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Returning 35 results for 'contains with radiate'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Clayworks The scent of dry clay pervades these rooms. 26a. Building Blocks This room contains piles of tiny interlocking clay bricks that radiate auras of transmutation magic under the scrutiny
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
26. Clayworks The scent of dry clay pervades these rooms. 26a. Building Blocks This room contains piles of tiny interlocking clay bricks that radiate auras of transmutation magic under the scrutiny
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall, 5-foot-long statue of a giant toad sits beside a 10-foot-square, 50-foot-deep open pit in the southeastern part of the room.
Alcove. An empty alcove to the north contains a teleport trap
(see “Teleport Traps”).
Brazier The eight embers swirling above the brazier radiate auras of conjuration and transmutation magic under the scrutiny of a detect magic spell or similar magic. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-tall, 5-foot-long statue of a giant toad sits beside a 10-foot-square, 50-foot-deep open pit in the southeastern part of the room.
Alcove. An empty alcove to the north contains a teleport trap
(see “Teleport Traps”).
Brazier The eight embers swirling above the brazier radiate auras of conjuration and transmutation magic under the scrutiny of a detect magic spell or similar magic. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its roof. At the pointed front of the building, steps ascend to a stone door caked in slime.
The shrine to the trickster god Nangnang (represented by a grung) contains one of nine puzzle cubes needed
spell reveals that the treasures radiate auras of illusion magic while in the shrine. None of these “treasures” are valuable. Locked Doors. The stone doors to area 18C are locked, with neither keyhole
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set). Chest 3 contains six vials of stardust that radiate an aura of illusion magic under the scrutiny of a detect magic spell. An identify spell or similar magic reveals that the dust has a singular
secured under heavy cargo nets.
Dead Cook. The hallway leading toward the lower deck’s forward sections contains a third dead orog, this one wearing a bloodstained apron and no armor.
The dead orog on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set). Chest 3 contains six vials of stardust that radiate an aura of illusion magic under the scrutiny of a detect magic spell. An identify spell or similar magic reveals that the dust has a singular
secured under heavy cargo nets.
Dead Cook. The hallway leading toward the lower deck’s forward sections contains a third dead orog, this one wearing a bloodstained apron and no armor.
The dead orog on
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. 3A. Froghemoth Pool This pool is 6 feet deep and clouded with mud and algae. A character who succeeds on a DC 14 Wisdom
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
) contains one of nine puzzle cubes needed to enter the Tomb of the Nine Gods. 3A. Froghemoth Pool This pool is 6 feet deep and clouded with mud and algae. A character who succeeds on a DC 14 Wisdom
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
her hip: six giant-sized iron ingots and a diagram showing how to make a spiked tower shield. The bag also contains 110 sp, 90 ep, 100 gp, and 9 pp. 5: Cracked Runestone Four fifty-foot-tall pillars
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
her hip: six giant-sized iron ingots and a diagram showing how to make a spiked tower shield. The bag also contains 110 sp, 90 ep, 100 gp, and 9 pp. 5: Cracked Runestone Four fifty-foot-tall pillars
of red stone stand before the wide archways on the Star Forge’s south wall. Runestones embedded in the pillars radiate white light, giving the impression that the pillars are streaked with glowing
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
disturbance in area C1, each cage contains a sleeping owlbear. The cage doors are locked with latches on the outside, which can be undone or relocked as an action. If the owlbears are freed, they
Argina Therrow, who sits on one of the mats. See the “Gnawbones Druids” sidebar for more information. Pot of Poison. The cauldron contains an almost finished batch of ten doses of truth serum (see
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
disturbance in area C1, each cage contains a sleeping owlbear. The cage doors are locked with latches on the outside, which can be undone or relocked as an action. If the owlbears are freed, they
Argina Therrow, who sits on one of the mats. See the “Gnawbones Druids” sidebar for more information. Pot of Poison. The cauldron contains an almost finished batch of ten doses of truth serum (see
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Second Level The following locations are identified on map 6.6. 1. Hall of the Dead This dark hall contains twenty huge sarcophagi standing upright against the walls, and four even
reveal that each of these burial vaults contains only the remains of a king or a queen, moldering garments, a few corroded weapons, and similar worthless items (wererat grave robbers stole anything of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Second Level The following locations are identified on map 6.6. 1. Hall of the Dead This dark hall contains twenty huge sarcophagi standing upright against the walls, and four even
reveal that each of these burial vaults contains only the remains of a king or a queen, moldering garments, a few corroded weapons, and similar worthless items (wererat grave robbers stole anything of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
That-Which-Endures. Each pool is 10 feet deep and has sheer sides. To trigger the effects of a pool, a creature must completely submerge itself in its liquid. The pools and the double door radiate
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
radiate auras of abjuration and conjuration to a detect magic spell or similar effect. The statues are impervious to damage and spells. When any creature steps on an incorrect floor tile, all four statues
force (like those created by a wall of force spell) to surround the dais on all four sides. The walls last until destroyed or until the sarcophagus is returned to the barge. The sarcophagus contains the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
schedule. Each tower contains a large winch for raising and lowering the chain that controls access to the harbor. The chain is effective only if both sides are raised, and it takes 3 actions to
of the plunder Vrakir allows her to take as payment for her service. Treasure. Kalimrax’s lair contains 14,213 sp, 7,029 gp, 923 pp, eighteen gemstones (500 gp each), a fan made of couatl feathers
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
schedule. Each tower contains a large winch for raising and lowering the chain that controls access to the harbor. The chain is effective only if both sides are raised, and it takes 3 actions to
of the plunder Vrakir allows her to take as payment for her service. Treasure. Kalimrax’s lair contains 14,213 sp, 7,029 gp, 923 pp, eighteen gemstones (500 gp each), a fan made of couatl feathers
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
radiate auras of abjuration and conjuration to a detect magic spell or similar effect. The statues are impervious to damage and spells. When any creature steps on an incorrect floor tile, all four statues
force (like those created by a wall of force spell) to surround the dais on all four sides. The walls last until destroyed or until the sarcophagus is returned to the barge. The sarcophagus contains the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its
behind the southeasternmost statue. It can be found with a successful DC 15 Wisdom (Perception) check. E4. Hidden Vault This vault contains two stone sarcophagi elaborately carved with Dwarvish runes and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
transform into pillars of magma that radiate intense heat and light, making the air shimmer.
