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                        Returning 35 results for 'chairs fire'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     bookshelf, and several chairs. Torn-up books, old quill pens, and tattered clothes are also strewn about. The ceiling here is 10 feet high. A poltergeist (see the specter entry in the Monster Manual
                                                
                                            
                                                
                                                    ) haunts this room and telekinetically hurls broken furnishings at intruders so as not to give away its location. Treasure A search of the room yields a wooden scroll tube containing an intact spell scroll of wall of fire.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     be found on the shelves. The den’s other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps. A secret door at the north end of the east wall can be pushed
                                                
                                            
                                                
                                                     open to reveal a storage room (area Q11). Living Fire If the beacon of Argynvostholt (area Q53) has not been lit, read the following text when the characters approach the fireplace for the first time: A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     here, it is resting on the mantelpiece under the portrait of Tatyana. If your card reading indicates an encounter with Strahd in this area, he is sitting back in one of the overstuffed chairs, staring into the fire.
                                                
                                            
                                                
                                                    K37. Study A blazing hearth fire fills this room with rolling waves of red and amber light. The walls are lined with ancient books and tomes, their leather covers well oiled and preserved through
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     and a fire elemental Xonthal called forth to guard his workshops. In the absence of new orders, the elementals eternally follow Xonthal’s last command to slay intruders. When any character enters the
                                                
                                            
                                                
                                                     from a distance. A large, round table with four chairs sits in one corner of the room, with shelves and workbenches arranged along the walls. Books and papers are scattered on the table, along with a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     elementals and a fire elemental Xonthal called forth to guard his workshops. In the absence of new orders, the elementals eternally follow Xonthal’s last command to slay intruders. When any character
                                                
                                            
                                                
                                                     attacked from a distance. A large, round table with four chairs sits in one corner of the room, with shelves and workbenches arranged along the walls. Books and papers are scattered on the table, along with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wooden chairs around it.
 Light. Suspended above the table are two lanterns with continual flame spells cast on them.
 Tapestry. An old, threadbare tapestry spanning the north wall depicts seven
                                                
                                            
                                                
                                                     stitched into the tapestry below it. Any character who succeeds on a DC 20 Intelligence (History) check recognizes these figures as the Seven. If it is set on fire, the burning tapestry produces toxic green
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    17. War Wizards Gish live and train in this section of Crèche K’liir. 17a. Gish Study Furnishings. Six cushioned chairs form a circle around a brazier of purple fire at the center of the room.
 Gish
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     Keeper’s Quarters Herein dwell the Keeper and his mate, two fire giants who will rush to the aid of their charges if they hear a commotion outside. Their chamber contains a large bed, a table, two chairs
                                                
                                            
                                                
                                                     as they enter. The tapestries displayed between the torches are rendered in bloody colors and show victorious fire giants. The door guard is hidden in the alcove (area 1A). 1A. Alcove The tapestry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     for halflings, with a few big chairs for visitors of taller stock. Four halfling children scamper from room to room and climb a ladder up to the loft, chasing one another with wooden swords, while a
                                                
                                            
                                                
                                                     fire crackles in the hearth in Speaker Huddle’s cluttered kitchen.
 “Our loggers are being terrorized by a white moose,” says Speaker Huddle, “and the beast has eluded the hunters we’ve sent to kill
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     resistance to fire for 1 minute after drinking it, and it can be brewed only by Ellina using her fire magic. F4. Newsstand This small store inside Firejolt Café sells magazines, knickknacks, posters
                                                
                                            
                                                
                                                     quieter than the café’s main seating areas. However, with large tables and more functional chairs, they’re more oriented toward studying and completing classwork. Up to ten students are typically found in each of these rooms, engaged in quiet study.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     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
                                                
                                            
                                                
                                                     with two lengths of rope. Four of the chairs have people in custodial uniforms tied to them—two half-orcs, a half-elf, and a dwarf.
 Four Livestock cultists have tied themselves into the chairs in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                    -seven urns of small value Sixty-one bottles and flasks, valueless except for one that holds a potion of poison, another that is a potion of resistance (fire), and two more that hold potions of
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
                                                
