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Returning 35 results for 'decide interior are blade'.
Spells
Xanathar's Guide to Everything
the door.
The templeâs interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The
spell ends. It is dedicated to whatever god, pantheon, or philosophy is represented by the holy symbol used in the casting.
You make all decisions about the templeâs appearance. The interior is
Species
Eberron: Rising from the Last War
enchanted blade.
House Cannith
Leaders: Cannith East, Zorlan dâCannith; Cannith West, Jorlanna dâCannith; Cannith South, Merrix dâCannith
Headquarters: Cannith East, Korth Enclave
whether one of these leaders will unite the house, or if it will shatter under the strain. If youâre an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the houseâs future.
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, pantheon, or philosophy is represented by the holy symbol used in the casting. You make all decisions about the templeâs appearance. The interior is enclosed by a floor, walls, and a roof, with one door
granting access to the interior and as many windows as you wish. Only you and any creatures you designate when you cast the spell can open or close the door. The templeâs interior is an open space with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
muscles as the glow softens to reveal the interior of a sun-kissed cathedral. How light passes through the scab and into the stained glass windows is a mystery only magic can answer.
Pillars line a
similar effect, the flaw is removed. Casting detect magic in the Bleeding Citadel reveals that the whole structure radiates auras of abjuration and evocation magic. The interior of the citadel is one
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
about their preference, or decide on your own what happens next: Gartokkar Xundorn intervenes on behalf of the Keepers of the Flame, which can lead to a meeting with Themberchaud (see âThemberchaudâs
property of her mistress, Ilvara (see âSigns of Pursuitâ in the âBlade Bazaarâ section). The Stone Guards arrest the characters and take them to Overlake Hold, pending negotiations with the drow. At
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Blade Bazaar This marketplace is named after the most abundant goods the duergar offer, but the shops here sell almost everything available in the city, along with stalls set up by visiting merchants
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide (2014)
, start with the Trap Effects and Trap Trigger tables to decide the type of trap, then use the Trap Damage Severity tables to decide how deadly it should be. For more information on trap damage
pit floods with acid or fire 71â73 Locking pit floods with water 74â77 Scything blade emerges from wall or object 78â81 Spears (possibly poisoned) spring out 82â84 Brittle stairs collapse over spikes
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Creating a Portal You can create portals quickly by choosing or rolling on the Planar Portals table. First, decide whether the portalâs destination resides in Sigil or on another plane. Then, roll on
Broken blade, medal 28â30 Clock tower face High Courts Mechanus Metal cog, perfectly balanced scales 31â33 Razorvine trellis Great Foundry Arcadia Rune-inscribed ingot, sprig of grapes 34â36 Temple
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
reckoned with as soon as they make their next payday. Those who donât settle their accounts discover that the old mercenary still knows how to handle a blade, and that he doesnât take âlaterâ for an
fish unless heâs well compensated, and unless the deed can be done without ruining his trophy. (The ring, if you decide itâs here, is stuck in the fishâs throat and can be retrieved without surgery.)
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
perfected yet, such that nontelepathic creatures have been known to pick up the signal as well. You get to decide whether a nontelepathic creature can sense the signal or not. The psionic transmitter
remains sticky even in the extreme cold. The shipâs interior is a mess. The walls are crusted with patches of flaky plaque, and the floor is splattered with sticky blots of an inky-black substance that
Compendium
- Sources->Dungeons & Dragons->Dungeon Masterâs Guide
Adventure Setting Many D&D adventures revolve around dungeonsâinterior spaces such as great halls and tombs, subterranean monster lairs, mazes riddled with traps, natural caverns extending for miles
found, and that book also includes tables listing the creatures commonly found within each type of terrain. Using that information, you can decide which creatures inhabit an adventure location within a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
crumbling faux battlement surrounds the flat roof, atop which sleeps a young green dragon with iridescent scales. A sword is lodged hilt-deep in its skull.
Building Interior The buildingâs outer
personality. From that point on, the dragon considers Wyllow its mortal enemy. Tearulai The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Numerous breaches in the hull and openings on the rowing decks allow entry into the ruined ship. Alternatively, characters can swim down into the sternâs interior from the top of the ship, where the bow is
missing. The interior of the sunken ship is a ruin. The decks have all but collapsed, creating a tangled maze where ooze and muck cling to sundered timbers and beams. An eerie, many-colored light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
affairs of the lizardfolk in the interior. An elf illusionist bearing the Mark of House Phiarlan leads the smugglers and seems bent on stirring up trouble.
Forgotten Realms. Midway between Waterdeep
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
utensils they have available. If you decide to change any giantâs melee weapon to some other giant-sized weapon, adjust its damage accordingly: Huge giants deal three times normal weapon damage, and
determine its nature. Either apply the result of the roll or use it as inspiration for something along the same lines. Giantâs Bag Contents d100 Item in Bag 01â03 Old axe blade for use as hand chopper 04
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
House Exterior The decrepit house sits on the highest ground in the area. Around it, a stone wall has crumbled in many places, exposing the interior grounds. An ornate metal gate lies open at the end
. The Wall The stone wall is 6 feet tall and more or less encloses the garden. It has partially collapsed in several places, so access to any part of the garden is simple even if characters decide not to
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
bridge to be stabilized. Manual Crossing A character can attempt to cross the chasm using the exterior of the fallen clock tower as a bridge, or using its interior as a tunnel. Either way, the
failed checks cause significant sections of the tower to crumble, you might decide that the DC of the check to climb across increases, or that checks are made with disadvantage. Using the Controls
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
character who searches her body, making a successful DC 10 Wisdom (Medicine) check finds the tip of a blade made of bone in a fatal wound in Mandaâs stomach, and with a successful DC 18 Intelligence
characters might decide to wait for the sahuagin to exit the cave to raid the town rather than assault the cave. If they take this course of action, roll a d10. The result equals the number of hours
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
target is immune to this effect if it is immune to slashing damage, has legendary actions, doesnât have or need a head, or if you decide that the target is too large for its head to be cut off by the
these changes: East Wind is armed with a longsword that is a polymorph blade (see appendix D), granting him the following attack: Polymorph Blade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
interior is hollow, with broken beams showing where upper floors existed long ago. Webs cover the towerâs walls, with two anchor points to the northwest and northeast.
