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Returning 13 results for 'charges chambers'.
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charges chamber
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
with them. Under no circumstances does Krull allow intruders to enter the nine-story tower and disturb his experiments or Arkhan’s chambers. Krull is willing to lead the characters to Arkhan if they
whenever they hit with a melee weapon attack (already factored into Arkhan’s attacks). This extra damage is of the same type as the weapon’s damage type.
Hand of Vecna. The Hand of Vecna has 8 charges
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Zalthar’s Chambers Zalthar languishes in these chambers, shunning all other creatures except his sister. 34a. Zalthar Shadowdusk Furnishings. This room is furnished with several chairs and sofas
considers their presence an affront. He is a death knight, with these changes: Zalthar wields a nine lives stealer longsword with 5 charges remaining. He has a +13 bonus to hit with the weapon. On a
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
day but also the times for sunrise and sundown, the phase of the moon, and the position of the zodiac. The observatory charges visitors a fee to see the clock and have a scholar interpret it for them
. This is the observatory’s primary source of income; since demand is low, funding is a perpetual struggle. Adjoining chambers accommodate the observatory staff. Stairs ascend from the clock room to
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
chambers are home to the Bridge—the high-ranking officers who run Spelljammer Academy. In addition to the officers’ quarters, this level contains a private banqueting chamber, a library of spellbooks
circular main hall leading to three magical simulation chambers. Each simulation chamber is a large circular space with a domed ceiling and arcane runes carved into its stonework. Using preset command
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
spell fails, but any spell slots or charges aren’t wasted.
X8: Voalsh’s Quarters The door to this room from the hall bears small dots that read, in Qualith, “Chambers of Voalsh, whose fearsome wings
magic to decipher. It reads, “Chambers of Hashutu, most refined and chosen, who is blessed with writhing gifts for hands.” This chamber contains a large tub crusted with blue stains, a desk and shelves
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
chambers that protect the entrance to their realm. The place is still well fortified, even to this day. This former dwarven strongpoint is now occupied by a band of orc raiders, led by a fierce ogre who
so, Great Ulfe’s followers rebuild it within three days. Any orcs killed here are replaced by orcs from area 11. 4 and 4a. Archers’ Stations The dwarves carved out chambers on either side of the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
adventurers need a place to stay, and the High Tower boasts comfortable quarters, ample supplies of wine and ale, and spicy food. The establishment has six private sleeping chambers, each of which rents
magic item to help them complete a quest. Before giving them the item, Morley asks they return it in pristine condition. Magic Item Identification. Morley can cast the Identify spell at will. He charges 50 GP for each casting of the spell.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
seating, cots, mess tables, and several Humanoid skeletons. Between them, the skeletons have a green key card, a paralysis pistol with 3 charges remaining, and one spaceship trinket. Roll on the
lifeforms echo from the forest’s canopy.
Flagstone walkways lead from the garden’s round entry chambers and into the dense foliage.
This forested garden is landscaped to give the impression of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
important as the itinerary. Players are not expected to turn this into a dungeon crawl, if only because Horn Enclave is teeming with guards and other dwarves. Any wedding guests seen in private chambers or
wand blinks with blue and green light and is a failed experiment at combining a wand of fireballs and a wand of lightning. It functions as a wand of fireballs, except it has only two charges per day
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves
have fallen on hard times, sharing their wealth with others until they can recover. The sprawling, mazelike interior of the Oweland house has spawned rumors of hidden passages and secret chambers within
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, they must pay for her services. She charges 250 gp per person for training and another 25 gp per person per day of travel. Characters who want to be trained must undergo three days of intense lessons
have invaded ancient dwarven vaults and throne halls and turned these chambers into their lairs. Frost Hills The southernmost spur of the Spine of the World, the Frost Hills combine with the Evermoors
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
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
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
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
. A main hall lined with painted murals is abutted by many smaller side chambers once filled with fine furnishings and decorations. All of that has rotted away to nothing now, but a series of shackles
found in Kwalish’s lab in part 3 of the adventure, are two such devices. Alongside countless dead energy cells spread across this area, the characters also find 1d6 charged cells, each holding 20 charges






