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Returning 35 results for 'carvings while ring'.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Umbraxakar’s Gift Fog. The room is lightly obscured by fog.
Bas-Reliefs. The walls are covered with bas-relief carvings of jumbled human skeletons.
Vision. Any character who moves more than
character hands the knight a polished coral ring as a token of their enduring friendship. Putting the ring on his hand, the nobleman smiles and says, “I will treasure this gift forever.” With that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Umbraxakar’s Gift Fog. The room is lightly obscured by fog.
Bas-Reliefs. The walls are covered with bas-relief carvings of jumbled human skeletons.
Vision. Any character who moves more than
character hands the knight a polished coral ring as a token of their enduring friendship. Putting the ring on his hand, the nobleman smiles and says, “I will treasure this gift forever.” With that
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. Every surface glistens with moisture, and the air is warm and humid. The flat walls of the chamber are decorated with shallow abstract carvings of dragons. Dragons’ tails coil into intricate patterns and
characters should recognize Tiamat from folktales and know she was banished to the Nine Hells long ago and remains imprisoned there. There is no way to tell from the carvings where the volcano is located
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gleaming columns. Every surface glistens with moisture, and the air is warm and humid. The flat walls of the chamber are decorated with shallow abstract carvings of dragons. Dragons’ tails coil into
Mountains. Most characters should recognize Tiamat from folktales and know she was banished to the Nine Hells long ago and remains imprisoned there. There is no way to tell from the carvings where the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
gleaming columns. Every surface glistens with moisture, and the air is warm and humid. The flat walls of the chamber are decorated with shallow abstract carvings of dragons. Dragons’ tails coil into
Mountains. Most characters should recognize Tiamat from folktales and know she was banished to the Nine Hells long ago and remains imprisoned there. There is no way to tell from the carvings where the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. Every surface glistens with moisture, and the air is warm and humid. The flat walls of the chamber are decorated with shallow abstract carvings of dragons. Dragons’ tails coil into intricate patterns and
characters should recognize Tiamat from folktales and know she was banished to the Nine Hells long ago and remains imprisoned there. There is no way to tell from the carvings where the volcano is located
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
next to a stone urn covered with snake carvings. A creature with the head and upper body of a dark-skinned woman and the lower body of a serpent coils in the middle of the room.
Fenthaza, a yuan-ti
slay escaped prisoners. Once it has completed its task, the elemental always returns to its mistress. Treasure Fenthaza carries a ring of keys that unlock the manacles and shackles worn by the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
next to a stone urn covered with snake carvings. A creature with the head and upper body of a dark-skinned woman and the lower body of a serpent coils in the middle of the room.
Fenthaza, a yuan-ti
slay escaped prisoners. Once it has completed its task, the elemental always returns to its mistress. Treasure Fenthaza carries a ring of keys that unlock the manacles and shackles worn by the
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
buildings in a city usually have four sides and a sloped or staggered pyramid-like exterior. It is customary for stone buildings to have a series of tiles or carvings of snakes encircling the ground level
humanoids and taken over by yuan-ti), stairs and humanoid architecture are the norm. Each of these sites resembles the headquarters of a spy ring, a thieves’ guild, or a hedonistic cult rather than the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a thick canopy of spiderwebs. Strung between the pillars and bas-relief carvings of towering dwarves protruding from the walls are humanoid corpses cocooned in spider silk.
Sacrifice. The back
baby spiders burst from his chest 2 rounds after his release, killing him. T’rissa carries a ring of iron keys that unlock the cells in area 5d, as well as a separate iron key to area 20d. Dead
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
by a thick canopy of spiderwebs. Strung between the pillars and bas-relief carvings of towering dwarves protruding from the walls are humanoid corpses cocooned in spider silk.
Sacrifice. The back
baby spiders burst from his chest 2 rounds after his release, killing him. T’rissa carries a ring of iron keys that unlock the cells in area 5d, as well as a separate iron key to area 20d. Dead
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
buildings in a city usually have four sides and a sloped or staggered pyramid-like exterior. It is customary for stone buildings to have a series of tiles or carvings of snakes encircling the ground level
humanoids and taken over by yuan-ti), stairs and humanoid architecture are the norm. Each of these sites resembles the headquarters of a spy ring, a thieves’ guild, or a hedonistic cult rather than the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hung above a fire in the southwest corner.
Raelphar carries a key to the bugbear’s manacles, and Rizryn has a ring of keys that unlock the goblins’ shackles. Without these keys, a successful DC 15
carved into the floor at the northern end of the room.
The vein of turquoise runs from the top right corner of the east wall to the bottom left, heading down toward the empty basin. The trout carvings
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hung above a fire in the southwest corner.
Raelphar carries a key to the bugbear’s manacles, and Rizryn has a ring of keys that unlock the goblins’ shackles. Without these keys, a successful DC 15
carved into the floor at the northern end of the room.
The vein of turquoise runs from the top right corner of the east wall to the bottom left, heading down toward the empty basin. The trout carvings
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
basin is near the slab. Wall carvings show dwarves reverently tending to the dead.
Specially trained attendants prepared deceased Talhund in these connected rooms: East Room. Attendants here washed the
in this room bears the carved image of a dwarf woman wearing a large ring.
The sarcophagus contains a single dwarf skeleton (see the accompanying stat block). This was the influential priest who
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
basin is near the slab. Wall carvings show dwarves reverently tending to the dead.
Specially trained attendants prepared deceased Talhund in these connected rooms: East Room. Attendants here washed the
in this room bears the carved image of a dwarf woman wearing a large ring.
