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Returning 23 results for 'carrying chambers'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
quarters in the priestess’s tower. Each hanging tower has two chambers, with a rope ladder running between the upper and lower chamber through a zurkhwood trapdoor. The elite warriors have finer
furniture, including zurkhwood chairs and small tables around which they sit. One off-duty drow elite warrior rests in one of the chambers here at any given time. There is a 50 percent chance that one
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
mighty and majestic coral fortresses located in the Elemental Plane of Water. These citadels float in the depths of the plane and contain opulent, air-filled chambers where servants and guests reside
carrying.
Innate Spellcasting. The marid’s innate spellcasting ability is Charisma (spell save DC 16, +8 to hit with spell attacks). It can innately cast the following spells, requiring no material
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
chambers, that indicate status, family connection, and community role. Since most non-loxodons can’t distinguish these underlying tones, let alone produce them, loxodons often translate them into titles
is Medium. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Speed. Your base walking speed is 30 feet. Loxodon Serenity
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
’ extradimensional chambers. Only one of the three doors can be open at any given time, and a door can’t be opened unless the other two doors are closed. Each door is opened by pulling on its shiny brass doorknob
that extradimensional chamber disappears, leaving a bare stone wall. If all four paintings are damaged, the paintings’ extradimensional chambers remain connected to one another, but not to the manor
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
wings in a different position in each scene. The land below the knight and dragon is depicted as a raging inferno. G2: Hall of Desolation Four chambers branch from a central hub. Frescoes cover the
: Garden of Sacred Repose View Player Version The frescoes in these chambers depict four githyanki building and tending the gardens, conquering the surrounding region, and feasting in celebration. An
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
balcony at the south end of the room holds the gateway to the final chambers of the Tomb of the Nine Gods. An ornate archway looms over this balcony. Grinning skulls are molded into its frame, and
, along with anything it is wearing or carrying. Acererak’s Revenge If the characters kill the atropal, read: A skeletal figure wrapped in moldering robes and clutching a skull-tipped staff appears on
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
believe there is an outside force affecting the dragon. She begs the characters to find the source and destroy it or use magic to heal the dragon’s mind. B4. Scaly Eye Chambers Scaly Eye members eat
worth 500 gp, five white pearls worth 100 gp each, 623 pp, and 8,329 gp. If Lhammaruntosz or Scaly Eye members notice the characters carrying stolen treasure, they attack. B7. Ascension Chamber The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
carrying any light sources or making a lot of noise when they enter, the troglodytes in the west and southeast chambers are alerted. As soon as any fighting begins, one troglodyte attempts to escape to
characters’ exploration of this level. Most light sources don’t illuminate beyond 60 feet, and many of the chambers and passages in the Glitterhame are much larger than that. The darkness hides many
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
tiny spiders move through the webs.
All parts of this room are engulfed in sheets of webs. The cabin contains nothing of interest, and the spiders pose no threat. 9. Spider Chambers This room is filled
, and it can’t be opened by any normal means. See “Moving Aubreck’s Treasure” for details on carrying the box after the elder octopus attacks, and for getting the treasure safely off Emperor of the Waves.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
dinghy used mainly for carrying food and water to prisoners in area 5. The other is a small cutter with six oars and a single mast, used for towing ships into and out of the anchorage. Any sailor
complete or their tongues are sufficiently loose. 3. Officers’ Quarters Ashore Each of the three captains has one of these chambers for his private use. In practice, the captains seldom use them, preferring
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
a crude table drinking ale and discussing a plan to wipe out the rebel orcs in area 19. All these bugbears have longswords that deal 11 (2d8 + 2) slashing damage on a hit. All five are carrying 50 gp
The three chambers south of the bugbear complex are occupied by orc captives that are considered docile by their captors. As such, these rooms are not heavily guarded. Each door is barred on the outside
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet high, with 6-foot-high doorways connecting the chambers. Depth. The sea floor is 40 feet below the surface of the water. The Marshal’s highest point is 5 feet below the surface of the water. The
evil act (such as if the characters are carrying items they stole from the ship’s occupants). If the characters have committed no such acts, the ghosts ask the characters to recover their remains as
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
tomb. Bookshelves carrying various tomes and scholarly implements stand against the walls. At the center is a stone, gold-painted sarcophagus, the sides of which bear a beautiful relief carving of two
. Several individuals in gray robes slumber here peacefully despite the flickering torchlight.
