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                        Returning 35 results for 'capturing wall reality'.
                    
                
                        
                            
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                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     charges), or wall of ice (4 charges). The staff regains 1d6 + 4;{"diceNotation":"1d6+4","rollType":"roll","rollAction":"Staff of Frost"} charges daily at dawn. If its last charge is expended, roll a
                                                
                                            
                                                
                                                     fantasizes about rising to fame and prominence in record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality.
The tiefling has the secret support of the
                                                
                                            
                                        
                                                     Monsters
                                                    Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    "}. Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each point must make a DC 18 Strength
                                                
                                            
                                                
                                                    : detect magic
2/day each: dispel magic, mage armor, remove curse, sending
1/day each: power word stun, scrying (as an action), wall of force
Teleport. The Oracle teleports, along with any
                                                
                                            
                                        
                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                     starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
                                                
                                            
                                                
                                                     the beholder sleeps, minor warps in reality occur within 1 mile of its lair and then vanish 24 hours later. Marks on cave walls might change subtly, an eerie trinket might appear where none existed
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    , disguise self, mage hand, prestidigitation
1/day each: dominate monster, globe of invulnerability, invisibility, modify memory, plane shift (self only), wall of forceNegate Spell (3/Day). The
                                                
                                            
                                                
                                                     reality, a group of nine mind flayer arcanists used their arcane magic and psionics to weave a new truth. These nine called themselves the Alhoon, and those who follow in their footsteps are referred to by
                                                
                                            
                                        
                                                    Beholder
                                                    
    
        Legacy
    
    
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                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
                                                
                                            
                                                
                                                     within 1 mile of the beholder’s lair sometimes feel as if they’re being watched when they aren’t.
When the beholder sleeps, minor warps in reality occur within 1 mile of its lair and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    Demiplanes Demiplanes are extradimensional spaces that come into being by a variety of means and boast their own physical laws. Some are created by spells. Others are natural folds of reality pinched
                                                
                                            
                                                
                                                     von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering the demiplane can be as simple as moving through a portal or passing through a wall of mist. Demiplane
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     goodly ways. (In reality, the hags wish to capture the unicorn and force her to become their servant and mount.) Bridle of Capturing To help the characters in this task, the three mothers have
                                                
                                            
                                                
                                                     corrupted a bridle of capturing (see appendix C), which can control the unicorn and allow it to be led back to them. (Even though the bridle normally targets only beasts, the hags’ magic allows this bridle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                    , curving far overhead. Visitors can find this reality unsettling. There are no suns, moons, stars, or other celestial bodies in the sky above Sigil, though city lights twinkle above in the darkest hours
                                                
                                            
                                                
                                                    . Sigil is built to the edges of the ring, forming a wall of structures along its border. Anyone who climbs atop this outer wall of buildings can look out over the edge into an empty sky. Few who cross the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    .
 The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes
                                                
                                            
                                                
                                                    15. The Great Hall This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Waterdeep hangs on the east wall.
 Skull. A charred human skull rests atop a 3-foot-high stone pedestal in front of the tapestry.
 The charred skull is all that remains of Dezmyr’s mother, Yarlithra
                                                
                                            
                                                
                                                     starry eyes, while others have melted flesh or tentacles sprouting from their faces.)
 Fresco. A 10-foot-square, tiled fresco on the middle of the east wall depicts Dezmyr and Zalthar Shadowdusk as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     metal panel on the north wall. If fewer than six candles are lit when the words are spoken, the lever appears on the south wall instead. These levers exist only in the mirror’s reflection, not in reality
                                                
                                            
                                                
                                                     opposite wall. Five unlit candles stand on the shelf, each made of yellow wax and covered with tiny black sigils. Scrawled on the wall above the mirror in dried blood are the words “PIGGY PIGGY PIGGY
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                    Demiplanes Demiplanes are extradimensional spaces that come into being by a variety of means and boast their own physical laws. Some are created by spells. Others exist naturally, as folds of reality
                                                
                                            
                                                
                                                     the sway of its vampire lord, Strahd von Zarovich. When a demiplane is connected to the Material Plane or some other plane, entering it can be as simple as stepping through a portal or passing through a wall of mist.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    K42. King’s Bedchamber Sweet smells waft from this delicately lit room. A great arched window along the west wall is covered by heavy red draperies, their golden tassels glinting in the light of
                                                
