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Returning 20 results for 'connecting with robes'.
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
that extends under area 26. The doors to this connecting corridor are blue. 25a: Western Simulator This simulation chamber contains four mimics trained to play along with whatever illusion magic is
doppelgangers take on a variety of disguises to match whatever illusion magic is cast on the room from area 26. If the room isn’t affected by an illusion, the doppelgangers assume the forms of nondescript Humanoids cloaked in silvery robes.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
that extends under area 26. The doors to this connecting corridor are blue. 25a: Western Simulator This simulation chamber contains four mimics trained to play along with whatever illusion magic is
doppelgangers take on a variety of disguises to match whatever illusion magic is cast on the room from area 26. If the room isn’t affected by an illusion, the doppelgangers assume the forms of nondescript Humanoids cloaked in silvery robes.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
characters make their way through the tunnels, they might encounter these cultists. A typical encounter consists of two lawful evil human cultists dressed in black robes, each carrying a censer and wearing
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
four sets of black robes and four gold devil masks, as worn by the cultists encountered elsewhere in the dungeon. V32. Connecting Tunnel The dim light from two of the cultists’ green-glass lanterns
characters make their way through the tunnels, they might encounter these cultists. A typical encounter consists of two lawful evil human cultists dressed in black robes, each carrying a censer and wearing
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
roll the same name for a plaque more than once, the plaque is missing. Crypt Plaques d10 Plaque 1–2 Scratches make the plaque unreadable 3–4 The plaque is missing 5 Minara of the Scarlet Robes 6
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
seam in the rock. The passage to the east splits, with both routes connecting to area S3. One path enters area S3 through a broken crypt in that room’s wall, while the other descends 15 feet and leads
roll the same name for a plaque more than once, the plaque is missing. Crypt Plaques d10 Plaque 1–2 Scratches make the plaque unreadable 3–4 The plaque is missing 5 Minara of the Scarlet Robes 6
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet high, with 6-foot-high doorways connecting the chambers. Depth. The sea floor is 40 feet below the surface of the water. The Marshal’s highest point is 5 feet below the surface of the water. The
nonbelievers. M8. Brig The brig’s door is made of rusted iron. Inside is a broken chamber pot and four skeletons wearing torn and rotted priest robes and manacles with broken, rusty chains. Skeletons
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
feet high, with 6-foot-high doorways connecting the chambers. Depth. The sea floor is 40 feet below the surface of the water. The Marshal’s highest point is 5 feet below the surface of the water. The
nonbelievers. M8. Brig The brig’s door is made of rusted iron. Inside is a broken chamber pot and four skeletons wearing torn and rotted priest robes and manacles with broken, rusty chains. Skeletons
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
has five means of entry and exit: The door adjacent to crypt 1 (connecting with area K81) A barred archway to the north (connecting with area K85) A barred archway to the south (connecting with area
K86 but warded by teleport traps) A barred archway to the east (connecting with area K87) The high tower stair (area K18) or the shaft (area K18a) to the west Each crypt is sealed with a chiseled
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
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
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
connecting to area V32. V10: Trapped Black Rose Bearer Both doors to this room are locked. A character can take the key from Guerthel (see area V4), or as an action, a character can use thieves’ tools to
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enter the baths bearing nothing but the thin robes she provides, leaving all weapons and other possessions with her. Merilyn’s reputation, and that of her highly capable attendants, is formidable enough
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no gates or drawbridges, as any attackers foolish enough to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
private meeting place. Its longtime proprietor, a neutral female moon elf spy named Merilyn Allaryr, ensures that clients enter the baths bearing nothing but the thin robes she provides, leaving all
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
enter the baths bearing nothing but the thin robes she provides, leaving all weapons and other possessions with her. Merilyn’s reputation, and that of her highly capable attendants, is formidable enough
rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no gates or drawbridges, as any attackers foolish enough to
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
private meeting place. Its longtime proprietor, a neutral female moon elf spy named Merilyn Allaryr, ensures that clients enter the baths bearing nothing but the thin robes she provides, leaving all
across the harbor mouth and keeping anything larger than a rowboat from entering or leaving. As for land-based attacks, the 400-foot-long causeway connecting the Seatower’s islet to the shore needs no
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a
, extending twenty-five feet above the water. Most of the cave appears natural, except for a rough ledge that has been cut into the rock running along the southern edge, connecting with the adjacent cave
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
against the south wall features a wooden bowl of fruit. A wooden bench is against the north wall, and in the center of the room a wooden chair faces the bench.
Three lizardfolk in robes are reciting a
, extending twenty-five feet above the water. Most of the cave appears natural, except for a rough ledge that has been cut into the rock running along the southern edge, connecting with the adjacent cave
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg’s top with a successful DC 15
humanoid in ceremonial robes. An altar, with images of dragons carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a