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Returning 35 results for 'continues waking revealing'.
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Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
owner, they are often willing to take the chance of revealing themselves because the potential reward is worth the risk.
Dragon Servitors
Kobolds believe that they were created by Tiamat from the blood
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
revealing Prince Kirina’s plot. He rewards them with two of his family’s treasures, an adamantine chain shirt and a ring of warmth emblazoned with the sunburst symbol of Anisa—Simbon says the ring carries
beyond. If Kirina and Kedjou’s plot isn’t revealed, Kirina’s rise in influence continues. Knowing the depths of his rival’s treachery, Prince Simbon might request the characters’ aid in exposing the rival prince’s future plots.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
horizontally, leading to a 10-foot-square landing (see below). A second set of stairs continues upward to the east at a similar angle for a distance of 30 feet horizontally, ending at a secret door that opens
you now!” Have the characters roll initiative. Any attack or spell that hits “Strahd” passes through, revealing that he is an illusion. On initiative count 0, the illusory vampire chuckles and melts away like a wax doll in a bonfire, leaving no trace behind, and the glyph disappears.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Waking Nightmares As the work of preparing Kollema Hall winds down, six students complain about headaches and go to the infirmary. All these students are feeling the effects of the curse caused by
(Persuasion) check. A character who is a Friend or Beloved of the delirious student has advantage on the check. If the check fails, the student continues to panic. If the check succeeds, the student
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
those memories voice once more: Varyas’s eidolon. With the aid of both the eidolon and Varyas’s mask, a character can start the process of revealing the message written on the mask. While Varyas’s eidolon
hostages—if Phenax ever remembers that they exist.
4 Phenax’s bloodline continues. The god’s many-times-over grandchildren live as master thieves and number among the few souls who might be able to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have been updated for the current edition of the game, revealing deadly shores for brave crews to explore anew. Along with these adventures returns one of D&D’s most famous seaside settings: the port
explore more of the coast of the Azure Sea. Ghosts of Saltmarsh continues that tradition, presenting a portion of the coastal lands of Keoland, a kingdom in the Greyhawk setting. Each adventure notes where
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
while the characters traverse the tunnel. The tunnel continues for what feels like forever before the ceiling suddenly begins to rise. The walls frame an impossibly tall canyon that slowly widens, the
Love; What is Romance?; Men are from Abeir, Women are from Toril; and so forth. Passages on nearly every ruined page are crudely underlined and circled with guano-based pigment. Waking Raah At
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
spectral form straddling its prey. The ethereal hag fills her victim’s head with doubts and fears, in the hope of tricking it into performing evil acts in the waking world. The hag continues her nightly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the party in combat and attempting to help the threats of that stage finish them off. The Keymaster bargains for its life if reduced to 35 hit points or fewer, revealing the following if the characters
characters control the amulet, they can access any versions of the Test Market, but planar energy continues to course through the Dran & Courtier as a result of Splugoth’s ritual. Opening the inn’s main
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
unbridled horses drink from the river.
The mournful strains of an accordion clash with the singing of several brightly clad figures around bonfire. A footpath continues beyond this encampment
tent, revealing a low table covered in a black velvet cloth. Glints of light seem to flash from a crystal ball on the table as a hunched figure peers into its depths. As the crone speaks, her voice
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) This solemn chamber holds twenty upright, cylindrical pods. The door to each pod includes a glass window, though many are cracked or have shattered, revealing the skeletons strapped within. Cool fog
the ship’s hull in this area. A dark, narrow tunnel extends from the opening and into the mountainside. If the characters follow the tunnel, it continues for 1 mile before exiting into the Barrier
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
. Then the illusion vanishes, revealing the mosaics’ actual state. 3. Viewing Room Grave niches and alcoves holding funerary urns line the walls of this chamber. The ceiling in the northern part of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
warped Test Market until its identity is discovered. Once caught, the Keymaster can be forced to open the inn’s basement door — revealing the dimensional caverns leading to the ritual site. Advancing to
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
world through treachery. Their leader, Jelayne, was similar … until she was killed a year before. Jelayne wasn’t one to let death keep her down, however, and she continues to lead the group as an
entrance, he looks up at you and grins, revealing his last few remaining teeth. But even as he opens his mouth as if to speak, a pair of meaty gray arms emerge from the alley entrance and yank him into the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
formerly used the large chamber beyond as a storeroom. The door gives way grudgingly, revealing a low chamber of dressed stone. This chamber is filled with what appears to be rotten food—barrels of
smaller. A ledge along the river continues east to a door on the north wall, and the rushing river separates you from a ledge on the southern side.