                                            
                                                
                                                     three candelabras sitting atop small tables about the room. Tall white candles burn with bright, steady light.
 A large bed, canopied by silk curtains, sits with its headboard against the north wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
                                                    
                                                
                                            
                                                     serve as the prisons of Darklords, villainous beings trapped and tormented by the Dark Powers. The specifics of each domain exist to ironically twist its Darklord’s desires, capturing them and their
                                                
                                            
                                                
                                                     Certain. The Domains of Dread provide malleable settings for any kind of horror adventure. As domains are unmoored from conventional reality, anything can happen within their borders. Normal people
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     is in a position where it can view its surroundings. Psychic Hauntings The Caves of Hunger have a way of capturing and holding on to psychic trauma. In certain locations, the text will ask you to check
                                                
                                            
                                                
                                                     or fearful event in their past. The scent does not have a source. 
   6  One party member (determined randomly) sees a dark, hulking shape moving through the wall, ceiling, or floor, as though it were swimming through the ice. The effect is illusory, harmless, and fleeting. 
   7–12  No haunting.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    Lady of Masks Countess Sansuri is a greedy and vainglorious giant who lives in the clouds, untethered from reality, convinced that she is the victim of a great injustice and surrounded by jealous
                                                
                                            
                                                
                                                     attack her castle without provocation or are caught trying to sneak into her home, Sansuri brings her castle’s defenses to bear and tries to crush them, capturing those who surrender. If the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the stalagmite. Such creatures encounter what feels like an unbreakable wall of force surrounding the entire stalagmite and extending under the cavern floor. CAPTURING IPSES
 Characters who lurk
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     conical rooftop (areas 31–area 33) juts upward and outward from the southeastern part of the wall, rising another 120 feet into the air. Trees and shrubs sprout from the ground here and there, and
                                                
                                            
                                                
                                                    . Floating 10 feet above the floor in the middle of this circular room is the castle’s navigation orb (see appendix B), which Sansuri uses to control the movement of Lyn Armaal. The inside wall of the room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    5. Slave Pens For the past two months, the Redbrands have been capturing travelers in the area and holding them in these pens until they can be sold into slavery. This long room is partitioned into
                                                
                                            
                                                
                                                     piled carelessly against the far wall.
 Two Redbrand ruffians in scarlet cloaks stand guard here, though they spend most of their time taunting the hapless prisoners (see the “Captives” section). If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     army of a hundred warriors. Three suits of full plate armor rest on dummies by the western wall. Weapons Locker. This locker is reinforced with a superior lock. To open this door, a character must
                                                
                                            
                                                
                                                     wall. B8. Guard Room The soldiers relax in this chamber when they’re not on duty, wiling away their downtime by playing cards, drinking, or singing. There are 1d4 + 2 guards in here at any time of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , with chairs and couches arranged for conversation. On the west wall hangs a large painting of a forest. A fireplace crackles along the east wall. Above the mantel hangs a painting of two figures, one of
                                                
                                            
                                                
                                                     rectangular dining table that has a silver place setting at the head of it. On the east wall hangs a large painting of an opulent banquet.
 The dining table can easily seat six people, but the chair that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     multiverse the unreality depicts. Each unreality’s manifested secret is represented by an object that, although not “real” in the characters’ reality, looks real in the demiplane and bears Vecna’s
                                                
                                            
                                                
                                                     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->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     (Melissara Shadowdusk) sits in an easy chair in the northeast corner, reading and muttering to herself.
 Other Furnishings. A canopied bed and an armoire stand against the south wall, and a silk curtain
                                                
                                            
                                                
                                                     obscures a corridor to the north.
 Secret Door. A secret door in the east wall opens into Melissara’s study (area 11).
 Melissara has so far managed to escape the horrible insanity that besets the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     wide walkway connecting the rooms dug into the surrounding wall. Bridges cross the well at regular intervals, and also connect to stairs to the levels above and below. No matter how far down visitors
                                                
                                            
                                                
                                                     and space, altering the perceptions and reality of all beings within its walls.
 Bigger on the Inside. The notion of space works strangely in Gravenhollow. The interior of the library continually
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     end, each colony conducts research into the nature of the world and the creatures that inhabit it. The mind flayers examine all facets of reality, seeking any knowledge that could give them the edge
                                                
