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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     master, which then absorbs the knowledge and experience contained therein. Mind flayers conceive of this oneness with the elder brain as a sacred state akin to an afterlife.
Hive Mind
Elder brains
                                                
                                            
                                                
                                                     ties), an elder brain can take one of the following lair actions; the elder brain canât take the same lair action two rounds in a row:
Force Wall. The elder brain casts wall of force.
Psionic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    Halasterâs Tower Encounters in Halasterâs tower (areas 22 through 36) are keyed to map 23. The tower is contained in a demiplane that exists outside Undermountain, yet all the normal restrictions to
                                                
                                            
                                                
                                                     magic apply (see âAlterations to Magicâ). A portal connects areas 23 and 26, allowing passage to and from the tower. Ceilings in the tower are 20 feet high and flat. All interior spaces are lit by continual flame spells cast on gaudy iron wall sconces.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    2: Pool A young aboleth named Thâkogga is contained in the 80-foot-deep pool of water here. Aware of the roomâs controls but unsure how they operate, Thâkogga attempts to charm any creature that
                                                
                                            
                                                
                                                     comes within 30 feet of the pool, then urges that thrall to help it escape. An invisible seal, like that created by the Wall of Force spell, covers the pool. A detention drone or a creature with a blue or
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     above the cauldron.
 Illusory Wall. An illusory wall hides area 18. A detect magic spell cast on the wall reveals an aura of illusion magic. The wall has no substance, and creatures and objects can pass
                                                
                                            
                                                
                                                     right through it. The wall can be removed with a successful dispel magic spell (DC 14).
 Nylas plans to ambush and kill Turbulence (see area 17) when she enters the hall to drink from the cauldron
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     fills this dark cave, and various oozes slither across the walls and floor. Some sort of fungal wall or partition once divided the cave, but that barrier has been destroyed. Beyond it lies more
                                                
                                            
                                                
                                                     wreckage and debris scoured clean by the oozes.
 This area once contained a stockade fashioned from zurkhwood and trillimac fungi. Here, the deep gnomes kept their deep rothé (Underdark cattle). The place
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
                                                    
                                                
                                            
                                                     jar 3 Burning fire 4 Cracked gem 5 Door 6 Fresco 7 Furniture 8 Glass sculpture 9 Mushroom field 10 Painting 11 Plant or tree 12 Pool of water 13 Runes engraved on wall or floor 14 Skull 15 Sphere of
                                                
                                            
                                                
                                                     directions (true or false) 42â44 Grants a wish 45â47 Flies about to avoid being touched 48â50 Casts geas on the characters 51â53 Increases, reduces, negates, or reverses gravity 54â56 Induces greed 57â59
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     endured the elements for centuries and defied the degradations of time. Visible for miles around, Candlekeep has an eye-catching silhouette: a high wall interspersed with towers. This wall encloses a
                                                
                                            
                                                
                                                     prophecies of an ancient sage named Alaundo the Seer. Those compiled divinations make up a tiny fraction of the accumulated knowledge and secrets contained in the libraryâs vast collection. Not all
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the back wall.
 Head and Mace. Piled in the middle of the room are ten shattered stone chests. A mace and a headless human corpse lie on the floor next to this rubble. The corpseâs severed head lies
                                                
                                            
                                                
                                                     a few feet away. Maggots feast on the rotting remains.
 Any character who succeeds on a DC 15 Intelligence (Religion) check realizes that the hand shape on the back wall resembles the symbol of Torm
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    Vizeranâs Secret Route Grin Ousstyl shows the characters a secret door in the cavern wall outside of Vizeranâs tower. Beyond this door is a long and winding tunnel that took Vizeran centuries to
                                                
                                            
                                                
                                                     Menzoberranzan and what they can expect to find there, he relates the information contained in âThe Way of Lolthâ section. He can also describe the major districts of the city.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    The Cauldron Caves A cave network extends into the snow-swept cliffs along the shore of Lac Dinneshere. This complex once contained a sacred hot spring where elderly frost giants came to end their
                                                
                                            
                                                
                                                     otherwise harmless. Ice Everywhere. Slippery ice covers every wall, ceiling, and floor (see âSlippery Iceâ in the Dungeon Masterâs Guide). Characters with crampons strapped to their boots can traverse
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    21. Secret Stairs A narrow spiral staircase made of creaky wood is contained within a 5-foot-wide shaft of mortared stone that starts in the attic and descends 50 feet to the dungeon level, passing
                                                
                                            
                                                
                                                     dollhouse (area 20). Once the house wills the secret door into existence, characters find it automatically if they search the wall (no ability check required). Characters who descend the spiral staircase
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    16. Blood Baths The iron stench of blood floods this chamber. Along one wall, a row of gore-filled pools sink into the floor. Blood trails and bloody footprints run between the pools.
 When they
                                                
                                            
                                                
                                                     awake each day, the yuan-ti ritually bathe in the blood of sacrifices. The blood is contained within these stone baths and heated by thermal vents underneath each pool. When the characters enter, four
                                                
                                            
                                        
                                                     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
                                                
                                            
                                        
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     feet deep, with a 200-foot-wide alcove in the center of the east wall. Six pillars, each 20 feet in diameter and 60 feet tall, support the vaulted ceiling. The walls are lined with niches and sconces
                                                
                                            
                                                
                                                     warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    34. Transmutation Classroom Light. The 20-foot-high room is lit by continual flame spells cast on wall sconces spaced 15 feet apart. The flames shift color every minute.
 Circle. Inscribed inside a
                                                
                                            
                                                
                                                     a wizard whose arcane tradition is the School of Transmutation. When a creature or an object under the effect of a transmutation spell is fully contained in the circle, the effect of that spell
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    .
 Portrait. Behind the bottle, hanging on the wall, is a large framed portrait of a wild-haired old man (Halaster) gazing down at the boat with a mad gleam in his eyes.
 The longship model is 54 inches long
                                                
