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Returning 18 results for 'continual contain'.
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
22: Workers’ Chambers These sparse living quarters contain desks, beds, and shelves. Red doors connect areas 22b, area 22c, and area 22d to area 22a and the hallway to the west. 22a: Communal Room A
tattered oilcloth lies in one corner of this room. When uncovered, the orb shines light as if affected by the Continual Flame spell. 22d: Prisoner’s Remains Skeletal remains of an escaped prisoner lie in a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hardwood, and the earthy scent of old books permeates the air. The library fills two floors of this three-story building, and it somehow seems to contain more shelves than the building should be able
languages, detect magic, feather fall, find familiar, mage armor, magic missile, shield, unseen servant 25 gp Arcane lock, continual flame, darkvision, invisibility, magic weapon, misty step, rope trick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Old Books Light. Lanterns anchored to the 15-foot-high ceiling by iron chains are spaced 20 feet apart and have continual flame spells cast on them.
Bookshelves. Carved into the walls are five
yore, and they contain handwritten margin notes and graffiti from previous owners. The fresco on the east wall depicts a wizard’s tower floating above a city being pulverized by meteor swarms. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
green devil’s face, its flared nostrils set just above the putrescent mass. A sconce above the face holds a flickering torch.
The torch burns with a continual flame spell, illuminating the humanoid
protrudes from the north wall. Any close inspection reveals that its nostrils contain hollow cavities, each one containing a stone lever. A pulled lever locks into place and can’t be moved until it
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
tower has three floors and a door on the ground floor. Stairs connect the levels, and only the topmost level is furnished. A continual flame spell in the wizard’s study on the top floor still burns
, as its descriptions contain no mocking observations. Naga Lair. The journal’s author describes a swamp-covered nodule inhabited by skulking nagas who lure travelers to their doom with subterfuge and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
fieldstones. The ceilings are corbeled fieldstone 10 feet high and supported by carved stone pillars. Motes of continual flame light the passage and chambers. The flames produce no heat. They’re Wiggan’s
ash.
The three alcoves contain altars to beast spirits with early depictions of the Red Tiger totem (west alcove), the Elk totem (north alcove), and the Blue Bear totem (east alcove) . Red Tiger and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
dancing lights spells that create flames of a hellish hue. These lights float and bob at varying heights. The employee tunnels contain continual flame spells cast on sconces. The music that plays throughout
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, west, and south can be scanned through 4-foot-tall, 1-foot-wide arrow slits. The continual flame spells that light the room can be dimmed or brightened by uttering a command word (“lights”). When the
can be opened only by the warden. Beyond the door is a comfortable bedchamber lit by a continual flame spell that can be dimmed or brightened by uttering a command word (“vaudra”). Prison Warden. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
1H). 1A. Feast Hall The frost giants have tracked snow into this great hall, which is illuminated by continual flame spells cast on torches that are mounted to the walls and wooden pillars. These cold
. Stores These rooms contain supplies that the frost giants have plundered from ships along the Sword Coast, including crates of foodstuffs and barrels of salt, wine, and ale. 1D. Oar Storage Giant
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
cooks sleep in the largest of the three rooms west of the kitchen. This side room is lit by continual flame spells that can be suppressed or activated by uttering the command word, “lights.” The middle
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
filled with air that is continuously and magically replenished On the map, air-filled areas are tinted purple. Some air-filled areas contain pools of water; a pool fills a depression in the floor and
contents.
Illumination. All interior spaces are dimly lit. Air-filled chambers have wall sconces with continual flame spells cast on them or oval windows of transparent crystal that allow light
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
the ceiling of an astrologer creating maps of both the sky and this realm.
This burial chamber is brightly lit by two Continual Flame spells cast on brass jars at the coffin’s head and foot. Inside
corpses. The jars on the tables contain various chemicals for preserving bodies. When the characters enter, two shadows rise from the floor and attack. Treasure. One of the jars is a flask of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
). These locations are keyed to map 2.2, map 2.3, and map 2.4, respectively. Most of these descriptions highlight what the areas contain if a devil attack has not taken place there. Based on the encounters
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
lit by blue continual flame spells cast on seashells and other objects embedded in the walls. Walls and Doors. The shrine’s walls and doors are made of solid stone. Except for the door in area C1, the
succeeds on a DC 17 Strength check can open either sarcophagus—though Ishvern strongly objects. The corpse within each sarcophagus is immaculately preserved, but the burial places contain nothing of value
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lantern with a continual flame spell cast on it hangs above the bed.
Maleen and Tendra have come from Shadowdusk Hold (level 22) on the orders of Halaster Blackcloak. Under the guise of seeking an
contain all the spells Drivvin Freth has prepared, plus animate dead, animate objects, antimagic field, arcane lock, fabricate, finger of death, fireball, geas, globe of invulnerability, ray of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
appendix B), if present, is gazing somberly at the tombs of past Xanathars. Beholder Urns. The copper urns contain the dust of disintegrated beholders. If the dust from an urn is poured out, it
lit by continual flame spells cast on wall sconces. X34a. In the middle of this tomb rests a gold marble sarcophagus, its lid carved in the likeness of a long-haired human wizard who wears a robe
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
sarcophagus resembles a dragon’s head. Rusting iron clasps firmly lock down the lid.
Torch. The greenish fire is a continual flame spell. Sarcophagus. Six rusted iron latches hold down the sarcophagus lid
flee. Treasure. The candle has a continual flame spell cast on it. In the flask is a potion of fire resistance. The whistle, made of crystal, has the name Night Caller inscribed on it in Dwarvish. See