The sarcophagus contains a single dwarf skeleton (see the accompanying stat block). This was the influential priest who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room has a ring of six copper spigots jutting out of it, 3 feet above the floor.
Bas-Reliefs. Carved into the walls are twenty bas-reliefs depicting drunken dwarves in different poses. One hand
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
ceiling. Occupying the center of the chamber is a colossal monument resembling a giant’s table, covered on all sides with intricate carvings and glyphs. Engraved on the floor in front of the entrance is a
dimensions, and this, in turn, is supported by six huge blocks of dolomite. Every component has been covered with intricate carvings and glyphs. The top of the slab depicts a struggle between a dark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room has a ring of six copper spigots jutting out of it, 3 feet above the floor.
Bas-Reliefs. Carved into the walls are twenty bas-reliefs depicting drunken dwarves in different poses. One hand
slime (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide) to pour out of it. Treasure. There used to be twenty copper tankards secured to the wall carvings, but most of them have vanished
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
ceiling. Occupying the center of the chamber is a colossal monument resembling a giant’s table, covered on all sides with intricate carvings and glyphs. Engraved on the floor in front of the entrance is a
dimensions, and this, in turn, is supported by six huge blocks of dolomite. Every component has been covered with intricate carvings and glyphs. The top of the slab depicts a struggle between a dark
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, and more. Treasure. This room holds five copper urns (worth 25 gp each). Urn 1 contains five tourmalines (worth 100 gp each) mixed in with 200 cp. Urn 2 contains a ring of warmth mixed in with ten
anvil ring.” If the anvil is struck by the stone hammer that was taken from the wall, each creature in the room that can hear the anvil ring gains 10 temporary hit points that last for 24 hours. Once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, and more. Treasure. This room holds five copper urns (worth 25 gp each). Urn 1 contains five tourmalines (worth 100 gp each) mixed in with 200 cp. Urn 2 contains a ring of warmth mixed in with ten
anvil ring.” If the anvil is struck by the stone hammer that was taken from the wall, each creature in the room that can hear the anvil ring gains 10 temporary hit points that last for 24 hours. Once
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
save or half as much damage on a successful one. Casting Dispel Magic on the door removes the glyph, allowing the door to be opened safely. Old carvings of monstrous, tentacled beings adorn the walls
away the webs in a 10-foot-square section of the room. The old carvings depict chaos krakens from the Ruinous Sea, but a spyder-fiend recently used demonic ichor to draw wolf heads on all the krakens
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
save or half as much damage on a successful one. Casting Dispel Magic on the door removes the glyph, allowing the door to be opened safely. Old carvings of monstrous, tentacled beings adorn the walls
away the webs in a 10-foot-square section of the room. The old carvings depict chaos krakens from the Ruinous Sea, but a spyder-fiend recently used demonic ichor to draw wolf heads on all the krakens
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
howling of the caged creatures. Relief carvings of angelic figures along the walls of this huge hall contrast with the crowded iron cages here. Half of these cells are packed with miniature, shrieking
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict dragons in various stages of raining fire down
area 53), three potions of healing, two doses of antitoxin, and his wand of entangle. Sharwyn wears her gold Hucrele signet ring (worth 20 gp).
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
howling of the caged creatures. Relief carvings of angelic figures along the walls of this huge hall contrast with the crowded iron cages here. Half of these cells are packed with miniature, shrieking
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren’t covered with the fungus. The carvings depict dragons in various stages of raining fire down
area 53), three potions of healing, two doses of antitoxin, and his wand of entangle. Sharwyn wears her gold Hucrele signet ring (worth 20 gp).
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Web Hall (area W12) tries to escape. W5: Guardian Chamber An enormous, winged biped with a boar’s head paces in front of a barred prison door to the southwest. A ring of keys hangs from a hook on the
). Stealing Maaltok’s key ring without his knowledge requires a successful DC 16 Dexterity (Sleight of Hand) check. W6: Holding Cells Four jail cells are arrayed along the south wall of this cavern. The
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in area 3. Treasure. When the final rat dies, it coughs up a humanoid finger bearing a platinum ring worth 20 gp
. Etched inside the ring is the name “Burton Boot.” The ring belonged to the father of Yander Boot, the deceased constable of the Watch, and was bitten off by the rat after Boot was killed (see area 5
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
rats arrive and attack 1 round later. All the rats are dyed a bright green from trap C in area 3. Treasure. When the final rat dies, it coughs up a humanoid finger bearing a platinum ring worth 20 gp
. Etched inside the ring is the name “Burton Boot.” The ring belonged to the father of Yander Boot, the deceased constable of the Watch, and was bitten off by the rat after Boot was killed (see area 5
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Web Hall (area W12) tries to escape. W5: Guardian Chamber An enormous, winged biped with a boar’s head paces in front of a barred prison door to the southwest. A ring of keys hangs from a hook on the
). Stealing Maaltok’s key ring without his knowledge requires a successful DC 16 Dexterity (Sleight of Hand) check. W6: Holding Cells Four jail cells are arrayed along the south wall of this cavern. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
carvings on the granite slab, the furniture behind it, or the guards: Torches mounted to four pillars light this ancient room. In the center of the room, a table and several chairs are situated in
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
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
carvings on the granite slab, the furniture behind it, or the guards: Torches mounted to four pillars light this ancient room. In the center of the room, a table and several chairs are situated in
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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
double door. The lever is directly above the doors. Z3: Mess Hall Blue-tinted lava flows through geometric carvings that run along the walls’ top edges, bathing the room in eerie light. Three
interacts with the shrine and succeeds on a DC 15 Intelligence (Investigation) check finds a ring of mind shielding in the rubble, left long ago during the mind flayers’ reign as an offering to