                                            
                                                
                                                     successful DC 15 Intelligence check using tinker’s tools. If more than one oil canister is disconnected, the panther head does not function. If a canister takes 5 or more points of fire damage from a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     there takes 14 (4d6) fire damage. Flooded Passage. The passage to area M3 is partially collapsed and underwater—see that area for details. M7: Ghosts of the Past Crumbled chairs lie toppled about the
                                                
                                            
                                                
                                                     flooded, with the remains of tables, chairs, and a bar barely protruding above the water’s surface.
 Murky water fills this room to a height of 3 feet, making the flooded area difficult terrain for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     hit points; resistance to piercing and slashing damage; immunity to cold, poison, and psychic damage; and vulnerability to fire damage. L6. War Room A massive table hewn from a single block of ice
                                                
                                            
                                                
                                                     stands in the middle of this cold chamber, surrounded by chairs also made of ice. Many of the chairs are chipped and cracked.
 Garagai and other frost giants once gathered around the table to discuss
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     elsewhere, Maddgoth’s oversized homunculus is flipping tables, knocking over bookshelves, throwing chairs, kicking chests, and tearing rugs into strips with its teeth.
 Junk. Stuff that the faerie
                                                
                                            
                                                
                                                     on the Trinkets table in chapter 5 of the Player’s Handbook), and coffers stuffed with a total of 30 pp, 150 gp, 300 ep, 1,500 sp, and 5,000 cp. Perched atop a high table is a potion of fire breath in a small crystal flask that breaks if the tables fall.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    , walls blackened by fire, and heaps of debris beneath the sagging ceiling show that this room was damaged by a destructive blast. The furnishings—tables, chairs, bookshelves, beds—are charred or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stone stretch from west to east. Around each table sit a dozen cast-iron chairs sculpted with web and spider motifs.
 Smashed Cabinet. Against the north wall, near the double door to area 5b, is a pile
                                                
                                            
                                                
                                                     DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. The chest has compartments that contain five flasks of alchemist’s fire, plus the following material
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     fire damage. It has darkvision out to a range of 60 feet. It speaks Common and Infernal. A successful DC 14 Wisdom (Perception) check made by any character looking over the pigments being prepared
                                                
                                            
                                                
                                                    . Certain of the frescoes show the rooms of some building: a library filled with many books and scrolls, a torture chamber, a wizard’s workroom. Chairs, windows, boxes, bales, doors, chests, birds, bats
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     tables and copper slot machines. Just south of the game tables are two cashier booths. Just north of the games area is a secluded lounge that holds a small bar as well as chairs and couches. Security
                                                
                                            
                                                
                                                     Mirrors. A security mirror hangs in the southeast corner overlooking the games area. Another security mirror hangs on the north wall, above the chairs in the lounge area. A3: Dis This section contains
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                    Areas of the Fire Temple E1. Entrance An arrow slit is carved into the south wall of the lava tube leading to this area. The arrow slit is 3 feet tall, 6 inches wide, and unguarded. Behind the arrow
                                                
                                            
                                                
                                                    .
 Four hobgoblins and one hobgoblin captain stand guard here, dressed in flame-red tabards with the symbol of elemental fire on the chest. They challenge anyone approaching from the west, but they
                                                
                                            
                                        
                                                     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->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
                                                
                                            
                                                
                                                     each chair can be adjusted to accommodate a Small or Medium creature. Between the two chairs is a bronze periscope that can be raised or lowered whenever the submarine is detached from the Eyecatcher
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    . K11. Dining Room A low banquet table dominates this room, and there are no chairs as goblins are expected to sit on the floor. The table and floor are strewn with fish bones, bits of rotting meat, and
                                                
                                            
                                                
                                                     Spellcasting. Spellix’s spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). He can innately cast the following spells, requiring no material components:
 At will: fire bolt
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu 
                                                    
                                                
                                            
