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Returning 35 results for 'collector wall receive'.
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Backgrounds
Guildmasters’ Guide to Ravnica
and receive the attention of medics. You are also paid a salary of 1 gp (a Boros-minted 1-zino coin) per week, which (combined with free lodging in your garrison) enables you to maintain a poor
;sacred flame
1st
guiding bolt, heroism
2nd
aid, scorching ray
3rd
beacon of hope, blinding smite
4th
death ward, wall of fire
5th
flame strike
Kobold
Legacy
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Species
Volo's Guide to Monsters
erect a railing or a wall that prevents them from falling off the edge — high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
him to grant spells to mortals and for those mortals to receive his favor. Furthermore, kobolds are so frail that a single hit from a human’s weapon can kill one of them, so a tribe has little
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, disembodied tentacles. To the west, a wall made of black stone curves into this room, an arch opening into a darkened space beyond.
This room displays the Halvhrest family’s art collection. The
. The four busts and six paintings in this room are well made, and each fetches 50 gp from a collector. They are bulky, though: the busts each weigh 30 pounds, and the framed paintings weigh 15 pounds each.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Hint Checks Any character has the option of making these ability checks to receive a hint: Intelligence (Arcana) DC 10. The character sees one instance of a school of magic on the floor. Intelligence
(Investigation) DC 10. The character interprets the clue in the wall verse: there are eight schools of magic. Wisdom (Perception) DC 10. Each character who succeeds on this check sees an instance of the word “magic” in the floor.
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->Strixhaven: A Curriculum of Chaos
magical, but one is an obsidian orb cut in the motif of an ancient troll civilization. This orb would fetch 300 gp from a collector. Secret Door. A character who searches the east wall and succeeds on
tucked in nooks along the west wall of this open cave. Many of the book spines and scroll cases bear the Strixhaven star.
Items bearing the Strixhaven star were stolen from the university. A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
naturally formed culvert in the northeast wall, beneath the ledge. The stream is only 3 feet deep. The crystal formations growing throughout the cave are large enough for characters to hide behind
, but they are neither magical more valuable. Treasure Among the remains of the earth elemental, the characters can find an earth elemental gem. Before they can use it, however, it must receive a remove
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
receive a patron’s favor — are always dictated by the patron. On occasion, those terms include a special proviso that might seem odd or whimsical, but warlocks take these dictates as seriously as they do
willpower; you are required to abstain from alcohol and other intoxicants. 3 At least once a day, you must inscribe or carve your patron’s name or symbol on the wall of a building. 4 You must
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
wall sconce at the far end of the hall. Mounted below it is a bronze plaque that bears a warning in Common: “Behold the fate of those who defy me!”
The torch remains lit and doesn’t burn down as long
as it remains in this corridor. If taken from the hall, it burns down normally. Advice from the Spirits Any characters inhabited by the spirits of I’jin or Shagambi receive advice when entering this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
hewn walls, looking like gleaming cracks in the stone.
Tapestry. A huge tapestry depicting a dwarven kingdom under a mountain hangs from an iron rail and spans the south wall. The tapestry is so old
that it begins to crumble if any attempt is made to handle or move it.
Mirror. A tall oval mirror is mounted on the east wall. Carved into its stone frame are dozens of lidless eyes and the following
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
not receive the garlands, or if they took them off for any reason while within a quarter mile of Chuth’s lair, the dragon’s many animal spies alert him to the party’s approach. He waits at the mouth of
the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Spirits Any characters inhabited by the spirits of Nangnang, Obo’laka, or Shagambi receive advice when entering this area: Greedy Nangnang urges her host to snatch up the gold coins on the wall shrine
42. Kubazan’s Tomb A four-columned portico juts out from the far wall, beneath which a stone sarcophagus rests in a wall recess. Four ceramic frog masks hang in niches around the sarcophagus. Beneath
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cave Entrance Whether the characters follow Gundren’s map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden
potentially useful, but not particularly valuable. Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
leaning against the east wall. The oak hull is soft and waterlogged, as though the vessel has been underwater for years, and both halves are encrusted with barnacles.
Mast and Anchor. The mast and anchor
-high, arched ceiling and contains three 1-foot-thick, magic curtains of translucent, shimmering green seawater. Each watery curtain stretches from floor to ceiling and wall to wall. Sound passing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
star-shaped handle, two dials in red and blue, and two buttons of the same colors. Wall engravings behind the control panel show five groups of circles, with a small crystal embedded in the wall under
each one. The crystal under the configuration labeled “3” glows bright green. Three six-inch-diameter rusty iron pipes jut from the wall above the engravings.
When the characters reach this room
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
hangs from a cord around the figure’s neck.
Two nine-foot-tall stone statues stand atop plinths on either side of the pit. A third plinth against the south wall stands empty. One of the statues
toward the knight.
An invisible wall of force (as created by the wall of force spell) covers the top of the pit, shielding the clay golem and the chest below. By manipulating the statues, characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
wall of rubble.
Many amber doors lead from this hall. Standing in front of the south door are three ugly women in tattered black gowns with brooms and black, pointed hats.