A monstrous demon is moving
saving throw or have the paralyzed condition until the start of Camlashâs next turn.
Actions
Multiattack. Camlash makes one Flaming Whip attack and one Lightning Blade attack. Camlash can replace one
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
Climbing the Spire R04Mâs path climbs the Spireâs interior. If the characters follow, they pass through gradually sloping tunnels that take hours or even days to traverse. Use any of the following
. A character who manages to catch the body finds that itâs an ages-old, rag-clad elf skeleton. 3 A misshapen arch is covered in drooping, metallic, blade-like decorations. The arch was once a portal to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
featuring a wand crossed with a blacksmithâs hammer. The sign hangs crookedly from one hook and falls as the characters enter through the front door. A thick layer of dust covers the interior of this
source of the disappearances, stop them, and rescue anyone she could. As it happened, she was the last villager taken by the meenlocks. If the characters decide to explore the house, see âMayor
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Necropolis Locations (Y20-Y29) Y20. Tower of Evocation The top of this tower is shaped like an axe blade. Red light shines out from a slender window high overhead.
The towerâs interior is damaged
interior walls are covered with the following sentence in Draconic crudely written with pitch over and over: âAll work and no play make Ivira a dull girl.â The floor is strewn with pitch-covered buckets
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
characters negotiate for more than Jalesterâs goodwill, theyâre also promised a luck blade with no wishes remaining. Jalester neglects to mention, however, that this weapon belongs to Mirt the Moneylender
, one of the Masked Lords of Waterdeep. Mirt himself delivers the luck blade once the Runestone fragment is in Laeralâs hands, but looks rather put out at the thought of parting with it. âPerhaps you
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
flee from the advancing mists, and those few who were able to escape the interior through magical means. On 20 Olarune 994 YK, the nation of Cyre ceased to exist. The Mourning threw Khorvaire into a
Mourning? A DM running an Eberron campaign can decide the cause of the Mourning or leave it as a mystery that will never be solved. People in Eberron have many theories about the cause of the Mourning
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
cumulative. If you have temporary hit points and receive more of them, you donât add them together, unless a game feature says you can. You decide which temporary hit points to keep. As an example
of 1, assuming you cast goodberry with a 1st-level spell slot. Can you use green-flame blade and booming blade with Extra Attack, opportunity attacks, Sneak Attack, and other weapon attack options
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
decide that the priest has revived with one or more of these boons of your choice. If you do so, the priest is Undead rather than Humanoid. A priest can receive each boon only once. Boons of Undeath d6
immunity to poison and psychic damage. It regains all its hit points at the end of every combatantâs turn.
Actions
Multiattack. The priest makes two attacks.
Soul Blade. Melee Weapon Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
characters havenât spoken with Madam Eva, the storyteller urges them to do so. Madam Evaâs Tent If the characters decide to see Madam Eva, read: Magic flames cast a reddish glow over the interior of this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
is studying the characters closely, trying to decide if theyâre worth her time. Ultimately, she takes the chance and draws them into conversation, asking them to help her take down her only suspect: a
Torrga Icevein. In other words, Sephek gets around. Heâs charming. Makes friends easily. Heâs also Torrgaâs bodyguard, so Iâm guessing heâs good with a blade.
âHis victims come from the only three towns
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortuneâs Wheel
ask to go to Sincerityâs home, Varrel directs them to a tower of comfortable apartments. He wonât go with them, as a lantern archon calls him away for some official errand. The characters can decide
successful DC 14 Dexterity check using thievesâ tools. Cozy Interior. Inside, the characters find a cozy but simple living space, kitchen, and bedroom. Sincerityâs home holds no evidence of anything
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the dungeon, the portcullis closes off the dungeon entrance, which is hundreds of feet away, meaning that adventurers donât know they are trapped until they decide to head for the exit. Trigger. A
successful DC 20 Dexterity check using thievesâ tools disables the needle, and a check with a total of 10 or lower triggers the trap. Scything Blade Simple trap (level 5â10, dangerous threat) This trap uses
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, upturned blade. A silence spell blankets the interior of the Eye and Dagger, shielding its patrons from the gate-townâs belligerent gales. Weary guests occasionally weep on entering the establishment
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, first decide whether their previous investigation has alerted Dran Enterprises. If they allowed Rakeem to eavesdrop and report their conversations, alerted Eriss the broker of their antagonistic
combat, Arlaâs shortÂsword attacks take the form of either her sharpened leg hook or a retractable blade attached to her arm peg. Hoffman is backed up by three operatives named Pieter, Marks, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
characters decide to enter, Zurb opens the door for them. If the characters have befriended him, Zurb announces them as âreally nice people that talked a lot.â This causes Fryer to shake her head in
weary disbelief. The interior of the Fishbone Tavern is cramped and shadowy. Only two of the eight tables are occupied, one by two fishers and another by a lone figure in a dark, leather-patched cloak
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
level ranges: 1â4, 5â10, 11â16, and 17â20. The level you choose for a trap gives you a starting point for determining its potency. To further delineate the trapâs strength, decide whether it is a
Deadly 1â4 Cantrip 1st 2nd 5â10 1st 3rd 6th 11â16 3rd 6th 9th 17â20 6th 9th 9th + 5th Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap






