Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 27 results for 'crypt weapons reciting'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        craft weapons reciting
                                    
                                
                                    
                                        craft weapons resting
                                    
                                
                                    
                                        craft weapons reining
                                    
                                
                                    
                                        crops weapons reciting
                                    
                                
                        
                    
                
                        
                                                    Demilich
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     the demilich’s skull and the dust from its other bones.
In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits
                                                
                                            
                                                
                                                     long as they aren’t used to leave or enter the tomb’s area.
If the demilich is destroyed, these effects fade over the course of 10 days.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning, Piercing, and Slashing from Magic Weapons
                                                
                                            
                                        
                                                    Demilich (Variant)
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Monsters
                                                    Monster Manual (2014)
                                                    
                                                
                                            
                                                     skull and the dust from its other bones.
In its crypt, a demilich has access to lair actions and additional uses for its legendary actions. Its whole lair also has unique traits. A demilich in its
                                                
                                            
                                                
                                                     aren’t used to leave or enter the tomb’s area.
If the demilich is destroyed, these effects fade over the course of 10 days.Necrotic, Poison, Psychic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksBludgeoning, Piercing, and Slashing from Magic Weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
                                                    
                                                
                                            
                                                    Legend of the Tomb Somewhere under a lost and lonely hill of grim and foreboding aspect lies a labyrinthine crypt. It is filled with terrible traps and not a few strange and ferocious monsters to
                                                
                                            
                                                
                                                    , they must be prepared to fail. Any expedition must have magical protections and weapons, and must be equipped with every sort of device possible to ensure survival.  ABOUT THE ORIGINAL
 Tomb of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     forges that furnish weapons and armor for the Blood War. An army of devils guards Bel’s fortress, and his dark magic alerts him to intruders within its walls. Strangers who venture too close are
                                                
                                            
                                                
                                                     (see “Crypt of the Hellriders”), cut a new deal with Red Ruth (see “Bone Brambles”), or perform a quest for Mephistopheles (see “Mirror of Mephistar”), they could feasibly infiltrate Bel’s fortress
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     kill or capture creatures 20 Observation room, allowing guards or spectators to observe creatures moving through the dungeon   Dungeon: Lair   d20 Purpose   1 Armory stocked with weapons and armor 2
                                                
                                            
                                                
                                                     Workshop for the construction of weapons, armor, tools, and other goods   Dungeon: Maze   d20 Purpose   1 Conjuring room, used to summon creatures that guard the maze 2–5 Guardroom for sentinels that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     armor scraps and rusty weapons balanced atop the partly open double door. Moving either door triggers the trap, the rules for which are as follows: Avoiding the Trap. A Medium or smaller creature can
                                                
                                            
                                                
                                                     illusion. J5: Hidden Crypt The devil’s face ripples to reveal a dusty crypt. Ancient bones and rubble litter the tiled floor. An austere sarcophagus stands in each corner, and an ornate chest rests in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     character enters the room, or if they are attacked first. They fight to the death to guard the treasure in area D11. D11. Partially Collapsed Crypt This chamber has partially collapsed around a stone
                                                
                                            
                                                
                                                    . Rubble piled in the northwest corner contains nothing of interest. D16. Flooded Crypt Murky, foul-smelling water surrounds an open stone sarcophagus resting in the middle of this crypt, its stone
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                     Violet flames engulf this room, dancing across walls with faded mosaics of blacksmiths forging gleaming weapons. Bars seal off alcoves to the north and south. To the west, weapons hang on the walls. A
                                                
                                            
                                                
                                                     4d6 bludgeoning damage and is forced into area R3. Treasure. The weapons to the west are the armaments of heroic Solamnic knights and their allies. Most are rotted or rusted through, but characters can
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     character who spends at least 1 minute reciting a dull monologue, soliloquy, or poem within 10 feet of the door causes the door to yawn out of boredom, enabling one creature to slip through its mouth
                                                
                                            
                                                
                                                     the halberds from the suits of armor (or weapons of their own) to wedge open the mouth, preventing it from closing until these obstructions are removed. No ability check is needed to accomplish this. If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     stationed here are four veterans. If the characters are pretending to be workers, the guards search them for concealed armor and weapons before leading them to area X4. A character can try to smuggle a
                                                
                                            
                                                
                                                     workers and low-ranking Onyx Scar members. Four thugs sit at one table, while two veterans eat snacks at the bar. As soon as they detect intruders, the thugs and veterans draw their weapons and attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     Pits, a spidery layer of the Abyss 04–06 Rusty metal hatch forged from dulled weapons Interior of a war machine in Acheron, a plane of infinite battle 07–09 Trellis covered with vibrant, untamed
                                                
                                            
                                                
                                                     swarm of bats when opened Empty crypt in the bowels of Castle Ravenloft, a fortress in the Shadowfell ruled by the vampire Count Strahd von Zarovich 69–71 Dressed marble door featuring a cameo of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                    : Glittering heaps of coins, statuettes, and weapons throughout this room are covered in a thin layer of dust.
 Treasure. The hoard here consists of 510 pp, 1,250 gp, twelve small gems of various kinds worth
                                                
                                            
                                                
                                                     anyone in the room who isn’t openly wearing Dumathoin’s holy symbol. The ledger lists those buried in the Crypt of the Talhund. It also provides instructions in Dwarvish for how to open the crypt’s
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     Mad Maggie’s infernal war machine. Chukka is animated, irritable, and takes care of repairs around the fort. Chukka and Clonk lost their weapons and replaced them with the following weapons salvaged
                                                