An earth tremor collapsed
functions like a charm (see “Supernatural Gifts” in chapter 7, “Treasure,” of the Dungeon Master’s Guide). A creature doesn’t receive a dark gift if it is being manipulated or coerced, or if it declines
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
been pushed toward the wall and its chairs haphazardly tossed out of the way. In the middle of the room hop four unusual frogs. Each is glowing in vibrant colors—red, blue, violet, and orange—and has
been able to source. The costumes—and the frog race that is afoot!—were the students’ ideas. For the race, a single student will “coach” each frog toward the finish. The winning coach will receive
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
is killed. If the characters examine the cave walls, they find a strange, scrawled drawing on the northwest wall. The drawing crudely depicts a lanky goblin with a crystal jutting from its skull. The
Phandalin, and delivers on a promise to Hamun Kost at Old Owl Well. The characters can report to Harbin Wester to receive their 100 gp reward.
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
complex tasks.
A skeleton can fight with weapons and wear armor, can load and fire a catapult or trebuchet, scale a siege ladder, form a shield wall, or dump boiling oil. However, it must receive
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
liquid with a delicate, tantalizing fragrance.
At the center of the far west wall, between floor-to-ceiling mirrors, stands a massive organ. Its pipes blare out a thunderous melody that speaks in
information about the castle’s inhabitants, treasures, or dangers other than to say that the castle doesn’t receive many guests. The illusory vampire converses with the characters for no more than 3
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Ferryman’s Rest This 20-foot-high cave abuts the River Sargauth and has the following features: Door. An ornate stone door embedded in the northwest wall is flanked by bas-reliefs of helmed dwarves
payment of one coin per passenger. If it doesn’t receive the proper payment, both it and the boat fade away. Characters who destroy the skeleton or use an effect that turns undead against it can
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
atop it. Paintings on the chariot’s body show a tall bird with a long, sharp beak. On the south wall, a bronze shield bears the embossed image of a Chultan warrior carrying a spear, below an inscription
Nangnang or Obo’laka receive advice when entering this area: Greedy Nangnang encourages her host to grab some of the treasure from the chariot. Nervous Obo’laka warns its host that the cauldrons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
tossed over the back wall of the keep, or using the old tunnel that exits into the stream bed. This mission can be combined with another mission, such as saving the mill or rescuing villagers from the
the information to the governor doesn’t count. The characters also receive standard XP for any monsters they defeat along the way.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
tossed over the back wall of the keep, or using the old tunnel that exits into the stream bed. This mission can be combined with another mission, such as saving the mill or rescuing villagers from the
bringing the information to the governor doesn’t count. The characters also receive standard XP for any monsters they defeat along the way.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
within the hour, probably in multiple waves. We need brave souls like you on the wall.
“But which wall? Each city has reinforced a part of this fortress, and you’ll be stationed in a defense zone on
arranged for the characters to receive hazard pay of 1,000 GP each from the city they choose. All characters must agree on the same city patron. Show the players Map 1.1 and point out which defense zones
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
help to free me?”
The characters receive an impression of the direction to the entrance of the tomb, but the mysterious voice doesn’t respond to any queries. As they follow the voice, a narrow side
passage takes them to a dirty marble wall with a deep-set door made of bronze-encased stone, green with age (see the “Lost Tomb of Khaem: General Features” sidebar). LOST TOMB OF KHAEM: GENERAL
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
receive a writ exempting them for twelve months, but the writ must be produced every month when the Guard calls, or a new payment is required. If the Guard knocks at a door and receives no answer, a notice
trouble, direct taxes can also be imposed: A fire tax (usually 1 dragon per household), levied whenever a fire destroys a large portion of the city A wall tax or harbor tax (usually 1 dragon per
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Spellcasting Hall This room has a vaulted ceiling 30 feet high. It is lit by continual flame spells cast on stone wall sconces shaped like fiendish claws. The walls, floor, and ceiling are
unconscious. The first time the adventurers defeat a particular animated archmage statue, they receive XP for it as with any creature defeated in combat. Subsequent victories against that statue don’t provide
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that facility, provided the facility has space to house it. Bakers’ Guild Pastry You assign bakers to create baked goods for a prestigious event that occurs within the next 7 days. You can receive
-gallon barrels of ale (worth 10 GP each) to your Bastion in 7 days. Masons’ Guild Stone mask You assign masons to add a defensive wall to your Bastion at no cost. Alternatively, you can have the masons
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
55. Unkh’s Tomb Four marble columns support the ceiling of this grand tomb. Twin staircases ascend to an upper gallery, where a carving in the form of a giant maze adorns the wall. On the floor of
inhabited by the spirits of I’jin or Kubazan receive advice when entering this area: Fickle I’jin suggests waiting for the sarcophagus to turn gold before trying to open it. (Gold is I’jin’s favorite color
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
several deer are mounted on the walls.
A mimic disguised as a stuffed deer head has attached itself to a blank wooden plaque mounted on a secret door in the south wall. Markos trained the mimic to
. A character who inspects the wall and succeeds on a DC 11 Wisdom (Perception) check spots scratches around the plaque that suggest the plaque can be rotated in either direction. Doing so causes the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
him to. Advice from the Spirits Any characters inhabited by the spirits of Kubazan or Nangnang receive advice when entering this area: Wild Kubazan urges his host to try the roast boar. Greedy
. Each is made up of pentagonal patches stitched together. Any character who inspects the tapestry on the southwest wall and succeeds on a DC 15 Wisdom (Perception) check sees something more: a subliminal
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Barnum, harry conway, vallez gax, tinnel lovitt Diagram 4.1: The Perfect Hand Puzzle Solution Hint Checks Any character can make these ability checks to receive a hint: Intelligence (Investigation) DC 10
to arrange a group of objects in the correct order. It’s not important that the objects be cards—they could just as easily be statuettes or paintings on the wall. As long as the characters are given