                                            
                                                
                                                     intend to conquer. A colony usually adopts one of three approaches to dealing with its neighbors. Control. A colony that desperately needs to increase its population concentrates on capturing humanoids
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                     servant. B2: Fungus Farm This fifty-foot-high cavern is a forest of multicolored fungi, ranging from tiny filaments to tree-sized mushrooms. A natural staircase of stone columns along the east wall
                                                
                                            
                                                
                                                     floor is covered with decaying vegetation. Three small mushroom-folk are working amid the filth. In the southwest corner of the cave, a bulbous object the size of a cart clings to the wall and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     may be seen stone doors recessed in the wall, and to the north a set of stairs leads down.
 In the center of the chamber sits a large polished boulder amid a pile of smaller rounded rocks. The
                                                
                                            
                                                
                                                     companion. Creature. The boulder is in reality a huge shell inhabited by Kalka-Kylla (see appendix B), a giant hermit crab. The bamboo staff is one of its legs; a successful DC 15 Intelligence (Nature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     much climbing as crawling. At the end of this time, the adventurers emerge onto a shelf 15 feet up the wall of a broad, straight tunnel some 20 feet high. A curious procession of creatures marches along
                                                
                                            
                                                
                                                     resonates with the modrons. The tridrone explains that an Orderer is designed to bring order to chaos by altering reality. A malfunctioning Orderer can be very dangerous, however, altering reality in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                    ) force damage.
 Paradoxy (Recharge 4–6). Momentary warps in reality appear at three different points the Oracle can see within 120 feet of her. Each creature in a 20-foot-radius sphere centered on each
                                                
                                            
                                                
                                                     curse, sending
 1/day each: power word stun, scrying (as an action), wall of force
 Teleport. The Oracle teleports, along with any equipment she is wearing or carrying, to an unoccupied space she
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     changing a battle’s terrain to introduce a new element and give combatants reasons to move around. Perhaps a powerful attack or an explosive spell topples a column, shatters a wall, or breaks up the
                                                
                                            
                                                
                                                     energy. Or perhaps a monster’s desperation causes wild magic to warp the fabric of reality. You can use the environmental effects, hazards, and traps in chapter 3 to represent these effects. Change
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     empire, it would be a point of pride for the whole land—so Simbon feels obligated to act as though he wants to be Empress Inaya’s heir. In reality, Simbon believes his poor tactical mind and hedonistic
                                                
                                            
                                                
                                                     the alley wall. A character who succeeds on a DC 12 Intelligence (Arcana or Religion) check knows that the runes are related to conjuration magic but can tell nothing more.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     east wall.
 Stairs. A spiral staircase climbs to area 18.
 If the characters discover the lich here, see the “Roleplaying Ezzat” sidebar for guidelines on determining his reaction. The characters
                                                
                                            
                                                
                                                     out of the tower once a day so that it can catch food and scour the cavern floor for Runestone fragments (see “Capturing Ipses”). Ezzat enjoys the pseudodragon’s company but does not need its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     into Landgrave’s Folly: descending the spire that projects above the waves, going through the front doorway, or moving through a hole in the north wall. All areas of the temple are lightly obscured by
                                                
                                            
                                                
                                                     pit that stretches from wall to wall, and that throbs with a dim, unnatural light.
 Two aboleths from the Endless Nadir are in this chamber, having rested and recovered from their fight with Sgothgah
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    . Flowing designs decorate the walls. Lounging against the south wall are two mind flayers, their face tentacles periodically gesticulating.
 Two mind flayers named Shalghast and Ulthundul guard this room
                                                
                                            
                                                
                                                     wall, showing a large cavern beyond. Two lab tables stand before the rift.
 A tall goblin stands in the middle of this room, shouting in Goblin at three shorter companions.
 A goblin psi commander
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     situation in which Xardorok can be killed by his fellow duergar. X2. Vestibule Beyond the portcullis is an empty room with a narrow opening at the far end and an arrow slit in the western wall
                                                
                                            
                                                
                                                    . Secret Door. A character who searches the walls for secret doors and succeeds on a DC 15 Wisdom (Perception) check finds such a door in the east wall. This 5-foot-wide, 10-foot-tall stone door swings
                                                
                                            
                                        






