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                        Returning 35 results for 'confined wall receive'.
                    
                
                        
                            
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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of
                                                
                                            
                                                
                                                     vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to
                                                
                                            
                                        
                                                     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
    
    
        This doesn't reflect the latest rules and lore.
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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
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     effect.
Donjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the
                                                
                                            
                                                
                                                     servants before you can claim the monastery as yours.
Vizier. At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     receive.  Agency Contacts   d8 Contact   1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
                                                
                                            
                                        
                                                     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->Curse of Strahd
                                                    
                                                
                                            
                                                     room. S15e. Mongrelfolk Horde This room is packed wall to wall with mongrels wallowing in their own filth. The floor is strewn with gnawed bones. Sixteen screaming mongrelfolk are confined here. The
                                                
                                            
                                                
                                                     end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     an eye patch. It clutches a whip in one bony hand.Along the east wall are three rusty gates with mold-covered cells beyond them. Cultists used to perform ghastly rites here. Human prisoners were
                                                
                                            
                                                
                                                     confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies. Cells. All three cell doors are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    Event 4: Escape Attempt K’Tulah reaches the end of her patience with being confined, and she tries to break the quarantine. This event can begin in any area. When you're ready to begin this event
                                                
                                            
                                                
                                                    , read the following boxed text aloud: K’Tulah, biting her lip to keep from singing, slumps to the floor with her back against a wall and her head in her hands. After a moment her ears flatten, and she
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
                                                
                                            
                                                
                                                    , read: The stench of sweat fills the humid air. You are chained to the wall of a dank, partially flooded pit. Other prisoners whimper nearby, lit by faint torchlight from the hole above.
 If characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     trod underfoot. Two tall urns shaped like wicker baskets stand along the north wall, each one filled with river stones.
  Creature. The centaur figure is the mummified remains of a sacred offspring
                                                
                                            
                                                
                                                     confined there. Thus, if any character tries to exit this room by any door other than the one entered from, the centaur mummy (see appendix B) animates and attacks the characters. The mummy will also defend
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
                                                
                                            
                                                
                                                     wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
                                                
                                            
                                                
                                                     destroyed otherwise. Halaster favors three kinds of gates: Arch Gate. This gate looks like an archway chiseled into a blank wall. The archway is 10 feet high and 10 feet wide unless otherwise noted. Most of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    51. Ghastly Door What appears to be a large stone door looms at the end of the hallway, but it bears no handles or hinges. Jutting from the wall on either side of the door are two matching bronze
                                                
                                            
                                                
                                                     into secret rooms on either side of the door, where six ghasts are confined (three per room). The stone door opens when a pint or more of fresh blood is poured into the mouth of each bronze serpent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The
                                                
                                            
                                                
                                                     on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.
 No object created by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    , water laps at the edge of the stone floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall
                                                
                                            
                                                
                                                    . Another of these watery steps in the terrace is somewhat lower than the first; at the level in between these aquariums, the terrace steps are dry, but the area is still enclosed by a glassy wall like the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a
                                                
                                            
                                                
                                                     (Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
                                                
                                            
                                        
                                                     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->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
 Three wolves are confined here. They can’t reach targets standing on the steps, but all
                                                
                                            
                                                
                                                     given food, the DC drops to 10. Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that’s been discarded
                                                
                                            
                                        
                                                     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->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->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     are held in the cell to the south, while a human boy is confined to the north. All are dressed in plain gray tunics and have iron collars fitted around their necks.
 A heap of discarded clothing is
                                                
                                            
                                                
                                                     piled carelessly against the far wall.
 Two Redbrand ruffians in scarlet cloaks stand guard here, though they spend most of their time taunting the hapless prisoners (see the “Captives” section). If
                                                
                                            
                                        
                                                     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->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->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->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->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->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->Tomb of Annihilation
                                                    
                                                
                                            
                                                     plate mounted on the wall is polished to a mirror-like sheen.
 At night, Ras Nsi (see appendix D) rests here, weakened by the death curse that is slowly consuming him. If enemies corner Ras Nsi
                                                
                                            
                                                
                                                     an aura of transmutation magic around the shields. Only Ras Nsi can activate the shields, and the effect is confined to this room. Teleporter The engraved stone disk in the eastern alcove is one of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
                                                
                                            
                                                
                                                     is forced open, one of the sahuagin immediately moves toward the west wall to ring the gong, while the remaining guards defend the entrance. If this creature is slain or otherwise prevented from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
                                                
                                            
                                                
                                                     and is unmoored. It travels throughout the tomb at random, though is confined by the tomb’s magic to stay within its rooms and corridors rather than boring through the walls. This sphere can be
                                                
                                            
                                        






