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                        Returning 35 results for 'continue wall reverses'.
                    
                
                        
                            
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                                                     Monsters
                                                    Curse of Strahd
                                                    
                                                
                                            
                                                     master or because it believes it must perform a task to satisfy its honor or sense of duty. For example, a guard who dies defending a wall might return as a phantom warrior and continue guarding the
                                                
                                            
                                                
                                                     wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and the time it rises as a phantom warrior is usually 24 hours.
Faded Memories
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     and using Wisdom as the spellcasting ability (spell save DC 15):
1/day each: meld into stone, stone shape, wall of stoneDemon worship is rare among stone giants; the destructive tendency of demons is
                                                
                                            
                                                
                                                     as his hunting grounds. Stone giants can become mesmerized by the demon lordâs mazes and enter his service. These giants can continue pursuing art by crafting mazes, while satiating their
                                                
                                            
                                        
                                                     Monsters
                                                    Princes of the Apocalypse
                                                    
                                                
                                            
                                                    ): counterspell, fireball, hypnotic pattern
4th level (3 slots): wall of fire
5th level (2 slots): dominate personMultiattack. Vanifer makes two attacks.
Tinderstrike. Melee or Ranged Weapon Attack: +9
                                                
                                            
                                                
                                                     action to cast one of her spells, up to 3rd level, without using components or a spell slot. She canât cast the same spell two rounds in a row, although she can continue to concentrate on a
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     evil and good, fireball, invisibility (self only), major image, wall of fire
3/day each: blade barrier, dispel evil and good, finger of death
Teleport. Zariel teleports, along with any equipment
                                                
                                            
                                                
                                                     allows her mortal followers to live out their lives provided they continue to hone their talents to increase their value. As a result, Zarielâs servants are universally effective, disciplined, and
                                                
                                            
                                        
                                                    Elf
                                                    
    
        Legacy
    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     lighting on them might overthrow the balance. These glistening arches were the cityâs only boundaries; there was no wall around Qualinost. The elven city opened its arms lovingly to the wilderness
                                                
                                            
                                                
                                                     might continue to use the child name. Each elfâs adult name is a unique creation, though it might reflect the names of respected individuals or other family members. Little distinction exists
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     into its outer walls, directly across from each other. Two passages continue on to the north and south. A stone door is set into the back wall of a stone ledge to the west. If the characters talk loudly
                                                
                                            
                                                
                                                     Door A secret door in the wall of the tunnel that leads south can be found with a successful DC 15 Wisdom (Perception) check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                    The Mournland A wall of dead-grey mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The land is blasted and strangely transformed. In
                                                
                                            
                                                
                                                     continue to rain upon the land, magical storms that never dissipate. Stories speak of living spells â war magic that has taken physical form, sentient fireballs and vile cloudkills that endlessly search for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     mountain wall rising more than a hundred feet before you. Carved high on the wall are rows of arrow slits with lights burning behind them and clanking sounds issuing from them. A narrow staircase
                                                
                                            
                                                
                                                     hewn from the rock leads up along one side of the wall.
 The steps leading up to it are barely 5 feet wide and climb 150 feet to a frost-covered shelf that adjoins the main entrance (area X1). Difficult
                                                
                                            
                                        
                                                     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->Tomb of Annihilation Supplement
                                                    
                                                
                                            
                                                     exiting through the window in the west wall of area 8, from where they can continue to the south. Seaside Entrance. At the south end of the walkway is a stone double door. The doors are carved with foaming waves that part in the middle, and they swing into area 11 on rusty iron hinges.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     the will-oâ-wisp in the distance. If the characters approach from the north, read: The hallway abruptly ends at a blank stone wall.
 If the wall is hammered on, it will sound solid. A character who
                                                
                                            
                                                
                                                     the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
                                                
                                            
                                                
                                                     ago after running afoul of the specters in area 3E. Treasure Across the tower, up against the south wall, is a single, locked trunk. The lock can be opened with a set of
thievesâ tools and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
                                                
                                            
                                                
                                                     ago after running afoul of the specters in area 3E. Treasure Across the tower, up against the south wall, is a single, locked trunk. The lock can be opened with a set of thievesâ tools and a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    ) check might notice another patron wearing a cloak pin shaped like a chimera, or spot a shield emblazoned with a chimera hanging on a wall that conceals a secret door. Only after speaking to the
                                                
                                            
                                                
                                                     cheese pastry, brandied ham and carrots, corn and lentil soup, dragonfire mead, grilled fish and carrots, rabbit stew, and seared boar and potatoes). She might even recommend that the characters âstart with the ale and cheese pastry, and continue on from there.â
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    PulquerĂa The front wall of Rufinaâs tavernâcalled a pulquerĂa, as it specializes in a local beverage called pulqueâis plastered with portraits of missing persons and requests for help. When the
                                                
                                            
                                                
                                                    , which begins in the coming days and will continue for several nights. This ofrenda is dedicated to Rufinaâs late daughter, Carmen.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     (Stealth). The character slips past the soldiers undetected. DC 15 Strength (Athletics). The character scales the keepâs sheer wall between regular patrols. DC 15 Charisma (Deception). The character
                                                
                                            
                                                
                                                     fools the soldiers with a disguise or convincing lie. On a successful check, the character bypasses the soldiers undetected. On a failed check, two soldiers spot the character and take them into custody, but other characters can continue the mission.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     stone shell with a precarious staircase winding up its interior wall. The tower recently became the base of a githyanki delegation: three githyanki warriors and their leader, Azima, a githyanki knight
                                                
                                            
                                                
