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                        Returning 35 results for 'curtain can'.
                    
                
                        
                            
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                                                     Monsters
                                                    Guildmasters’ Guide to Ravnica
                                                    
                                                
                                            
                                                     can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.
Innate Spellcasting. Rakdos’s spellcasting ability is Charisma (spell save DC 25). He can
                                                
                                            
                                                
                                                     innately cast hellish rebuke (at 5th level) at will, requiring no material components.
Legendary Resistance (3/Day). If Rakdos fails a saving throw, he can choose to succeed instead.
Magic Resistance
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    Boon of Immortality. Endelyn is immune to any effect that would age her, and she can’t die from old age.
Eclipsed Doom. Endelyn can be killed only if she is reduced to 0 hit points during a
                                                
                                            
                                                
                                                     wearing or carrying, and reappears 24 hours later in the same location or the nearest unoccupied space.
Uncanny Awareness. Endelyn can’t be surprised.Multiattack. Endelyn makes two Puppeteer's Lash
                                                
                                            
                                        
                                                     Spells
                                                    Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                     Eberron. If the spell reaches its full duration, the visions conclude with each of you encountering and pulling back a mysterious blue curtain. The spell then ends with you mentally and physically
                                                
                                            
                                                
                                                     you don’t know the world’s name. Your destination in the other world is a safe location within 1 mile of where the magic item was created. Alternatively, you can cast the spell if one of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     part the curtain and leave, the curtain is closed when they return. Only by removing the curtain from its rod can they prevent the curtain from closing on its own.
                                                
                                            
                                                
                                                    Q21. North Alcove A red velvet curtain hangs in front of an alcove in the northeast corner of this hall. The alcove is empty except for the narrow windows in the back walls. Whenever the characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     area K84). A creature of lawful good alignment that moves west to east through the curtain can do so without difficulty, but creatures of other alignments that do so are teleported back to the top of
                                                
                                            
                                                
                                                     the stairs behind them. A Small creature can squeeze behind and around one of the bronze statues to circumvent the light curtain.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    , facing one another. Each statue depicts a faceless robed woman holding a silver thread taut between her outstretched hands.
 Shadow Curtain. A thin, translucent curtain of shadow stretches between the
                                                
                                            
                                                
                                                     statues, rippling like black cloth in a light breeze.
 Locked Double Door. Beyond the shadowy curtain is a 12-foot-tall arched double door with an ornate carving of a bronze dragon above it, its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     turns, ending the effect on itself on a success. A creature that saves against this effect is unaffected by the curtain thereafter and can reenter the room. Lord of the Feast When the final tapestry
                                                
                                            
                                                
                                                     to reveal the room beyond. Ten feet from the doors, a thick tapestry curtain hangs from wall to wall. Its embroidery shows a scene of merriment: nobles feasting around a banquet table, a roast boar
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     can flow beyond the confines of the hallways. The water also does not enter either of the hidden alcoves (area 31A), so creatures there are safe from the waves’ effect. The water conjured by the curtain leaks out of the hall through tiny cracks in the floor, leaving puddles behind.
                                                
                                            
                                                
                                                    31. Reflected Hall A curtain of water separates two hallways that are basically mirror images of one another. When characters enter the first hall, read: Still puddles of water cover the floor of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Q20. South Alcove A red velvet curtain hangs in front of an alcove in the southeast corner of this hall. It ripples ever so slightly. One of the narrow windows in the back of the alcove has a broken
                                                
                                            
                                                
                                                     glass pane through which a slight breeze passes, causing the curtain to move. When the characters look behind the curtain, read: A black cloth covers something atop a white marble pedestal. Beneath
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     throughout the plane are curtains of vaporous color, and passing through a curtain leads a traveler to a region of the Border Ethereal connected to a specific Inner Plane, the Material Plane, the Feywild
                                                
                                            
                                                
                                                    , or the Shadowfell. The color of the curtain indicates the plane whose Border Ethereal the curtain conceals; see the Ethereal Curtains table.  Ethereal Curtains   d8 Plane Color of Curtain   1
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    5. Portrait of a Mad Mage This room is empty except for an enormous red velvet curtain that covers the north wall. A pull-rope on one side of the curtain allows it to be drawn back. Behind the
                                                
                                            
                                                
                                                     curtain hangs a large abstract painting that depicts Halaster surrounded by fields of bloody mouths and people feasting on each other. Worked into the background are various other bizarre figures from
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    First Floor The tower rests atop a cloud that feels solid underfoot. An open archway leads to an empty vestibule, at the back of which hangs a thin, translucent blue curtain that flaps in the breeze
                                                
