Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'contain wall receive'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        certain wall receive
                                    
                                
                                    
                                        certain ways receive
                                    
                                
                                    
                                        certain well receive
                                    
                                
                                    
                                        certain will receive
                                    
                                
                                    
                                        certain walk receive
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the
                                                
                                            
                                                
                                                     so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    . Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count
                                                
                                            
                                                
                                                     before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied their
                                                
                                            
                                                
                                                     receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts its turn
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby
                                                
                                            
                                                
                                                     boons of your choice before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world
                                                
                                            
                                                
                                                     Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     conjured up a misty prison to contain the newly immortal Strahd, thereby preventing the count from serving as the conquering force that the priests sought to loose upon the world; thus they were denied
                                                
                                            
                                                
                                                     can receive each boon only once.
Boons of Undeath
d6
Boon
1
Priest of Osybus (Dread);Dread. Eerie whispers can now be heard around the priest. Any non-Undead creature that starts
                                                
                                            
                                        
                                                     Monsters
                                                    Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                    .
But they were then betrayed. Osybus had not lied; he had himself become one of the Dark Powers, and he and the other Dark Powers had conjured up a misty prison to contain the newly immortal Strahd
                                                
                                            
                                                
                                                     these boons of your choice before the priest faces adventurers. If you do so, the priest is Undead, rather than Humanoid, and a priest can receive each boon only once.
Boons of Undeath
d6
Boon
                                                
                                            
                                        
                                                     Monsters
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     of twinkling stardust follows Nafas wherever he goes, as evidence of his cosmic might.
No bottle, vase, ring, or lamp can contain Nafas. The genie is bound to the Infinite Staircase itself, anchored
                                                
                                            
                                                
                                                     this role, Nafas sends adventurers to distant worlds to fulfill the wishes of creatures beyond his reach. Adventurers who return to Nafas successful receive gifts as rewards. As a noble genie, Nafas
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     protect against psychic damage or mental intrusion. The centerpiece of a sapphire dragonâs hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of
                                                
                                            
                                                
                                                     dragon can shape the stone to open or close a passage through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragonâs lair
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     intrusion. The centerpiece of a sapphire dragonâs hoard is usually a cataloged, orderly collection of war gear, which can contain ancient relics of immense power.
Creating a Sapphire Dragon
Use
                                                
                                            
                                                
                                                     through a wall, as long as the wall is less than 10 feet thick.
Regional Effects
The region surrounding a legendary sapphire dragonâs lair is altered by the dragonâs magic, creating one
                                                
                                            
                                        
                                                    Kobold
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Species
                                                    Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     earth are strong or weak, are bearing a load or are safe to excavate, or are likely to contain minerals or offer access to water. This ability enables them to fashion secure homes in places where other
                                                
                                            
                                                
                                                     erect a railing or a wall that prevents them from falling off the edge â high enough to protect a kobold but low enough to serve as a tripping hazard for a larger creature.
Those of other humanoid
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     empty. The wine names are emblazoned on the barrels, as is the wineryâs name: the Wizard of Wines. The barrels against the east wall contain Purple Grapemash No. 3, a cheap wine. The four barrels against
                                                
                                            
                                                
                                                     the south wall contain Red Dragon Crush, a fine wine. The wine racks contain thirty-three bottles of Purple Grapemash No. 3 and twenty-four bottles of Red Dragon Crush. Treasure Among the wine bottles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    3: Engineerâs Quarters The sphereâs chief engineer used this chamber as an office, a workshop, and living quarters. The metal drawers along the south wall contain books inscribed with complex
                                                
                                            
                                                
                                                    , describes how the sphereâs creators employed the slaad control gems in area 32 to contain the power of the elemental portal in area 33. Treasure. Scattered among the equipment are a blue key card, a set of tinkerâs tools, and five star rose quartzes worth 50 gp each.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the area with devastation orbs, the prophets tear open rifts to the elemental planes so that nothing can resist the elemental power. The characters must contain the damage. Each time the characters
                                                
