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Returning 35 results for 'chamber connect'.
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Monsters
Fizban's Treasury of Dragons
connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the dragons’ echoes across
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Monsters
Fizban's Treasury of Dragons
and rarely cultivating connections with other creatures. When they do connect with others, it is most often for intellectual and philosophical pursuits or to fulfill some arcane purpose involving the
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sets of fine clothes are stored here. Red satin drapes hang in the archways that connect this closet to the adjoining bath chamber (area K43).
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
inside the shaman’s hut. The dragon enters the caves by way of underwater tunnels that connect to his lair chamber, but these are too deep and well hidden to be used by the adventurers.
compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
Relative Time Gates The time gates described below are relative—they connect two locations that are separated by a fixed interval of time. The time gate called Fool’s Needle, in the Anauroch desert
in the year –338 DR (which is 3520 in the Netheril Year calendar). The time gate in the High Ice, called the Forgotten Chamber, leads to the port city of Conch, also 1,839 years in the past. The year
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
. A lever on the south wall controls the portcullis north of area 13.
17: Trash Disposal The eastern door to this chamber is blue.
Wide chutes along the edges of this room’s floor connect to the
15: Metallurgy Lab The doors leading into the northeast and southwest ends of this chamber are both red. Michele Giorgi Some of the creatures imprisoned
in the Donjon Sphere aren’t
content to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
inside the shaman’s hut. The dragon enters the caves by way of underwater tunnels that connect to his lair chamber, but these are too deep and well hidden to be used by the adventurers. ICE TOADS
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
corner of this chamber. Among the prisoner’s gear are a suit of leather armor, a morningstar, a red key card, and a journal. The journal describes how the prisoner escaped area 13 via a secret door and
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
and slightly damp. Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius. Chimneys. Two chimneys connect the main
most often sleeps in the largest upper chamber of the lair. The dragon’s hoard is divided between that area and the chamber at the opposite end of the upper level. The magic of the lair sometimes
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
gate chamber (area S12) lies 10 feet below the lower level. Glass staircases connect these levels, as do four elevators powered by magic and hidden gears. Elevators. Each elevator consists of a
ceilings are made of smooth gray stone and thick panels of frosted blue glass. Ceilings are 20 feet high in two-story areas (areas S2, S3, S7, and S8), 60 feet high in the Astral gate chamber (area S12), and 10 feet high everywhere else.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
4.13 could be a Daask location, or it could be any Sharn underworld location you need it to be. Several crafted and natural labyrinthine passages no more than 10 feet wide lead to the main chamber
. Many of these passages connect with stairs, ladders, and wells that lead higher or lower in the Cogs, in addition to small chambers that could be ambush points, temporary quarters for criminals or
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
oculorb. With Golcuus less dangerous, the fanatics secured access to the maze’s farthest chamber and inscribed their bolstering rune. The characters can access the Labyrinth of Eyes from area X10 in
Illithinoch. The following locations are keyed to map 7.5. Mike Schley Map 7.5: Labyrinth of Eyes View Player Version L1: Gazing Chamber The moist stone walls of this room are covered with hundreds of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
clock faces built into it.
The Overlook’s clocks are mechanical wonders illuminated by magic. They keep perfect time. A hollowed-out central chamber in the Overlook contains Little Lockford’s
wander the gardens, pick mushrooms, and enjoy the views. Characters can use the control consoles in areas L6 and area L12 to raise and lower the bridges that connect the Overlook to the districts of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Secret Door. Behind a 6-foot-tall wood-framed painting of Halaster hanging on a wall is a secret door that pulls open to reveal a small chamber with a stone arch embedded in its back wall.
Arch
(see “Elder Runes”). A creature that passes through the gate appears in area 22 on level 7, in the closest unoccupied space next to the identical gate located there. Pneumatic Tubes The tubes connect to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
9. Torture Chamber The characters can hear what’s happening in this area before they see it. Read the following if any character approaches within 30 feet of the open doorway: A low groaning rises
from this chamber, whose open doorway provides a hint of its source. This is a torture chamber, filled with racks, implements of pain, and other foul devices.
As the characters enter, read the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
through the ceiling to reach the surface. Secret Doors. Concealed passages connect a number of the tunnels and chambers of the lair. Their secret doors are magical in nature, with the stone at a
indistinguishable from solid stone. Hoard Chamber. At the bottom of the underground map, a chamber hidden beyond two secret passages and carved out beneath a low hill contains the bulk of the dragon’s hoard. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
disappears into the flesh vortex in area S3. S3: Flesh Vortex Chamber Chalk lines connect the warts along the walls of this room. The chalk and warts become denser toward a vortex near the ceiling in an
following locations are keyed to map 7.4. Mike Schley Map 7.4: Spawn Hollow View Player Version S1: Entry Cavern The walls, floor, and ceiling of this chamber are soft but rough, like warty skin. Two
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
). Bridges connect Halfway Isle to the neighboring districts of Old Lockford and Turbine Heights. L3. Abbey of the Deep Brother Next to the road stands a squat stone building capped with a stone dome. The
benches face the middle of the domed chamber, where every word spoken—even a whisper—can be heard throughout the space. Skulking in the dark corners of this room are two prisoners who escaped the custody of
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Stone Giants’ Chamber Two 20-foot-tall, 8-foot-wide archways connect this chamber to the lower courtyard. Any loud disturbance in the courtyard alerts the stone giants that dwell here. In the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
area 12 as it does elsewhere.