A creature that moves within 10 feet of one or more magma pillars for the first time on a turn or ends its
behind the southeasternmost statue. It can be found with a successful DC 15 Wisdom (Perception) check. E4. Hidden Vault This vault contains two stone sarcophagi elaborately carved with Dwarvish runes and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, paintings, and tapestries of the cathedral radiate auras of illusion magic. These effects end if Elturel is freed from the chains of Avernus.
Dimensions. Each of the three levels of the cathedral is set
private ceremonies. Each of these chapels contains the bodies of dead guards, as well as the foul remains of infernal creatures that died during the initial attack on the cathedral. The columns at the north
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, paintings, and tapestries of the cathedral radiate auras of illusion magic. These effects end if Elturel is freed from the chains of Avernus.
Dimensions. Each of the three levels of the cathedral is set
private ceremonies. Each of these chapels contains the bodies of dead guards, as well as the foul remains of infernal creatures that died during the initial attack on the cathedral. The columns at the north
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
after a lever is pulled, and the chamber refills with fumes after 5 minutes. Shaft. An alcove in the north wall contains an 8-foot-diameter shaft that leads 30 feet down to area W6. Read the following
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
small glass Vials. A character who drinks the contents of a Vial gains the memory it contains (regardless of whose memory it was originally). The last thing any of the hags wants is to face a group of
the creature. The creature regains the maximum number of Hit Points for any Hit Point Die spent at the end of this rest. Fountain Pools. The pools radiate magic. A character who interacts with the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
natural walls of the shaft widen near the base. Heat and light radiate from a bubbling lake of lava that covers most of the floor. Lava flows through an exit to the northeast. Stone passages open to
after a lever is pulled, and the chamber refills with fumes after 5 minutes. Shaft. An alcove in the north wall contains an 8-foot-diameter shaft that leads 30 feet down to area W6. Read the following
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
what lies beyond. The door of the Dran & Courtier is neither locked nor trapped — though the building emanates strange sounds, shakes as though it’s falling apart, and continues to radiate a strange
connected to the “C” Team’s quarters (area 9) contains books, notes, and maps related to their exploits, as well as mundane personal effects. The shared study connected to the inn’s currently empty rooms
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
what lies beyond. The door of the Dran & Courtier is neither locked nor trapped — though the building emanates strange sounds, shakes as though it’s falling apart, and continues to radiate a strange
connected to the “C” Team’s quarters (area 9) contains books, notes, and maps related to their exploits, as well as mundane personal effects. The shared study connected to the inn’s currently empty rooms
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
small glass Vials. A character who drinks the contents of a Vial gains the memory it contains (regardless of whose memory it was originally). The last thing any of the hags wants is to face a group of
the creature. The creature regains the maximum number of Hit Points for any Hit Point Die spent at the end of this rest. Fountain Pools. The pools radiate magic. A character who interacts with the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
goes looking for a key on her own. Either way, before she leaves, she can help the party for a time if they (and you) wish. White Gates. The corridor to the east contains a white gate that connects with
. White Gate. The corridor that separates this area from the Fiendish Arena contains a white gate. 5. Succubus Vault The sweet scent of incense hangs in the hot air of this opulent chamber. The walls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
goes looking for a key on her own. Either way, before she leaves, she can help the party for a time if they (and you) wish. White Gates. The corridor to the east contains a white gate that connects with
. White Gate. The corridor that separates this area from the Fiendish Arena contains a white gate. 5. Succubus Vault The sweet scent of incense hangs in the hot air of this opulent chamber. The walls
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
in italics. Unless noted otherwise, each crypt contains a 3-foot-by-6-foot rectangular bier of marble, 3 feet high, with a skeleton draped in rags lying atop it. The catacombs are home to tens of
of the crypt. A wooden box is tucked under one bony hand. The box is unlocked. It contains seven wood-handled paintbrushes and seven small gourds of dried-up paint. Crypt 3 Lady Isolde Yunk (Isolde