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Returning 12 results for 'chambers consult'.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, begin tracking how much time the characters spend in the temple. At the end of each hour, roll percentile dice and consult the Temple Reinforcements table to see what else arrives. Reinforcements enter
the temple from area 1 or 23 and behave as you desire.
The temple is a living community. Outside combat, inhabitants move between chambers, feed, wash, rest, and engage in all the villainous deceptions of yuan-ti life. You can use the Temple Reinforcements table to simulate this.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
dungeon is 20 feet or so, again arched and buttressed. In the large rooms and chambers, the ceilings are 30 feet high. The roof in the natural caverns to the southeast (areas 19–21) is of varying height
end of each hour, consult the section below that corresponds to the characters’ current location. Excavated Rooms and Passages. If the characters are in areas 1 through 18, area 22, or areas 24 through
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
chambers left behind. Now, the fissure and lava tubes serve as the fire node, an extension of the Elemental Plane of Fire, resulting in lava flows, ash storms, gouts of liquid fire, and other strange
chambers.
Chambers and Passages. The various open spaces were formed from flows of lava that crusted over and cooled, with the hotter middle draining away. Where the walls and ceilings are solid
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
audience with Manistrad can find her here when she’s not working at the mine. She sometimes has need for adventurers to help keep the mining operation secure. Roll a d6 and consult the table below to
his time here in his duties as commander of the guard. He sometimes has need for adventurers, and at such times he posts jobs on a board hanging by the tower’s entrance. Roll a d6 and consult the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
. Visitors find all manner of sensory delights within: gastronomic masterpieces served by innovative chefs; halls lined with fragrant, scratch-and-sniff statuaries; and pitch-black deprivation chambers
odd jobs are posted to a board outside the hall. For more information, interested parties can consult a directory of municipal departments and pay any applicable fee to meet with an officer of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
and small gathering chambers, where monks may bring individual tomes to seekers to be read, and where seekers may consult with monks on further materials to enable their research. Despite being
adjacent to other towers and having bridges to more distant ones, the chambers that guests can reach in the necessariums don’t allow access to the rest of the keep. Within the Keep Unfortunately, the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
random encounter occurs. To determine the encounter, roll a d6 and consult the following table: d6 Encounter 1 1d3 commoners (see area K17) 2 1d4 bandits (see area K8) 3 1d3 Crushing Wave reavers
K19 or K21, they quickly move to investigate and deal with any threat. K21. Lord’s Chambers A large semicircular room occupies the western half of this floor of the keep. Three narrow windows look
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
gems (worth 50 gp each). Cell Complex A number of small chambers are clustered around the center of this level of the stronghold. These rooms, labeled 1C through 14C, are cells meant to hold prisoners
golden eye swims into view in the stone’s writhing center. For each creature that sees the eye, roll a d12 and consult the following table. The creature is affected as if by a symbol spell of the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the treasure is less than what might be expected. White Gate. A white gate stands at the junction in the corridor to the west, leading to the Augmentation Chambers and to the Spawn Pools. Flesh Golem
. Select colors as you see fit, pretending to consult your notes each time. (The color changes have no effect on the encounter.) Creatures. A Red Wizard transmuter (see appendix B) and two Thayan apprentices
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canals. Check for a random encounter once every per hour while the party is swimming or moving by boat anywhere on a canal. Roll a d20 and consult the following table: d20 Encounter 1 1d4 + 1 ghouls
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
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is attacked. If the characters observe the interaction for 10 minutes, they witness the baron rise and issue an angry judgment before turning to consult with the priestess on other matters. The two
is currently in area 45 accusing a servant of stealing it. Treasure. The baron wears a platinum armband (200 gp). He also carries the key to the coffer in area 52. 43. Royal Servant’s Chambers This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
contents of the chest, consult chapter 7 of the Dungeon Master’s Guide. Roll four times on Magic Item Table A, two times on Table B, two times on Table C, once on Table D, and once on Table E. Any result
to the council chambers. 15. Kitchen Benches, counters, a table, several stools, three cupboards, various bins and barrels, and miscellaneous kitchen gear are scattered around the kitchen. The area






