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Returning 35 results for 'calling wall reflections'.
Other Suggestions:
casting wall reflections
calling well reflections
calling will reflection
calling well reflection
calling will reflections
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroyed the mirrors in a fit of rage.)
Empty Frames. Tall, rectangular frames of sculpted stone line the walls. They appear to have once held mirrors but now stand empty. (The wall behind one such
frame conceals a secret door that swings open into area 2.)
Characters who pass through this hall might catch fleeting glimpses of Halaster reflected in the mirror shards instead of their own reflections — one of the Mad Mage’s harmless regional effects (see “Halaster’s Lair”).
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
nothing of value so far. Behind the settlement, carved into the back wall of the canyon, is an old temple of Abbathor, the evil dwarven god of greed. During solar eclipses, Abbathor is appeased with
the settlement. The priests in the temple who were not killed outright were transformed into ochre jellies — debased reflections of Abbathor’s hunger and greed.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.
The red mirror on the eastern wall seems to be composed of fiery glass and
framed in bronze. Light beams are broken by the mirror into myriad flames, and ghostly shapes seem to flicker in its depths.
On the northern wall are two mirrors: a striking black one of obsidian framed
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
demon (conjuration)
5th Level
Danse Macabre (necromancy)
Enervation (necromancy)
Far step (conjuration)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Synaptic static
(enchantment)
Wall of light (evocation)
6th Level
Investiture of flame (transmutation)
Investiture of ice (transmutation)
Investiture of stone (transmutation)
Investiture of wind
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
holding them. Twelve painted figures line each hall, six on the west wall and six on the east wall, directly across from one another. Figures on facing walls are perfect reflections of each other
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
minute meteors (evocation)
Summon lesser demons (conjuration)
Thunder step (conjuration)
Tidal wave (conjuration)
Tiny servant (transmutation)
Wall of sand (evocation)
Wall of water (evocation
)
Infernal calling (conjuration)
Negative energy flood (necromancy)
Skill empowerment (transmutation)
Steel wind strike (conjuration)
Synaptic static (enchantment)
Transmute rock
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
followed chills my blood.”
10 “Sudden noises or appearances fray my nerves.”
11 “I can’t be comfortable around creatures larger than I am.”
12 “Reflections always seem like they’re
crack in a cave wall to continue an adventure. If the player portrays the character’s response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
diameter, caked with dried blood. Set into the base of the bowl is an empty niche, and hanging from the ceiling above the altar is a bloodstained iron hook at the end of a rusty chain. A search of the wall
impale their sacrifices on the hook above the altar. The victims’ blood would pool in the altar’s stone bowl, and the yuan-ti would wash themselves in the blood while calling Merrshaulk’s name, hoping to rouse the god from his slumber.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the Red Wizards’ expedition under a fallen section of wall. Orvex is dying of thirst and exhaustion. As characters search the compound, they hear him calling out for help from under the rubble. If the
and blackened inhuman vertebrae are lashed to the spear. On a wall nearby, a symbol has been daubed in ash: a snake curled in a spiral, gripping a circle in its jaws.
With a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. The Fate of Falkir’s Fist A little more than a year ago, four dwarf adventurers calling themselves Falkir’s Fist made it this far into Undermountain before Muiral killed them. The room where they
met their fate has these features: Wreckage. The room was once used for weapon practice, as evidenced by the wreckage of several archery targets.
Mirror. Mounted on the north wall is a tall, oval
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caves of Hunger Locations (H31-H39) H31. Thing in the Ice A flat sheet of cloudy ice forms one wall of this forty-foot-high cavern. Something dark and humungous shifts behind the wall, its tentacles
inside the wall of ice and partially within some distant, horrific demiplane. As this otherworldly entity peers into the cavern, visitors risk losing their sanity to its influence. Any creature that
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
business or draw the attention of the authorities, no one interferes. Recent rumors claim that an Outer City kingpin known as Straightstick is calling in all his favors to make a move on a Lower City turf
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, calling them in when it suits them — often with interest. Rivalries exist between kingpins, and their territorial borders shift constantly. As long as these internal feuds don’t disrupt Guild
business or draw the attention of the authorities, no one interferes. Recent rumors claim that an Outer City kingpin known as Straightstick is calling in all his favors to make a move on a Lower City turf
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters can return here and have a chance to triumph. If Glabbagool is with the party, it attempts to communicate with the other ooze creatures, telling the characters that others of its kind are calling
creature that comes into contact with a wall takes damage as normal. Royal Sphere The hollowed-out stone sphere is 150 feet in diameter and elevated 10 feet off the ground, such that the top of the sphere
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
across the Sumber Hills. It can be seen from afar by anyone traversing the hills and is used as a private retreat by an elite hippogriff flying club comprised of rich Waterdhavians calling themselves
of a stone keep and gatehouse linked by a curtain wall to a river tower and dock. Rivergard is home to a mercenary band led by “Lord of the Castle” Jolliver Grimjaw (see chapter 7). The band is
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
southwest section and ate several orcs before settling on the roof. With a terrible roar, the gorged dragon drove the remaining orcs out of Icespire Hold. Recently, evil mercenaries calling themselves
iron handles and hinges. Secret doors are made of stone and blend in with the surrounding walls. Finding a secret door requires a search of the wall and a successful DC 15 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
double door opens onto a stately, carpeted hall hung with unlit lamps and fine portraits. There are doors to either side of the entrance, a double door in each wall halfway along the hall, and a single
shout an alarm, calling the characters “trespassers” as they move to attack. This alerts the two cogwork archivists in the nearby Records Room (area L4), which remain in that area, and causes the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
its center. (Statistics for Narrak and the derro can be found in appendix C.) The cultists’ chanting is punctuated with Narrak calling out the name “Demogorgon!” Also atop the platform, resting
and stay close to Narrak. Fungi Patches Fungi is rampant throughout this area, growing in large patches on the floors and walls. Two thick fungi patches grow by each wall in the western tunnel
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
shift. A door displaying the Fool card stands on the east wall, and another—showing only the back of a card from the Deck of Many Things—is to the north.