                                            
                                                
                                                    . Beyond the curtain lies a 100-foot-high hexagonal chamber containing a giant-sized wooden table and stone chair. Dangling from the ceiling by iron chains are six crystal spheres with continual flame
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     through a curtain is greatly reduced; only creatures within 5 feet of it can hear anything from the other side. Any object thrown or shot through a watery curtain has a cost of 60 feet immediately applied
                                                
                                            
                                                
                                                     to its distance traveled. If this added distance changes a ranged weapon attack from normal to long range, the attack roll is made with disadvantage. An object that enters the curtain and can travel
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Q30. Curtained Staircase A tattered black curtain conceals an archway leading to a spiral staircase that descends to area Q17. At the top of the stairs is a secret door that can be pulled open to reveal area Q36 beyond.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     curtain at the end of the entrance hall.”
 The visage splits down the middle as the double door swings open, revealing a decorated hallway in which discordant chamber music plays.
 The visage can
                                                
                                            
                                                
                                                     the hallway beyond the stone door is magical. At the north end of the corridor hangs a thick, black curtain. No sound passes through this curtain while it is closed.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    26. Spider Queen’s Temple Years of neglect have left this temple in a terrible state. Work has begun to repair the damage. Web Curtain A web curtain separates a 50-foot-high arched narthex to the
                                                
                                            
                                                
                                                     north from the temple to the south. The curtain blocks line of sight and catches any ammunition shot into it. If set on fire, it burns away quickly. Temple Nave If Vlonwelv is here, the drow priestess of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     in the east wall stand 18 feet high, a carving of a mighty waterfall spanning their surfaces. Mithral inlays make the carved falls look like they are running with molten metal.
 Curtain. A 40-foot
                                                
                                            
                                                
                                                    -long, 20-foot-high curtain of black dragon scales hangs from an iron rod bolted to the west wall. (The scales have become brittle with age and are not valuable.)
 Hanging Horn. Suspended from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     fog called the Deep Ethereal, where visibility is usually limited to 30 feet. Characters can use the Etherealness spell to enter the Border Ethereal. The Plane Shift spell allows transport to the Border
                                                
                                            
                                                
                                                     Border Ethereal, a traveler can see into whatever plane it overlaps, but that plane appears grayish and indistinct, its colors blurring into each other and its edges turning fuzzy, limiting visibility to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    52. The Hidden Room of Nahual (NAH-wahl, alter ego) A character can discover one of the secret doors to this room by succeeding on a DC 20 Wisdom (Perception) check. Each door can be opened by
                                                
                                            
                                                
                                                     counterweighted and can’t be spiked open. From the inside, either of the doors can be opened by pressing down on a stone projection to the right of it. When the characters exit one of the antechambers and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    12. Gate to the Keep Set into the motte’s curtain wall are two windowless stone gatehouses with wood-shingled, high-pitched rooftops. Between them stands a set of oak doors with iron hinges. The
                                                
                                            
                                                
                                                     doors can be barred shut from within, but they aren’t barred when the characters first arrive. Characters can push open the doors to gain access to Nandar Keep and its bailey. Gatehouses The gatehouses
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    4. Guard Room This room is tucked behind a mud-splattered curtain. Five orcs of the Iceshield clan sleep on filthy pallets strewn around a large hole in the floor. They awaken to sounds of combat and
                                                
                                            
                                                
                                                     cement, forming a grate of sorts. The beams are far enough apart that a Medium or smaller creature can slip between them without having to squeeze. A horrible stench rises from the holes, accompanied by the squealing of pigs (see area 12). The orcs have no treasure.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    S10. Abbey Entrance A fifteen-foot-high curtain wall joins the abbey’s two wings. Behind its battlements, two guards stand at attention, their features obscured by fog. Below them, set into the wall
                                                
                                            
                                                
                                                     succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12).  Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    Beginning the Adventure The characters are traveling near the Paradise Mountains when wildfires catch their attention. As they travel, they notice that a curtain of smoke tints the midday sky an
                                                
                                            
                                                
                                                     unnatural shade of orange. You can decide why the characters are traveling in the region; they might just be passing through or be traveling to the town of Arborean Springs. Perhaps local residents sent
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     feet high. Doors All exterior doors are made of solid iron and are barred on the inside. As an action, a character can try to break down a barred door, doing so with a successful DC 25 Strength
                                                
                                            
                                                
                                                     the floor nearby. As an action, a character can search the wall for secret doors and make a DC 15 Wisdom (Perception) check. If the check is successful, the character finds the secret door and the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     polymorphed gold dragon advisors. Treasure. Each tapestry is 20 feet on a side, weighs 25 pounds, and is worth 750 gp intact. 12c. False Hatchery Lava Curtain. A 30-foot-wide curtain of lava along one
                                                