Seven cultists sleep in these two chambers. Each cultist wears a hooded gray robe that has a desiccated
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
have invaded ancient dwarven vaults and throne halls and turned these chambers into their lairs. Frost Hills The southernmost spur of the Spine of the World, the Frost Hills combine with the Evermoors
Ancient Relic Many small chambers are hidden between the exposed roots of Grandfather Tree. A Medium or smaller creature can reach these chambers by crawling among the roots. Half buried in the root
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
ramp leads to a pair of massive doors flanked by stone-carved dragons. Inside, it’s cool and musty.
Weapons and armor aren’t permitted in the Great Library. If anyone wearing armor or carrying a
adventurers need a place to stay, and the High Tower boasts comfortable quarters, ample supplies of wine and ale, and spicy food. The establishment has six private sleeping chambers, each of which rents
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
cavern ceiling. The creature attacks swimmers or boaters who approach within 30 feet of its lair. C4. Drowning Chambers A dank, rotten smell pervades this chamber. The floor is perforated by eight
few hints of murals remain, showing dwarves working in fields and tending hop vines. Three new, backpack-sized glass tanks with carrying harnesses are stacked neatly at the end of the row of vats. Doors
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
of this long hallway. The north wall has three doors, and the south wall bears an elaborate carving of a procession of dwarf priests carrying wrapped bodies.
There is a crypt haunting in this
door. Pressing the carving of a gemstone on the wall causes the door to swing open. P17: Architect’s Tomb Architectural designs are carved into the walls of this room, showing the chambers and
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
corridor to area 10. 10: Fates Each of these three octagonal chambers is home to a fate hag (see chapter 21). The hags all appear to be the same human woman in different stages of life. Each hag offers
rest. Treasure. The object above the pedestal is a Chime of Opening. It is inscribed with a small key and the following phrase in Common: “At the beginning, I open the end.” When a character carrying
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
front of a vertical slab of granite measuring ten feet high and thirty feet wide. This slab bears carvings of people carrying offerings to a citadel nestled between two mountains.
Four battle-ready
. Removing an iron bar takes an action. X3: Arrow Slit Hallway A narrow hallway lined with arrow slits stretches north and south, opening into brightly lit chambers at each end.
This area once
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
in the northeast corner slopes downward to form a rough stairway.
Stone walls once separated this basement level into four rooms, but the Cataclysm destroyed the north and west chambers. The standing
armor, each carrying hollowed-out goat’s horns, keep watch here.
Two veterans (lawful evil humans) keep watch atop the turret. If they see or hear the characters approach, they sound their horns, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
in area M18, a daily chore for the monks. M12. Abbess’s Chambers The door to this room is locked at night. Hellenrae doesn’t wish to be disturbed. This large room contains a wooden table with four
brown cowls or hoods sweeping into town and carrying them back to servitude in the mines. Strangely, the mine contains no valuable ores. Bruldenthar’s Tale. Bruldenthar confirms that earth cultists
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, carrying an acrid whiff of the creature’s poison breath. The moss-covered trees grow close together except where winding pathways trace their way like a maze into the heart of the forest. The light that
dragons lair in icy caves and deep subterranean chambers far from the sun. They favor high mountain vales accessible only by flying, caverns in cliff faces, and labyrinthine ice caves in glaciers. White
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
chambers in the eastern end of the fortress have the same characteristics. This empty chamber is home only to rat droppings, crumbled flagstone, and stains.
Investigating. A character who succeeds on
, jade figurine (worth 20 gp), a crystal goblet (5 gp), and twenty-four pieces of fine silverware (1 gp each).
Of particular note is a sealed scroll case carved of bone, carrying an inscription. Runes