                                                     succeeding on a DC 18 Strength (Athletics) check. The trapdoor leads down to the basement (area 6). A full-grown fire giant is too big to fit through the trapdoor. Bottle Time. A minute or two after any
                                                
                                            
                                                
                                                     them, she first stokes the fire, then reaches into the pot of boiling water and plucks out the rubber cap. She snaps it onto a clear jar filled with frothy, fresh cow’s milk. Cooing softly, she carries
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                     larger ones lying on the floor in the center of the chamber. Those four are made of stone, and the northern two have likeness of fire giants carved into their lids, while the southern two are blank. Of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     stream for the first time on a turn or starts its turn there must make a DC 13 Constitution saving throw, taking 7 (2d6) fire damage on a failed save or half as much damage on a successful one. F2
                                                
                                            
                                                
                                                     Constitution saving throw, taking 7 (2d6) fire damage on a failed save or half as much damage on a successful one. Parleying with the Kagu-Svirfneblin. If the characters respond peacefully, one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     room. There are small reading desks with cozy scarlet chairs in the corners.
 The shelves contain books on Fistandia’s favorite subjects: arcana, natural science, religion, astrology, and planar
                                                
                                            
                                                
                                                     
  1 (–5) 
 
  WIS 
  10 (+0) 
 
  CHA 
  1 (–5)
Damage Vulnerabilities fire
 Damage Immunities poison, psychic
 Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     heard by the orc in area 4 and then attempt to flee to area 3. See the “Mountain Door Defenses” sidebar. If the archers are alerted to the party’s presence, they open fire on intruders on the ledge and in
                                                
                                            
                                                
                                                     area 4 fire at any exposed characters in area 1 if they have been alerted by the sentries. Wark and Thark flee through the door into area 3.
 Round 3. Wark and Thark cross the rope bridge in area 3
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                    12. Red Wizards’ Room The door to this chamber is unlocked. Hundreds of horse skulls are nailed to the ceiling and cover it entirely. Thick carpets cover the icy floor, and desks, chairs, and
                                                
                                            
                                                
                                                    , feather fall and fireball) and he carries a staff of fire. A thorough search of the room yields several letters to Rath Modar from Severin, the supreme leader of the Cult of the Dragon. Severin’s letters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     designed to allow archers to fire at intruders who come through the door at area B4. The arrow slits provide three-quarters cover. B6. Storage Room An unlocked wooden door closes off this empty room. B7
                                                
                                            
                                                
                                                     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->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     fire, poison, and psychic damage). Anyone who peers down into area 5 after the grate is removed and succeeds on a DC 10 Wisdom (Perception) check spots several fist-sized spiders crawling along the
                                                
                                            
                                                
                                                     appears as little more than a vague shape. Hidden in the webs are a narrow staircase down and, near the bow, a table and four chairs. The weathered furniture here is worthless, but the table is still
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    12. Red Wizards’ Room The door to this chamber is unlocked. Hundreds of horse skulls are nailed to the ceiling and cover it entirely. Thick carpets cover the icy floor, and desks, chairs, and
                                                
                                            
                                                
                                                     staff of fire. A thorough search of the room yields several letters to Rath Modar from Severin, the supreme leader of the Cult of the Dragon. Severin’s letters reveal the depths of the connections
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     the interior wall of this chamber, leading up to a landing with a door. The room itself contains sturdy wood-carved furnishings of giant proportions, including a table surrounded by four chairs. The
                                                
                                            
                                                
                                                     walls are sculpted with ice murals depicting an army of hill, frost, fire, stone, and cloud giants. Four ogres guard the lower level. They wear fancy plumed helmets to signify that they are members of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     glass windows. A cauldron sits on an iron rack above a fire in a hearth, while above the fireplace mantel hangs a golden disk engraved with the symbol of the sun. In one corner, a wooden staircase
                                                
                                            
                                                
                                                     climbs to the upper level, while in another corner a stone staircase descends into darkness.
 Several chairs surround a wooden table that stretches nearly the length of the room. Wooden dishware and
                                                
                                            
                                        





