than
West Cleft. The homes of the derro are mostly burrows carved into the walls and simple structures piled atop one another. The dirty and cluttered streets of both districts formed as dwellings spread and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Crystal Dungeon All area descriptions for this location are keyed to map 16. As one descends from level 15 or climbs up from level 17, the rough stone walls, floor, and ceiling give way to ever
all the hues of the rainbow. Doors are carved from single slabs of opaque white crystal similar in weight and consistency to stone. View Player Version
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain Fifty feet on a side, the walls of this rough-cut room have been scoured clean and smell strongly of chlorine. Stone benches have been carved directly from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
19. Grabby Pillars Ropers. Three ropers are disguised as 10-foot-tall pillars of rough-hewn stone that extend from floor to ceiling. Lying on the floor between the pillars is a key of bone. Set into
depict Underdark caverns and fungi forests.
Teleport Trap. A teleport trap (see “Teleport Traps”) fills the space marked on the map.
The 6-inch-long key is carved from a dragon’s finger bone, and its
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, alerting the spire’s occupants. Carved into the column is a seven-story prison composed of windowless torture chambers connected to one another by rough-hewn stairways. Worshipers of Loviatar used this
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Other Adventurers’ Guilds Few guilds besides the Clifftop guild are widely known, but the following organizations have carved out reputations for themselves: Deathsgate Explorers’ Club. Named for the
lower-class district in Sharn where it maintains its guildhall, the Deathsgate Explorers’ Club is a rough-and-tumble guild made up largely of Last War veterans. Deathsgaters rarely undertake
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
18. Library The githyanki keep a modest library of books and maps on shelves carved into the asteroid’s rock walls. These shelves run from the floor to the 15-foot-high ceiling of each chamber. Most
chairs in this rough-walled room face 2-foot-long, 6-inch-wide window slits through which can be seen the void of space.
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
from the fen are two rows of standing stones, each one a rough-carved pillar twenty feet high and ten feet thick. Floating inches above each standing stone is a ten-foot-diameter boulder. West of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Beholder Statue Hanging from the 30-foot-high, domed ceiling by three iron chains is a 6-foot-diameter carved stone beholder. Netherskull carved the statue using its carefully manipulated
Disintegration Ray, but the rough sculpture is clearly the work of a talentless amateur. Each chain has AC 19, 25 hit points, and immunity to poison and psychic damage. Breaking all three chains causes the statue
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
hottest ticket in town, and it’s held at the family estate in Skyway. Skyway Mud Caves This shantytown sits on the edge of Cliffside, where generations of destitute people have carved out homes in the
Cliffside, this area is rough and dirty. Its taverns frequently host brawls, while the inns offer travelers a wide variety of ways to be cheated or robbed. Cliffside Ship’s Towers Drifting alongside
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
regalia — the remains of long-dead thanes — stand in alcoves, their eyes wide and mouths agape. Set into the walls are three pairs of carved stone doors with simple stone hinges. The doors are 25 feet
area. They rise up and attack intruders, surprising those who have a passive Wisdom (Perception) score lower than 12. Behind each door is a rough-hewn chamber with a 50-foot-high ceiling. The
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
, monoliths, and stelae fitting neatly in niches carved into the walls of every room. Thanks to the library’s comprehend languages effect, anyone can easily decipher and understand the runes and glyphs
carved into the stone. These records contain only what the librarians were able to write down. Even with their network of messengers and informants, and the visions they receive using the powers of
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, moss, and lichen hang from the bones. Judging from how much of the skeleton is exposed, the water can’t be more than 3 or 4 feet deep.
The walls of the sinkhole are rough and draped with dozens of
-foot-wide, 10-foot-high secret door in the northwest wall of the grotto conceals a 15-foot-deep alcove. The secret door is carved from natural rock and disguised to look like part of the wall, and all
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
of Steadfast Stone”). The floor of this cavern is worn smooth, but the walls are rough. A great menhir carved from a stalagmite stands in the center of the chamber, pockmarked with dozens of empty
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Outpost The duergar outpost, a recent addition to the foothills north of Kelvin’s Cairn, was carved out of a hillside. Although the duergar are based mainly in Xardorok’s mountain
stronghold bereft of warmth or charm juts out of a hillside in a rough crescent shape. Only part of its construction is visible; the rest is buried in the stone.