                                            
                                                
                                                     by 15 inches wide, contained in a corked glass bottle 5 feet long and 1œ feet wide. The bottle rests on its side in a wooden stand and is portable. A detect magic spell reveals an aura of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                     Iniarvâs Tower by smashing a hole through a tower wall are chased by Chimera Crew members Alevene Windcoat and Niri Bronzecrown, who are chaotic evil human veterans. There are two greater zombies plus
                                                
                                            
                                                
                                                     attempts to flee back to Iniarvâs Tower. If the characters capture one of the criminals, they reveal how the zombies escaped the ruins in addition to the information contained in the âChimera Crew
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     and then settles again into quiescence, until later in the day when the process reverses itself, as residents return from work and servants leave. The liveliest, and perhaps the loveliest, part of the
                                                
                                            
                                                
                                                     ward is the Cliffwatch. Here, the plateau upon which Waterdeep sits features cliffs so steep and high that the city wall is interrupted to either side of them. Some of the most lavish residences and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    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
                                                
                                            
                                                
                                                     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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     Locationsâ). City Walls A 30-foot-high stone wall winds like a snake around the city. Two other walls, identical in height to the outer wall, separate the city into its three great sections. Access to
                                                
                                            
                                                
                                                     the wall tops can be gained via lifts in each gatehouse. In addition, along the inside base of the outer wall are secret compartments at 300-foot intervals, each one containing a 30-foot-tall wooden
                                                
                                            
                                        
                                                    Delerium Chip
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Geode
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Massive Cluster
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     five covered pits (see the sidebar). On the west wall adjacent to the northernmost pit is where the torture chamber is painted. The wall hiding the passage to the west shows a depiction of an iron door
                                                
                                            
                                                
                                                     studied all the way from the entrance to where the path forks toward areas 5 and 6, the individual with such perseverance will be rewarded by suddenly understanding that a message is contained in barely
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     juices. The varnish also protects against water damage. A svirfneblin archmage named Lesla Carrowil authored both spellbooks. The wizard spells contained in each book are listed below; feel free to swap
                                                
                                            
                                                
                                                     telepathic bond, telekinesis, wall of stone
 6th level: chain lightning, disintegrate, Drawmijâs instant summons, eyebite, flesh to stone, Ottoâs irresistible dance, true seeing
 7th level: forcecage
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     army of a hundred warriors. Three suits of full plate armor rest on dummies by the western wall. Weapons Locker. This locker is reinforced with a superior lock. To open this door, a character must
                                                
                                            
                                                
                                                     wall. B8. Guard Room The soldiers relax in this chamber when theyâre not on duty, wiling away their downtime by playing cards, drinking, or singing. There are 1d4 + 2 guards in here at any time of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     human male kneeling within a circle of burning torchstalk mushrooms in the center of the cave and two ragged figures lurking near a zurkhwood door set into a wall thirty feet distant. The figure in the
                                                
                                            
                                                
                                                    .
 Filthriddens is contained within a cave roughly 100 feet long and 60 feet wide. The characters enter from a natural tunnel along one of the shorter walls, with another tunnel exiting on the opposite side
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     features: Green Slime. Each 10-foot-wide, 15-foot-high section of vertical wall is covered with six 5-foot-square patches of green slime (see âDungeon Hazardsâ in chapter 5 of the Dungeon Masterâs Guide
                                                
                                            
                                                
                                                    ).
 Secret Door. The slime obscures a secret door. Ability checks made to search the walls for secret doors are made with disadvantage until the slime is scraped off the section of wall in which the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    22. Chamber of the Nacehual (Nah-SAY-wal, the achieved ones) All the doors bordering this lozenge-shaped room are made of heavy bronze. Colorful glyphs are scribed on the western wall. There are two
                                                
                                            
                                                
                                                     appendix B) in suspended animation. The male is named Cipactonal (See-PAK-ton-al), and the female is Oxomoco (Oks-OH-mo-koh). They used the potion that the flask once contained to feign their death. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     hold stone dishes and tankards. Some of the dishware contains globs of edible gray slime. (The mind flayers use these dishes to bring food to prisoners in area 10.)
 Wall of Force. The rubble-strewn
                                                
                                            
                                                
                                                     passage to area 8a is blocked by an invisible wall of force that is generated from area 16c.
 The mind flayers gained control of two scaladar (see appendix A) and implanted duergar brains in them
                                                
                                            
                                        
                                                     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
                                                
                                            
                                                
                                                    .
 Papazotlâs bones are contained within the sarcophagus, but they are well protected (see âGlass Cauldronsâ and âBronze Shieldâ below). Advice from the Spirits Any characters inhabited by the spirits of
                                                
                                            
                                        
                                                    Delerium Crystal
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                    Delerium Shard
                                                    
    
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                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     acid, cold, fire, and lightning damage; as well as slashing and piercing damage from magical weapons.
Vulnerable to bludgeoning damage from magical weapons.
Unless contained within an antimagic field
                                                
                                            
                                                
                                                    
1
Gravity breaks within a 100-foot radius area for 1 hour. Creatures levitate in midair, and must move by pushing or pulling against a fixed object or surface within reach (such as a wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , vaulted ceiling.
 Sarcophagus. A black marble sarcophagus flecked with gold stands close to the south wall, its lid carved in the likeness of a dwarf king.
 Crystal Panels. Ten glittering panels are
                                                
                                            
                                                
                                                    . (The panel in the middle of the south wall is set into a secret door that swings open into area 29b.)
 The lid of the sarcophagus can be lifted by creatures with a combined Strength of 20 or more
                                                
                                            
                                        






