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Returning 26 results for 'chairs cause'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
chair face the entrance and the fireplace, above which hangs a framed picture of a windmill perched atop a rocky crag. Situated in corners of the room are two overstuffed chairs. Floor-to-ceiling
look like a red-covered book with a blank spine. A character inspecting the bookshelf spots the fake book with a successful DC 13 Wisdom (Perception) check. Unless the secret door is propped open, springs in the hinges cause it to close on its own. Beyond the secret door lies area 9.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
determine how many Bastion Defenders are lost in the attack. The War Room contains war memorabilia plus a large table surrounded by enough chairs for you and your lieutenants. Recruit Options. When you
days to fight for your cause. Reduce that number to twenty if you want them to be mounted on Riding Horses (see the Monster Manual). It costs you 1 GP per day to feed each guard and each horse in your
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
remaining books. The three of them attack intruders at once and gladly throw away their lives for Stonky’s cause. Each wields their heavy broom as a weapon, using the statistics for the cultist’s
staircases has an iron door at its center.
The ceiling is braced by four wooden pillars, between which are set four pairs of stocky wooden chairs facing inward. Each chair is bolted to the floor and fitted
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
whisper is unintelligible. The crates and barrels are empty. The old furniture includes six chairs, two hutches, an ottoman, an empty cabinet, a desk sized for a child, and a coat rack. C2. Servants
thereafter. The baron’s spirit is too weak to manifest physically or cause any harm. The rough brick walls of the well shaft can be climbed with a successful DC 11 Strength (Athletics) check. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
doors are set high enough that opening them doesn’t cause sewage to flow into adjoining areas. B4. Rusty Iron Door A door made of rusted iron is set into the wall above a dry, 1-foot-wide stone ledge
nothing else of value. B9b. A plain wooden door opens into a room containing dusty furnishings in storage. The furniture includes a scratched wooden desk, several wobbly chairs, a coat rack, two small
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Viper in the Garden The following sections detail the cause of the disappearances in Excelsior, what information Varrel already has, and other details the characters might gain in their
description when the characters arrive: In this clean but stark and undecorated room converse two figures in comfortable chairs. One is a hound archon with long, straight hair, and the other is a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
adventurer and merchant. A uniformed attendant leads you up a grand staircase to the third floor, then ushers you into a wood-paneled room with a fireplace, comfortable chairs, and a heavy table bearing
offer. They’re stymied by what is happening.” “My contacts in the Harpers have learned that the cause of the death curse is a necromantic artifact called the Soulmonger. According to their sources, the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. D5: Dining Room The centerpiece of this wood-paneled dining room is a carved mahogany table, covered with resplendent silverware and crystalware and surrounded by eight high-backed chairs.
This area
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
feet down, and area R23 is 20 feet up). Narrow windows line the outer walls. A long, slightly curved table takes up much of the room. Eleven chairs are situated behind the table. The middle chair has
becomes moody and temperamental, though never resorts to violence without good cause. Warden Marthannis knows that to rid herself of Vlax’s spirit, she must visit the Brawnanvil crypts in Gauntlgrym, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
, a table, two chairs, and a small cabinet. The cloud giant who is the current guest has just agreed to join the jarl as his chief henchman. Treasure. The chest holds 2,200 gp, and the giant wears a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Whenever a loud noise is made inside the chamber, the loose crystal flickers. Tremendously loud noises, such as those made by a thunderwave spell or a horn of blasting, cause the crystal to go out for 1d6
Star A vortex of glowing stars hangs in the air inside this chamber, slowly rotating on its axis. As the constellations move, they cast radiant starlight across the walls. Eight high-backed chairs, each
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
wall lead into the vault.