12a. South Water Collector The ceiling in this chamber forms a dome 20 feet higher than the floor around the cistern, which is 10 feet deep. Water pouring in from the
east travels north along a trough that leads toward area 12c. 12b. East Water Collector This area is watched by the ettins that lurk in area 12h. The ceiling in this chamber forms a dome 20 feet higher
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
creates its lair in an area of natural caves, shaping the chambers with its disintegration ray. Most of the entryways and passages that it fashions to connect one chamber with another are too narrow to
for intruders to navigate. Minions usually guard the entrances to this chamber. Escape Tunnels A lair has several escape tunnels, each closed off inside the lair by a large boulder or a mortared
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
previous explorer noticed a ring on the finger, couldn’t remove it, and decided to break off the whole finger instead. P10. Rubble-filled Spiral Stairway This spiral staircase used to connect levels 2
through 4 but is choked with rubble, rendering it impassable. P11. Upside-Down Laboratory This chamber appears to have been a wizard’s laboratory, as evidenced by the upside-down storage cupboards and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
7. Grand Staircase A grand chamber opens ahead, fifty feet across and plunging down into darkness below. A stone balcony winds around the walls to connect four archways. Other balcony levels are
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
filthy chamber is occupied by an ettin who is the source of the bellowing. The right head of the creature sports a stylish beard, while the left head has a large, curving mustache. Silver wires
). If the ettin is defeated, examining the pouches around his necks reveals a collection of eyeballs and still-beating dragon hearts. The silver wires connect those living tissues to the ettin’s own
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
tower has three floors and a door on the ground floor. Stairs connect the levels, and only the topmost level is furnished. A continual flame spell in the wizard’s study on the top floor still burns
with a human mouth. The statue’s construction was obviously flawed, likely due to an overlarge chamber built into the statue’s apex, making it top-heavy. Treasure. The wizard’s amulet of proof against
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. The chasm extends several hundred feet northwest and runs under the city’s ruins, but it doesn’t connect to anywhere else in Haskasori and terminates at a sandy dead end. Unsealing the Gate. This gate
“Haskasori Features”) instead of stone but can be restored as normal. H4: Floating Platform In the center of this chamber floats a dimly glowing stone platform accessible by a short ramp. Gaps around the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
shards and completing this monolith, but not even they know what will happen when the obelisk is made whole again. After a steady upward climb, the tunnel opens into a huge, well-lit chamber. The glow of
connect the different levels of the mesa up to the height of its two topmost tiers, which are linked by a sturdy bridge. Atop one of those tiers sits a large red egg. Atop the other stands a 50-foot
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
emerging to aid the Cult of the Dragon The Chamber A cabal of dragons called the Chamber keeps tabs on events unfolding across the world of Eberron, monitoring and manipulating the fulfillment of the ancient
of cause and effect. Dragons of the Chamber study it not to know what the future holds, but so they can comprehend the possible consequences of any action they or others might take—consequences that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
robes watches over this chamber.
An inscription at the base of the statue reads, in Elvish: “It is not surrender. Live to fight again another day.” Treasure. A weapon rack in the room holds a black
of that wraith can hear the horn, prompting the wraith’s allies in area V8 to join the fight. A horn blown in the dungeon level can’t be heard from the keep above and vice versa. V5: Scrying Chamber A
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
connect through the shaft that leads from area 41 to 42. The following locations are identified on map 1.2. 42. Central Garden Luminescent fungus, shedding violet light, clings to the walls and ceiling of
two large nests made of hair, dry fungus, and refuse.
Creature. Balsag the bugbear and his two giant rat “hounds,” named Grip and Fang, reside in a natural stone chamber when they’re not hunting (25
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hidden crawlway runs from the underside of the lectern to area 70, but it cannot be accessed from inside this chamber. Any character who enters the crawlway from area 70 discovers a stone lever in the
doorways connect area 58 to areas 60 and area 63. Area 59 is cut off, as are exits to areas 61, area 62, and area 67. Configuration 2. An open doorway connects areas 58 and area 63, but a doorway leading
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
this gap, a similar window opens into the Chamber of Sorcery (area Y19j). Between these windows stretches a magical, invisible 5-foot-wide plane of force that serves as a bridge. (On map 7.3, this bridge
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the room’s double doors prevents them from fully closing. Within, rusted black iron cages hang by heavy chains from the ceiling of this dark-walled chamber. In the northeast corner is a black gate
.
Creatures. A wight commands eight zombies who guard this chamber while some members of their squad recover in the cages. One deathlock wight (see appendix B) and two wights rest in the cages. Cages
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
and balancing atop it as it rolls down the hall. Balancing atop a barrel as it careens down the hall requires a successful DC 20 Dexterity (Acrobatics) check. 22e. North Ale Storage This chamber is