                                            
                                                
                                                     themselves in the area. Haayon the Punisher threatens Beliard, while Westbridge gives in to the Counsel of Despair. The adventurers might receive word of these situations, or the party might stumble across them.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs 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 âmagicâ in the floor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    D6. False Tomb Two sealed stone sarcophagi rest in alcoves dug into the south wall here. Each sarcophagus releases a cloud of corrosive dust when opened, filling the 10-foot-by-10-foot area north of
                                                
                                            
                                                
                                                     the sarcophagus. Any creature in the area must make a DC 15 Dexterity saving throw, taking 14 (4d6) acid damage on a failed save, or half as much damage on a successful one. The cloud then disappears. The sarcophagi contain nothing of interest.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     wooden ladders that lean against the walls. The ceiling here is 15 feet high. The bottles contain the dried-up remains of potions that lost their efficacy long ago. The ladders were once used to reach
                                                
                                            
                                                
                                                     the higher niches, but they can no longer support any weight. A secret door is set in the north wall. It can be pulled open to reveal a staircase landing (area X21).
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    13. Riverside Caves These rooms contain conveyances the characters can use to travel up and down the River Sargauth. 13a. Drow Rafts The drow use rafts to ply the River Sargauth. Leaning against the
                                                
                                            
                                                
                                                    . Ferrymanâs 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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    W19. Sleeping Quarters Two pairs of bunk beds occupy this room. Against the west wall rest four identical footlockers. Davian, Adrian, and Elvir sleep in the westernmost room. Claudiu and his two
                                                
                                            
                                                
                                                     has painted orange flames where its mane, tail, and hooves should be. Carved into the wooden nightmare is the name âBeucephalusâ and, in smaller lettering, the slogan âIs No Fun, Is No Blinsky!â The footlockers contain clothing and personal belongings, but nothing of value.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     corners of the room. (These statues are harmless.)
 Dome. A deep, 20-foot-high alcove in the north wall contains four invisible stalkers trapped inside an invisible, dome-shaped wall of force rising
                                                
                                            
                                                
                                                     from the floor. (Any items that Halaster removed from the mine carts in level 15, area 1, lie on the floor inside the dome. The dome appears to contain nothing else.)
 The dotted circle on map 23
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     yore, and they contain handwritten margin notes and graffiti from previous owners. The fresco on the east wall depicts a wizardâs tower floating above a city being pulverized by meteor swarms. The
                                                
                                            
                                                
                                                    -tiered bookshelves packed with old leather-bound tomes.
 Illusory Frescoes. At the north end of the east wall is a 20-foot wide, 8-foot-tall painted fresco. A similar fresco adorns the middle of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    7. Entombed Greatship Two punts are anchored next to a frost-covered greatship half-embedded in a wall of ice. The hull of the ship leans at a precarious angle. Relaxing in one of the punts is a lazy
                                                
                                            
                                                
                                                     male frost giant, who barks orders at eighteen Northfolk (CE male and female Illuskan human tribal warriors). The Northfolk are tethered to the icy wall by ropes tied to iron spikes and are using
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wall above the arch are the following words in Draconic: âOnly a dragon can unlock this gate.â
 Fountains. Alcoves to the west and east contain stone fountains, each carved to look like a perched
                                                
                                            
                                                
                                                    16. Arch Gate to Level 15 Ceiling. This chamber soars to a height of 30 feet.
 Arch. A stone arch set into the south wall is decorated with gold-inlaid images of dragons in flight. Carved into the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     nearby upward-sloping passages, raised floors, or rising stairs to contain the water 15 Lava flows through the area (50 percent chance of a stone bridge crossing it) 16 Overgrown mushrooms block
                                                
                                            
                                                