Guards. Two guards watch the unlocked front door while sitting in the lobby’s chairs. Though suspicious of people trying to get in, they’re accustomed to confused people
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, wedding bands, and formal jewelry sized for men and women—worth 2d10 gp each. F5: Dining Room A long plain table, a wooden sideboard, and several chairs lie shattered on the floor. The debris is
feature Culley being saved by his closest friend. F8: Cavern The tunnel opens into a lantern-lit, packed-dirt chamber, where the cause of the stench becomes apparent. A dozen bodies lie strewn across the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Intelligence (History) check recalls that the knights belong to an order of paladins that battles extraplanar threats. D3: Dining Room Chairs and candelabras accompany a large dining table. The heads of
a pair of cobwebbed chairs at one end and a dusty table at the opposite end. Tucked under the table is a small wooden chest with handles. Treasure. The wooden chest is unlocked and holds three spell
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
three similar chairs on the opposite side. The room is used for meetings with prisoners or the warden. Hatch. A wooden ladder leads to an iron hatch in the ceiling that opens onto the roof. An arcane lock
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
three similar chairs on the opposite side. The room is used for meetings with prisoners or the warden. Hatch. A wooden ladder leads to an iron hatch in the ceiling that opens onto the roof. An arcane lock
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, high-backed chairs with decorative cushions sit before several covered platters.
A ghostly butler rises from the floor before you, a decanter of ruby-red wine in its hand. The spirit speaks in a
remains blank on each of the characters’ death certificates: their cause of death. M10: Hallway The stairway in this musty hallway ascends to a cellar door at the edge of the Mortuary’s grounds near
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
). Various chains, bats, irons, whips, ropes, wires, and the like are strewn about the place. A table, two chairs, a stool, and a large barrel of ale complete the picture. Two fire giants, the King’s
, two chairs, three stools, two buckets, six chests, a large box, and a cabinet. Hides on the floors and pelts on the cots help to make this place more comfortable and familiar for frost giant guests
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
that form the beanstalk’s base.
The tower above is area P51. Zybilna’s quasit, Iggrik, used a potion from his mistress’s laboratory (area P42) to grow the beanstalk and cause the tower to be lifted to
of the mountains, forests, swamps, and shimmering horizons of Prismeer. Spaced about the balcony are tables draped in white tablecloths with chairs set around each one.
If one or more characters take
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
comfortable, high-backed chairs. They wear faded clothes, drink tea, and devour cake while a ninth woman, well dressed and very pleased with herself, circles the table and talks excitedly about decorations
chapter). Treasure. The silverware set is worth 150 gp. N3e. Den Characters who ask to see the burgomaster are brought here. Padded chairs and couches line the walls of this cozy, carpeted den. The room
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
M2) to determine what, if anything, is found. M9. Hungry Kobolds A table and chairs are set up in this area to create a space for the miners to take breaks. On top of the table, two kobolds are
. Please, we only want a place to stay so we can keep out of this horrible weather. We can work, and we won’t cause trouble. Termalaine would be richer for having us.”
Any character who succeeds on a DC
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and each door features a loophole covered by a small iron plate at chest level on a human. A round table and four rickety wooden chairs stand in the middle of the room. There are ten bunks here
nothing, or bribe them to cause trouble somewhere else. C13. Blackmaw Den A musty odor pervades the hall outside this room. The doors are marked with crudely drawn pictures of monstrous eyes and
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the well that supplies the water has stopped working. Characters who peer into the well can see that it is filled with calm water almost to the brim. Bavlorna doesn’t know it, but the cause of the
, rendering it mildly acidic—not enough to cause damage, but enough to make one’s skin tingle uncomfortably. A character who experiences this tingling can, with a successful DC 15 Intelligence (Nature) check
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
cause. If any of the characters appear to respect her position and beliefs, the druid tells them where to find the goblin stronghold. Otherwise, Reidoth offers a bargain: if the characters chase off
the house is dusty and strung with cobwebs. The only furnishings are a small stove, a table, two chairs, and a bunk (which the cultists share). Development. The cultists aren’t interested in fighting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
DC 15 Dexterity check, or force open a trunk with a successful DC 12 Strength (Athletics) check. T3. Lounge Large cushioned chairs are set around this open space. Calming music fills the air, which
cause the water to harm creatures of her choice as though it were an equivalent volume of acid. Currently, she has made the water harmful to the hags and their minions, and she can make it harmful to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
staff quarters. A large fireplace fills the common room with light and warmth, while new tables and chairs create a welcome environment. Guest chambers might feature a patio or balcony. Transportation
cannot cross lakes or large bodies of water. Extradimensional Wagon. A seemingly simple wagon drawn by an old horse channels powerful magic. The wagon’s driver can cause the wagon to teleport the