                                            
                                                
                                                     wall drains into a pool 1 foot deep, 30 feet long, and 10 feet wide. A secret door stands behind the lava curtain, opening into area 12d. The characters can’t open or pass through the secret door
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
                                                    
                                                
                                            
                                                     creature Rakdos can see within 60 feet of him is reduced to 0 hit points, Rakdos gains 25 temporary hit points.
 Innate Spellcasting. Rakdos’s spellcasting ability is Charisma (spell save DC 25). He
                                                
                                            
                                                
                                                     can innately cast hellish rebuke (at 5th level) at will, requiring no material components.
 Legendary Resistance (3/Day). If Rakdos fails a saving throw, he can choose to succeed instead.
 Magic
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     even passion. Two sets of stairs, side by side but spiraling away from each other, rise at the north end.
 If the characters have come this far without alerting the creatures in area D7, they can
                                                
                                            
                                                
                                                     hear hammering from upstairs. The carvings continue along the walls of the stairs as they rise toward the temple. Each flight of stairs ends at a wide brown curtain. Treasure Leaning against the corner
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    V4. Tower, First Floor The flagstone floor is strewn with debris, and a few old crates stand near the east wall. A torn curtain to the south partially obscures the tower vestibule.
 A five-foot
                                                
                                            
                                                
                                                     rises or lowers 5 feet per round, and its movements are jerky. If even one clay golem is destroyed, the remaining golems can no longer operate the elevator and remain motionless until attacked. The crates in this room are all empty.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Y5. Wall of Fog Yester Hill gets its name from a strange phenomenon that can be observed by anyone who looks into the mists from the hilltop or the western hillside: As you look west into the curtain
                                                
                                            
                                                
                                                     of fog, you see a white fortress on a hill above a great city. The city appears quite distant, maybe a mile away. The fog obscures all detail, but you can hear what sounds like the echo of a church
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     cube is fitted into it.
 Without a puzzle cube, the plane shift spell can reach the demiplane, but the specifications for the tuning fork necessary for the spell to access the plane are lost. A trek through the Deep Ethereal might reveal the single ethereal curtain that reaches the demiplane.
                                                
                                            
                                                
                                                    , and it is worth 5,000 gp to a sage or collector. A functioning puzzle cube can be solved with 30 minutes of work and a successful DC 25 Intelligence (Investigation) check. When the cube is solved, a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     any given plane, multiple doors to the Infinite Staircase can exist, but known entrances are closely guarded secrets occasionally protected by devas, sphinxes, yugoloths, and other powerful creatures
                                                
                                            
                                                
                                                     table presents several places where an entrance to the Infinite Staircase might exist.  Infinite Staircase Entrances   d10 Entrance   1 Curtain of a long-forgotten stage 2 Deepest door of an infamous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     the Frostmaiden’s magic, offers no respite from winter’s fury. The days are twilit, the nights dark. As Auril casts her nightly spell, a curtain of light weaves across the starry sky to keep the dawn at
                                                
                                            
                                                
                                                     mine for iron. Meanwhile, folk descended from foolhardy and treasure-mad immigrants eke out meager lives in Ten-Towns, which can barely hold back the wind, let alone marauding orcs, giants, and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     forces to fend off the dragon Orinix. If the characters fail to thwart Teremini’s ritual, they should fight her elsewhere in the vault so they can retrieve the rod piece. Ritual Duration
 The text
                                                
                                            
                                                
                                                     and take a long rest if truly necessary.
 Moonlight Shifts The curtain of crimson moonlight surrounding the Three Moons Vault disappears. Areas of solid moonlight—including the moondisk, moonbridges
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     painted wooden mannequins dressed in fancy costumes, each one representing a character from a famous play. P2. Ticket Booths The western door on each booth is locked. The lock can be picked by a character
                                                
                                            
                                                
                                                     who succeeds on a DC 15 Dexterity check using thieves’ tools, or the door can be forced open with a successful DC 13 Strength (Athletics) check. The ticket sellers and the stage manager have keys to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     wall is missing its head (behind it is a secret door that won’t budge).
 Only an undead creature or a creature possessed by one can open this secret door without the aid of a knock spell or similar
                                                
                                            
                                                
                                                     behind the south curtain opens only when certain conditions are met (see below).
 A character who examines a curtain and succeeds on a DC 19 Wisdom (Perception) check notices the slightly darker
                                                
                                            
                                        