                                                     and has given the group permission to visit him and continue negotiating. Azima and her warriors are indifferent to the characters at first, but she is desperate to earn Mekkalathâs goodwill. If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    T12: Ghastly Work Jodie Muir  npc with zombies The stench of death fills this pillared hall. Two ten-foot ladders lean against the west wall. A rotting figure in a crimson robe clings to each ladder
                                                
                                            
                                                
                                                    , clumsily painting the wall with a brush, while another animated corpse stands at the bottom of each ladder, holding it steady. Itâs hard to tell what the zombies are painting.A scowling woman with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     through the gates, instructs them to continue straight ahead, then quickly disappears down a side passage. Walking across the threshold of Gravenhollow is like stepping into another realm. The
                                                
                                            
                                                
                                                    .
 A stout, rocky creature detaches from the perfectly smooth wall to your left, leaving an imprint of its body in the wall that quickly smooths out and fades from sight. âTrravelerrrrsss. I am Hourm
                                                
                                            
                                        
                                                     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->Out of the Abyss
                                                    
                                                
                                            
                                                     darkness.
 The square tower is twenty feet on a side and thirty feet high, with arrow slits in each wall. A battlement crowns its top, with a stone gargoyle peering over each side. Set into the middle of
                                                
                                            
                                                
                                                     the wall facing you is a sturdy-looking door made of the same dark metal as the rest of the tower.
 No ordinary structure, the tower is a Daernâs instant fortress (see chapter 7, âTreasure,â of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Approaching the Winery If the characters continue toward the winery, read: Situated in the midst of the vineyard, the winery is an old, two-story stone building with multiple entrances, thick ivy
                                                
                                            
                                                
                                                     covering every wall, and iron fencing along its roofline. The trail ends at an open loading dock on the ground floor.
 A wooden stable of more recent construction is attached to the east side of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
                                                    
                                                
                                            
                                                     layer of slime, and that appears to be moving. A jagged rock formation might be a piece of an ancient wall⊠or perhaps thatâs just your imagination. This is the Demon Wastes. Tens of thousands of
                                                
                                            
                                                
                                                     still lingers in this place. Vile creatures continue to crawl up from the depths of Khyber. And there are a handful of primordial ruins sustained by dark magic⊠ruins that may still be home to fiends
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Crashing When an infernal war machine crashes into something that could reasonably damage it, such as an iron wall or another vehicle of its size or bigger, the infernal war machine comes to a sudden
                                                
                                            
                                                
                                                     its last turn (maximum 20d6). An infernal war machine that is at least two size categories bigger than the creature it crashed into can continue moving through that creatureâs space if the infernal war
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     questions the characters might ask and Keliphronâs answers: Who Are You? âIâm a Bag of Holding imbued with sentience. Rescue me and Iâm yours!â Where Are You? âIf you continue on your present course, you
                                                
                                            
                                                
                                                     will find a shimmering crystal bridge spanning the river that runs through the canyon. The bridge leads to the entrance of the dragonâs subterranean lair, deep within the canyon wall.â Who Is Argus
                                                
                                            
                                        
                                                     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
                                                    
                                                
                                            
                                                     in the walls begin to stir. As the ruby begins to glow against the menhir, the walls begin to rumble. Part of one wall shifts, detaches, and charges toward you.
 An earth elemental materializes out
                                                
                                            
                                                
                                                     of the wall and attacks. When the elemental is reduced to 0 hit points, it crumbles, and a galeb duhr emerges from the ground near the menhir in an unoccupied space. The galeb duhr faces outward in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     stone stretch from west to east. Around each table sit a dozen cast-iron chairs sculpted with web and spider motifs.
 Smashed Cabinet. Against the north wall, near the double door to area 5b, is a pile
                                                
                                            
                                                
                                                     float about the room, as though weightless.
 Fireplace. An immense stone fireplace protrudes from the west wall.
 Well. An alcove in the north wall contains a 12-foot-diameter open well. (The well
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     defending a wall might return as a phantom warrior and continue guarding the wall, then disappear forever once a new guard assumes its post or the wall is destroyed. The period between the time it died and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     crack in a cave wall to continue an adventure. If the player portrays the characterâs response in a way that reinforces that fear, such as refusing and finding another way around, taking time and making
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                    , perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach.
 One of the thugs spits on the ground. âWell, well
                                                
                                            
                                                
                                                     to move on, strangers. Give us your stuff, and be on your way.â
 Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters donât. Neither side is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     on the covered porch, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks. Their stares are fixed on you as you approach.
 One of the ruffians spits on the
                                                
                                            
                                                
                                                     spits on the ground. âYouâve been asking too many questions,â he snarls. âTime to move on, strangers. Give us your stuff and be on your way.â
 Continue the baiting as long as you like. The Redbrands
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                     the room. South of it is an altar in front of a tiered dais, on which sits a wooden chair.
 If the characters move farther into the room so they can see the features in the south end, continue: The
                                                
                                            
                                                
                                                     wall is a large white pottery urn stoppered with a brass and wood plug. Sprawled on the floor near the west wall is human skeleton in black chain mail that is badly rusted and damaged. The skeletonâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ). DEATH HOUSEâS FEATURES
 Death House is aware of its surroundings and all creatures within it. Its goal is to continue the work of the cult by luring visitors to their doom. Various important features
                                                
                                            
                                                
                                                     wooden floors throughout, and all windows have hinges that allow them to swing outward. 
 The rooms on the first and second floors are free of dust and signs of age. The floorboards and wall panels
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     say that dead-gray mists rose in the capital city of Metrol and spread from there. Within the space of one day, the nation of Cyre had been engulfed in a wall of mist, and anything caught within the
                                                
                                            
                                                
                                                     wall of dead-gray mist surrounds the remnants of Cyre. Beyond the mists lies a land twisted by magic, a wound that will not heal. The blasted land is strangely transformed. In some places, the ground
                                                
                                            
                                        