This room is brightly lit by the gem
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Supplies. Against the west wall are three crates of torches next to a large, stacked pile of cut wood. C11. Kitchen This kitchen reeks of fish. It is furnished with stone ovens, a fireplace for roasting
shut tightly. C12. Kadroth’s Bedchamber A large, gilded mirror covering most of the east wall is what made Kadroth want this room for himself. Other furnishings include an ornately carved wooden table
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(area K2) or lifted by an iron chain from the upper floor of the gatehouse (area K3). One bandit stands watch on the wall section just north of the gatehouse. If he spots the party approaching, he
breaks out here, characters standing in front of the gate are exposed to fire from the arrow slit in area K3 and the parapet on the wall. If the bandits in area K2 can’t line up shots at the intruders
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door
and the landing at its top are strewn with bits of crab shell. If any character touches or inspects the door, read: A monstrous mouth forms on the door’s surface, calling out with a deep drawl: “I’m
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
calling out their name and the time of day. 03–04 Two shifters drinking and spoiling for a fight. 05–06 A warforged quietly reads a book called The Machine Manifesto. 07–08 A half-elf sits down, says
veteran verbally assaults any warforged he sees, blaming them for his injury. 13–14 A well-dressed human sits awkwardly next to the wall, seemingly trying to avoid touching or being touched by anyone else
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
voice calling for help from upstairs. If the characters head to the second floor, they notice the workshop’s roof is sheared off and open to the sky. A portion of the southwest wall has collapsed. This
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
double door. A glowing green crystal roughly the size of a human fist is set into the arch above the doorway.
A hemispherical wall of force, its outside coated with a thin layer of ice, covers the shaft
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
place. With each eye that is inserted, the reflections of the characters in the mirror become progressively unhealthier — losing weight, hair, and teeth as they come to resemble undead. When all ten
. When an untethered creature is shoved or otherwise moved across the floor, it travels in one direction and does not stop until it comes into contact with a wall or other barrier. The alcoves contain
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
several deer are mounted on the walls.
A mimic disguised as a stuffed deer head has attached itself to a blank wooden plaque mounted on a secret door in the south wall. Markos trained the mimic to
. A character who inspects the wall and succeeds on a DC 11 Wisdom (Perception) check spots scratches around the plaque that suggest the plaque can be rotated in either direction. Doing so causes the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
drawn to the mine by the meenlocks’ unwholesome presence and attack all creatures except the meenlocks. M3. Northern Wing This tunnel winds back toward the entrance, and the south wall of the chamber at
the cave-in. Mounds of broken rock block the tunnel, piled from ceiling to floor. The other parts of the cave-in were passable after the collapse, but this seems an impenetrable wall of earth
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
himself. A washbasin stands in the northeast corner. A slender door in the west wall leads to a small pantry. N4d. Storage Room This room holds crates of old clothing, as well as three barrels of drinking
hang from hooks in this room, and boots are neatly lined up against the wall. Anyone who searches the closet and makes a successful DC 10 Wisdom (Perception) check finds a secret door in the south wall
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
from escaping, but they attack anyone outside the cells whom they don’t recognize. This dark corridor has narrow iron doors along the north wall and two similar doors at each end. An iron crossbar
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Cairn Road The Cairn Road is a well-worn wagon trail that crosses the Dessarin Valley between the village of Red Larch and the Bargewright Inn trading post. Calling Horns Calling Horns was nothing more
settlers to the region, giving rise to a small village whose citizens pay monthly “tithes” for Tamalin’s protection. Still spry at sixty, Tamalin is “the law” in Calling Horns — an irony that never ceases to
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
with ornate coat hooks under a row of shelves. Stained rain cloaks currently overload the hooks, and several spears lean against the wall. Doors lead to the north and south.
When worn with the hood up
a collapsed wall. To the northwest, a door leads to a small balcony overlooking the patio. O10: Master Bedroom This bedroom is well preserved, with a four-poster bed, a desk, and a small chest. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Xoblob Shop When the characters enter, they quickly get a sense of the strangeness of the place: A cloud of lavender-scented purple smoke trails out of the shop’s door as you peer inside. Every wall is
own domain, the gnome settled in Waterdeep, bought the Old Xoblob Shop from its previous owner, and tried renaming it after himself, yet everyone kept calling it the Old Xoblob Shop. He therefore
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
it was; the entire land is a scar left by the catastrophe of the Mourning. Mist Wall. The borders of the Mournland are defined by a wall of thick, gray mist that rises thousands of feet into the air
and forms a canopy that hides the ruined realm even from above. The area covered by the mist is a shadowy, muffled region devoid of life, sunlight, and sound. The wall of mist ranges in thickness from
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Enormous claw marks mar the walls.
Hiding in an alcove along the northwest wall are four elves (Medium Guards) from Redwood Watch: Darrin, Jherris, Lyrienne, and Rayna. The elves are Hostile toward the
creature that moves within 5 feet of the north or south wall in this area. L6: Corpse Chamber A thin, pale-green fog hangs in the center of this vast chamber above the skeleton of an enormous dragon