A large double door of stone serves as the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tasked with carving abstract designs into the roof of this empty cave. To reach the ceiling, Obsidia rides on her brother’s broad shoulders. She is using a chisel to smooth out some of the rough spots
. Speleosa has gathered thirty amber gemstones (100 gp each). 13c. Treasure Alcove Niches have been carved into the walls of this deep alcove at a height of 15 feet. The stone giants keep their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
kneel on rough woven mats in the center of this area, chanting in low tones. A human cult fanatic engulfed in a swarm of rats stands quietly in their midst.
The kneeling cultists are named Caradoc
coral figurine of a mermaid clutching a pink pearl (250 gp), a carved harp of exotic wood with ivory inlay and zircon gemstones (750 gp), and a crystal dragon mask (2,500 gp). 7c. Feeding Hall
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table stands on
black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you.
“It seems that I must deal with you myself. A pity it must end this way
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Verbeeg Lair The lair’s caves and tunnels have rough, 20-foot-high ceilings covered with large icicles. The floors are somewhat uneven but not rough enough to be difficult terrain. The verbeeg, named
.
Suspended from the ceiling of this chamber by a series of ropes and pulleys are six baskets. Clustered near the south wall are three wooden casks carved with Good Mead’s heraldic symbol: a drinking
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Twelve stone sarcophagi are packed into deep recesses in the walls. The plaster lid of each sarcophagus is carved in the likeness of a noble clutching a chalice that bears a symbol of the sun. The
sarcophagus occupies this crypt, its plaster lid carved in the likeness of a handsome, clean-shaven nobleman clutching a chalice engraved with the symbol of the sun. The likeness resembles the ghost of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
come before her. The Uthgardt are likewise forbidden to enter, as are the characters. The fossilized remains of three long-dead thanes stand in alcoves carved into the west wall, their eyes fixed on a
room’s most prominent feature is the Steinfang, a 40-foot-long stalactite that hangs from the ceiling above the island. From a base 20 feet in diameter, it tapers to a rough point a few feet above the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. 21. Orc Tunnel Several passages branch away from this large, high-ceilinged cavern. To the north, a carved, square-mouthed tunnel shows that someone has been at work in these caves. A gate of rough
and about 10 feet deep in the middle. Along the eastern edge of the pool, a short passage leading to area 23 has been blocked up with loose rubble and mud, creating a rough stone wall 10 feet across
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
creatures in area 43 investigate any disturbance in the garden after 3 rounds. 43. The Great Hunter’s Abode The floor of this rough cavern is stained and smells of blood and animal musk. Light from
rows of dragon-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. 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
. White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Skytower Shelter Locations Skytower Shelter is a cave complex carved into the northwest face of a 15,000-foot-high mountain. Tunnels are 10 feet high throughout, and the caves are lit by torches. The
of the ledge, and two rough-hewn tunnels at the back of the ledge lead deeper into the mountain.
Five goliath warriors (see appendix C) stand guard atop this overlook. The griffon’s nest contains a
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
possessions behind. 1a. Northwest Entrance Characters guided by representatives of the Zhentarim arrive at Mantol-Derith via this route — a subterranean rift with a rough-hewn path carved into one wall
1. Secret Entrances Mantol-Derith is hidden behind 10-foot-square secret doors carved to resemble walls of natural stone. A creature within 5 feet of a secret door can make a DC 15 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Sense and detect evil and good reveal that this zone is thoroughly desecrated. 26. Temple of Light Glowing pillars brightly light this chamber of white marble. Each pillar is carved in the likeness of a
in the chamber, alerting the inhabitants of the cells. Cells. Several of the cells are quarters for Thayans who train and work here. Unless otherwise noted, each cell contains rough cots and