                                            
                                                
                                                     (1d8) bludgeoning damage on a hit, or 5 (1d10) bludgeoning damage when used with two hands. For more information on hellfire weapons, see "Hellfire Weapon".  Chukka and Clonk’s Goal. The kenku live to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
                                                    
                                                
                                            
                                                     an individual in a hooded gray robe. Zombie Infestation. The crypt to the south of the rotunda was desecrated and now swarms with zombies. N5: Tomb of the Mage The smell of old parchment fills this
                                                
                                            
                                                
                                                     tomb. The sides of the sarcophagus bear a relief depicting two women gazing lovingly over a field and a city, and the lid has a faintly distinguishable family crest carved into it. Old weapons and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     about eight inches in diameter. The sphere seems to contain swirling smoke. Battered armor, damaged weapons, and tattered clothing are strewn around the chamber, but the floor within ten feet of the
                                                
                                            
                                                
                                                     sphere is free of such debris. Several weapons on the ground seem like they might still be serviceable, although all are badly worn.
 If the orb is disturbed, all creatures within 10 feet of it must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     mats cover the floor of this large exercise room, and wooden racks along the walls hold quarterstaffs, polearms, and various weapons commonly associated with martial arts. Doors exit to the north and
                                                
                                            
                                                
                                                     efforts (see “Marlos’s Testament” in area M10). Ordinary clubs and staffs fill the wooden weapons racks. The sign on the wall is the symbol of the earth cult. Hellenrae wears the key to the lock in area
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     before the altar.
 Duke Thalamra Vanthampur kneels before the altar. She wears fine clothing fit for a noble of her stature and carries no weapons. However, she possesses magical powers bestowed upon
                                                
                                            
                                                
                                                     no weapons. He speaks Common and Infernal, wears an ankle-length caftan, and has dark hair. His neatly trimmed goatee beard is dyed crimson. Falaster works for Sylvira Savikas, a tiefling expert on
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     by weapons and claws, separate this area from the heart of the cathedral. H3. Central Altar Read the following as the characters enter this area: An altar rests on a raised dais in this broad hall
                                                
                                            
                                                
                                                     Version H13. Hall of Scholars This crypt holds the bones of those who served Torm and Elturel through their knowledge instead of magic or skill at arms: teachers, engineers, sages, and other public
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
 Four lizardfolk appear to be gathering their weapons and readying to leave this area.
 There
                                                
                                            
                                                
                                                     stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
 The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     has no reason to trust the characters, refuses to emerge from his hiding place. A character can earn the butler’s trust and coax him out by reciting Demitasse’s rhyme (see area P19) and then sharing a
                                                
                                            
                                                
                                                     unicorn horn while reciting a poem called “The Witch Queen’s Cauldron.” Only Zybilna and the hags of the Hourglass Coven know the words to this poem, but a legend lore spell or similar magic can also
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    ). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
                                                
                                            
                                                
                                                     devil Strahd” and sends twelve guards to arrest them, seize their weapons, and run them out of town. If the guards fail in their duty, the baron sends Izek to rally a mob of thirty commoners to lynch
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     chamber contains a Potion of Healing (greater) and a Sword of Vengeance (longsword). G2: Cavern of Corpses This gruesome cave is either a burial crypt or a trophy room. The walls of the vaulted cavern are
                                                
                                            
                                                
                                                       d4 Abyssal Manifestation   1 The target’s limbs become rubbery and unreliable. It has disadvantage on attack rolls with weapons. 2 The target’s eyes squirm out of its head as worms; the target has the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     don’t have ranged weapons, but Qunbraxel might attack through the narrow openings. Blocked Hall. The top of the mudslick tower blocks the end of this hall except for gaps only a few inches wide between
                                                
                                            
                                                
                                                     in the crypt beneath Talhundereth but doesn’t yet know where in the crypt to find it. The Map. The map drawn on the wall shows the obelisk reassembled with all seven parts. Three stylized mind flayers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     crypt, and six skeletons in rusty mail are propped against the walls as if guarding the place. False columns along the walls are carved in the image of spreading oak trees. The double door in the
                                                
                                            
                                                
                                                     door is a secret door that leads to area R7. Racks of weapons line the walls of this chamber, including spears, swords, crossbows, and bolts. A dozen dirty red cloaks hang from hooks by the door.
 The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , 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
                                                
                                            
                                                
                                                     anyone while trapped inside. Treasure. Hidden under a pile of rusty weapons is a wooden chest containing Noska’s personal hoard: 37 gp, 151 sp, 360 cp, and four bloodstones (worth 50 gp each). X11
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    , lacking space to store these unwanted things in the manor, moved them to the family crypt beneath the house. There they lie now, largely forgotten. Not long after, shantytown residents in the Outer
                                                
                                            
                                                
                                                     serious danger can generally find it. Several gray and black marketeers hold heavily reinforced, Guild-approved secure rooms in the Undercellar, from which they deal in weapons, illicit disguises
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
                                                    
                                                
                                            
                                                    , lacking space to store these unwanted things in the manor, moved them to the family crypt beneath the house. There they lie now, largely forgotten. Not long after, shantytown residents in the Outer
                                                
                                            
                                                
                                                     serious danger can generally find it. Several gray and black marketeers hold heavily reinforced, Guild-approved secure rooms in the Undercellar, from which they deal in weapons, illicit disguises
                                                
                                            
                                        