A large, strange-looking stalagmite stands in the middle
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
14 (4d6) fire damage to each creature in the water at that time. For the next minute, as the water continues to burn, a creature that enters the water for the first time on a turn or starts its turn
a hand and says the following: “Enough!” The robed figure pushes back her hood and removes her skull mask, revealing the features of an elven woman. “Forgive the rough welcome, but it was necessary
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
down and away for 100 feet. It then angles upward and continues for 1 mile, exiting through the north side of the mountain. G6: Small Gallery This cave holds numerous types of fungi. Three giant
a column near one of the pentacles is a Weapon of Warning (glaive) veined with hellfire. G9d: Mechanized Checkpoint A copper-hued light flares and then fades, revealing a doorless, perfectly cubic
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
certain defeat at the hands of his other enemies. Rool’s betrayal doesn’t make him friendly toward the party. Once Daggerdark is dispatched, Rool continues to fight the adventurers to the bitter end
any ship upon which he stands to heave to one side or the other. All other creatures standing on the ship must succeed on a DC 10 Dexterity saving throw or be knocked prone. Development Upon waking
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
is pretending—poorly—to be a ghost. If given food or garbage, the otyugh continues to pretend to be three rag-ghosts, but it can telepathically warn the characters about the ropers in area Y1 and
(Investigation) check notices that one of its bronze orbs is missing. This portion of the throne is in area Y6. If it is returned to the throne, the platform holding the throne slides aside, revealing a 10-foot
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
snowflake in the bottom middle of the frame causes the secret door to swing outward on hidden hinges, revealing a staircase to the storage cellar (area P18). A character who examines the painting or
of a fantastically beautiful fey creature who looks like winter incarnate. The pool’s water is perfectly clear, revealing a tile mosaic at the bottom of it. In the center of the pool’s mosaic are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a severed humanoid hand are placed in the brazier and set on fire (see area E4), a silver flame quickly consumes the brazier’s contents and continues to burn for a tenday. This fire generates heat
point at the top. The snow around the gnomon has melted away, revealing a circle of symbols carved into the stone around it. The symbols depict phases of the moon, suggesting that the circular
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, frightened, paralyzed, petrified, and poisoned conditions, and to exhaustion. The clockwork behir does its best to destroy the characters, and continues fighting even after Lottie’s illusion departs (see
if the characters try to explain themselves or do a deal with her. She is generally forthright in her answers (because she’s proud of her brilliance and expects the characters to die), revealing any
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
above are spread across the floor. An underground passage is blocked to the south, but it continues into darkness to the north. Two pairs of human-sized boot prints, easily spotted in the dust, head
Intelligence (Investigation) check to recognize subtle details in the stonework revealing the trap’s area. When any creature touches the double doors, including to pick the lock, each creature standing in
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the Great Blue Devil A relief of a scowling, fiendish face made of azure mosaic tiles spans the hallway’s back wall. The face’s mouth is open, revealing a black maw, and its eyes are carved from
Illusion. The mirage is linked to Abalahin’s existence. If Abalahin is killed, the mirage ends, revealing the room to be a stone chamber containing Abalahin’s remains. Befriending Abalahin. Abalahin is
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
is a Small object with AC 13; HP 10; and Immunity to Cold, Poison, and Psychic damage. Treasure. If they free the Backpack from the ice, the characters can open it, revealing a frozen bottle of Ink
statue. If freed, the statue animates, revealing itself to be a Shield Guardian with a Fireball spell (level 4 version) stored. Unless it receives other commands from someone bearing the magic amulet
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
that stretches from floor to ceiling. The cylinder of light continues upward into Landro’s leg.
Within the mushroom patch are two shriekers. The shriekers’ high-pitched screams might attract the
turn to the party, revealing ghostly, screaming skulls instead of faces. The soldiers are three hostile wights. Three will-o’-wisps, previously invisible, appear at the start of combat and fight
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
canyon beyond the monastery walls. Two doors lead from this room to the north, and one to the south.
The cultists spend little time in this common room. They spend most of their waking hours
localized cave-in partially obstructs this disused mine tunnel. A heap of rubble stands six feet high and blocks a ten-foot long section of the passage, but the tunnel definitely continues past the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in the bunks. Characters who enter the room must succeed on a DC 17 Dexterity (Stealth) check to avoid waking the goblins. If awoken, the goblins in the bunks flee and call for help. However, a
) radiant damage Storm. 13 (3d8) lightning damage Wind. 13 (3d8) force damage Once the correct sequence has been tapped, the secret door in the wall opens, revealing area Z11. Z11: Vault The stale air in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
(1d6) bludgeoning damage and lands with the prone condition. W10: Dark Pool A still pool fills much of this cavern. The water is dark, revealing little of what might lie within. The shore of the pool
: a flameskull. This creature was a servant of the dwarves’ human wizard allies, and it continues to act on ancient instructions to prevent any intruders from passing through this area. This
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. They snarl a challenge, revealing yellowed tusks, and prepare to hurl javelins at you!
Rope Bridge. The bridge is safe structurally, despite its appearance. Crossing under fire is difficult enough to
of the cave. A character who makes a successful DC 15 Wisdom (Perception) check discovers the door. On the other side, a worked passage continues up to what appears to be a blank wall, marked with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
way against the walls, revealing a floor of black stone, much worn by the tread of countless feet. 2. Chamber of the Keeper A cluttered room near the marshaling area has skins on the floor, a bed, a
and is no longer drunk. On a failed save after 1 hour, the character continues to drink until falling unconscious for several hours, then awakens and remains drunk for 1 hour thereafter. Once a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
comprehension!” The threat is empty, but the statue continues to levitate for 1 minute before sinking back down to the ledge. The magic resets after 1 hour. While it is levitating, the statue can be easily
character can detect the shelf and discern how to open it with a successful DC 15 Wisdom (Perception) check. Tugging on the book causes the compartment to pop open, revealing Duhlark’s wand of binding hidden
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
to avoid waking the stirges. Treasure. Three blue quartz gems worth 25 gp each are scattered across the floor. The leather pouch contains another five gems of the same value. The dead Cynidicean’s
-faced god A gold-plated statue of Gorm—a smaller version of the statue atop the ziggurat—stands in the hallway east of this room. The gold flakes easily, revealing the statue’s wooden construction
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Klauth spends many waking hours scrying Faerûn with his spells, and he probably knows more about the deeds and whereabouts of surface-world creatures in the North and along the Sword Coast than any
Mirabar and continues for hundreds of miles southward through the Dessarin Valley, meeting the High Road just north of Waterdeep. Many towns and villages lie along the route and depend on the relative
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
jabberwock like a pet, regularly inviting it into her palace to feed from her cauldron. It continues to visit the palace even now that Zybilna is frozen in time, has fed recently, and is sound asleep
. Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who