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Returning 21 results for 'containing reflections grinding to have rotation'.
Other Suggestions:
containing reflection granting to have rotation
containing reflection gaining to have rotation
containing reflection guiding to have rotation
containing reflecting granting to have rotation
containing reflection grinding to have rotation
Magic Items
Tasha’s Cauldron of Everything
, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or
1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
through the tunnel safely. Rotating Tunnel Read the following text to players the first time their characters are caught in a rotating tunnel: With a loud grinding noise, this section of crawlway begins
to rotate, instantly cutting off the exits ahead and behind. You can feel the passage sink about five feet as it turns. After a few seconds, it comes to a stop and the grinding abates.
When tunnel
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
that unlocks this door. T3: Gem Room This room contains open crates of gems sorted by color and type. Most are neatly faceted, though a few remain uncut.
Guards. This room is part of the guard rotation
hold rolled-up sheets of parchment.
Guards. This room is part of the guard rotation. Roll to determine if a guard is present (as described in “Interior Security”). Shelves of Potions. The four
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
own, grinding the contents of the mortar into a mush or fine powder that’s equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage
reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
preens and holds long, complimentary conversations with myriad admiring reflections here. Escape Tunnel. From the sleeping chamber, a concealed escape tunnel leads out through a hollow root before
terrain. Regional Effects The region containing a faerie dragon’s lair can be transformed by its presence, creating one or more of the following effects:
Compulsory Offering. The first time a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Cycle, the time it takes for the largest gear in Mechanus to complete a single rotation. However, on at least one occasion, the march came early, and legions of modrons wreaked widespread havoc as
they trampled across the planes and their unsuspecting residents. Regional Effects The region containing Automata’s planar gate is influenced by the magic of Mechanus, creating one or more of the
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Intense buzzing or grinding noises fill the region for the next 24 hours. With the exception of truly cacophonous sounds, creatures can only hear speech and noises that originate within 10 feet of them. 06
reflections. Creatures, objects, and energy reflect, refract, duplicate, or are transported elsewhere. Such locations arise from the intrusion of a theorized Plane of Mirrors upon the Material Plane, or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
throughout his body. When he bothers to speak, his voice sounds like grinding stones. Ogrémoch is a miser who regards all the resources and treasures found in the ground as his own. He holds nothing but
Dexterity saving throw (target’s choice) or be knocked prone. Regional Effects The region containing an elemental node in which Ogrémoch is present is seriously affected, becoming geologically
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Grain harvested from area 7 is brought here and made into flour. The grinding of the millstone, the cranking of the water wheel, and the rush of water pouring down the mountainside drown out most other
action to open a stall containing two boars. On their next turn, the boars rush out of the stall and attack intruders while the yakfolk kills the humans and then flees to the chief’s hut (area 8) to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
G13, they find the burrowshark here with his trained bulette mount. Half the time, the pair is asleep. Treasure Stashed under his leather saddle “pillow,” Rorgrin keeps a small leather bag containing
ceiling cast a lurid purple glow over everything. Issuing from a tunnel that descends toward the east is the loud, constant sound of stone grinding against stone.
If the nothics in area G15 retreat
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
staircase railing. Framed portraits and mirrors festoon the walls, surrounding you with judging looks and dark reflections. You hear something scratching at one of the many doors. The scratching noise
Master’s Guide). Treasure. The iron chest contains several items: A silk bag containing 180 ep, each coin bearing Strahd’s stern visage in profile A leather bag containing 110 gp A wooden pipe that has
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
containing 20 gp and a pair of polished bloodstones worth 50 gp each. Development If the characters defeat these hobgoblins and then leave this part of the dungeon, the guards are replaced by the
. Treasure The hobgoblin captain has a small, polished oak box containing three potions of fire resistance and a potion of greater healing. E11. Cellblock This long passage is broken at regular intervals by
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
objects and can’t be broken. Reflections. Reflections in this room take on a life of their own, taunting the creatures who cast them. A creature that converses with its own reflection must succeed on a
-foot-deep pit filled with grinding, blood-stained gears. The walls are metal cards devoid of grip.
Like the Sun and Moon rooms (areas 4 and area 5), this chamber is an elaborate trap. See the Balance
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
suspect. Bribery and influence-peddling run rife through the courts, where honest judges are rare and widely feared. In addition to hosting trials, the High Hall holds libraries containing all local
a museum to the history of Baldur’s Gate and a mausoleum for its many dukes and heroes. Statues of ancient notables, including Balduran himself, loom over caskets containing their dusty bones — or
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
suspect. Bribery and influence-peddling run rife through the courts, where honest judges are rare and widely feared. In addition to hosting trials, the High Hall holds libraries containing all local
contains a museum to the history of Baldur’s Gate and a mausoleum for its many dukes and heroes. Statues of ancient notables, including Balduran himself, loom over caskets containing their dusty bones — or
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and Zerebor. Zalto has a hollow iron ball, about 4 feet across, riddled with holes and containing the roasted corpse of a rock gnome. Whenever he rolls the ball across the floor, the hounds chase after
gets his hands on the iron flask containing Maegera the Dawn Titan (see the “Special Delivery” section at the end of this chapter), he goes inside the adamantine forge and opens the iron flask
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, you hear the grinding of enormous gears hidden deep below the stone floor.
Two Howling Hatred priests (see chapter 7) supervise as five commoners slowly turn the westernmost wheel (see “Stone
chamber containing a map of an ancient dwarven realm meticulously etched into the flagstone floor. At the far end of the chamber, a high throne atop a marble dais overlooks all. Peaked arcades hung
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is marked by a pair of dashed lines.) This invisible bridge, which is safe to cross, is suppressed by the activation of the spindle in area Y19n. Y19j. Chamber of Sorcery Your reflections dance over
the Ythryn mythallar (area Y23) deactivates permanently. Treasure. The following treasures can be found amid the rubbish on the upper level of the study: a small metal case containing four vials of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
dressed deep gnome, Flutterfoot Zipswiggle, serves Xanathar as a jester. He carries a packet containing dust of disappearance. Unknown to Flutterfoot, the beholder has tired of the gnome and plans to turn
, next to a large wooden cage containing a rust monster. Along the walls are piles of broken and rusted helmets, shields, and weapons. Hanging from hooks on the back wall are three mannequins made of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
four panels are closed. Opening a hatch reveals a square cavity containing the head of a decapitated creature. When a hatch is opened, the head inside that cavity barks one of the following utterances
apart. They produce eerie, ghostlike reflections off the water. As you take in the scene, an empty sailboat drifts into view from farther down the hall and makes its way toward you.
The sailboat
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
in an endless tumult, like winter grinding its teeth in anticipation of its next freezing assault. Between these formidable obstacles lies windswept tundra dotted with settlements and the occasional
hunting for food. They have no treasure to speak of, though each carries a sack containing 1d4 mundane items, determined by rolling on the Items in a Giant’s Bag table in the introduction. Reghed Nomads