                                                     progress and must be hacked down (25 percent chance of a mold or fungus dungeon hazard hidden among them) 17 Poisonous gas (deals 1d6 poison damage per minute of exposure) 18 Reverse gravity effect causes creatures to fall toward the ceiling 19 Wall of fire blocks passage 20 Wall of force blocks passage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     goes up along the east wall leads to area K20. Treasure Three of the alcoves contain nothing of value. A loose flagstone in the southeast alcove covers a hidden cubbyhole in the floor, in which is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     roughly forty feet across and ten feet deep. A five-foot-high ledge to the north overlooks the pool. A similar ledge spans the eastern wall, with a rough-hewn staircase leading up to it. A few crates sit
                                                
                                            
                                                
                                                     atop the eastern ledge. The water is fresh. The ceiling is roughly 20 feet above the surface of the pool. The fissure in the ceiling is 3 feet wide at its widest point, and 6 inches at its narrowest. The crates on the eastern ledge contain heaps of adult-sized clothing.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    . Treasury Two chests carved from zurkhwood sit atop low stone tables against the west wall of this room. Treasure. The chests contain treasure that the mind flayers use to bribe creatures they canât devour
                                                
                                            
                                                
                                                     Quaalâs feather token (tree), and a drow-made dagger with silver web filigree. The dagger magically plays a fragment of a guitar solo when struck or used to strike a foe. The dagger is worth 750 gp. 13b. Outer Guard Post The north wall of this empty, unfurnished room contains a secret door.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     light and renders the pieces nonmagical. The doors along the north wall open into the rooms beyond. The doors to the west and south have hinges on this side and open into the hallway. The clay urns are purely decorative and contain nothing of value.
                                                
                                            
                                                
                                                     is embedded in the wall at the east end of the hall. Along the hallâs length are two more sets of double doors, a single door, and two clay urns covered with dust and cobwebs.
 The orb at the east
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     walls contain alcoves, and standing in each alcove is a tall, rough block of amber. Two wide cracks have opened up in the south wall, spilling rubble and shattered pieces of amber onto the floor in
                                                
                                            
                                                
                                                    X42. Amber Vault A golden marble staircase with a black marble railing hugs the north wall as it spirals gently up a thirty-foot-wide shaft. Lying in the middle of the room are six rotting wooden
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     free.
 Corridors, Ramps, and Staircases. A facility can contain one or more corridors, ramps, or staircases leading to other facilities in the Bastion. These features are free.
 Defensive Walls. A
                                                
                                            
                                                
                                                     character can add defensive walls around their Bastion. A defensive wall is 20 feet high and may include a walkway along its top, with a means to access it (such as a ladder or lift). Each 5-foot square
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Force Field An invisible field of magical force surrounds and covers Kolat Towers. The field is paper-thin and stands just outside the outer wall of the estate, extending upward to contain the
                                                
                                            
                                                
                                                    , going under the field to the other side of the towersâ outer wall. Since Kolat Towers is surrounded by other buildings, thereâs a 75 percent chance that any digging attracts 2d6 members of the City
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     atop it. Paintings on the chariotâs 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 Oboâlaka receive advice when entering this area: Greedy Nangnang encourages her host to grab some of the treasure from the chariot. Nervous Oboâlaka warns its host that the cauldrons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     carved into the stone. These records contain only what the librarians were able to write down. Even with their network of messengers and informants, and the visions they receive using the powers of
                                                
                                            
                                                
                                                     doorway in runes that anyone who knows Dwarvish or Giant understands: The past is a crystal, for it can be seen from many facets yet it always remains the same. 
 These rooms contain crystals of many
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    -size statue of a dwarf in plate armor, wearing a bucket helm and standing at attention atop a block of stone that measures 3 feet on a side.
 Secret Door. Set into the north wall is a secret door that
                                                
                                            
                                                
                                                     a 6-inch-thick wall of stone that bisects the room from east to west, creating separate chambers to the north and south. The wall is permanent. Each 10-foot-square section of it has AC 15, 180 hit
                                                
                                            
                                        






