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Returning 18 results for 'decides carved'.
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Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
bleak stone fortress carved out of a gigantic, blade-shaped rock. A central tower looms above the rest of the fortress, and light leaks from its arrow slits. Four smaller towers rise from the outermost
meeting room (area R12), where the warden greets them soon thereafter. The warden (see area R21) tries to find out why the characters are at Revel’s End and decides whether to help them or not. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
enclose an intricately carved well that seems to be illuminated from within. Beyond the well, mounted on the wall, is a blackened mirror with a richly ornamented frame. Directly above the well, in the
fired through his front door. If a creature then decides to climb the rope up into the lair, Xipe starts to reel in the climber when it has ascended halfway. A creature being hauled up into the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
order. A 10-foot-square slab of 2-inch-thick stone covers each pit. Each cover is carved to resemble the floor surrounding the pit. A character who has a passive Wisdom (Perception) score of 17 or
decides to close it. Any creature or object on the cover when it swings open falls into the pit below. The pit’s depth and other hazards vary by location, as described in the location’s description
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
convince him of the mission’s importance. If he decides to help, Neverember arranges for a galley called the Seabreaker to transport the characters. The Seabreaker’s captain is an uptight albino wizard
5,000 gp in its present condition. (For rules on ship repair, see the “Owning a Ship” section in chapter 5 of the Dungeon Master’s Guide.) The longship’s bow is carved and painted to look like the head
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of winter scenes. Set into the back wall is a door inscribed with a large snowflake. A single word is carved into the lintel above it.
Characters who succeed on a DC 10 Intelligence (Religion) check
correctly surmise that the snowflake inscribed on the door is the Frostmaiden’s holy symbol. The word carved above the door depends on which area lies on the other side: Door to Area G16. Carved into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Mortuaries Red Wizards bind and reanimate dead flesh and bone in these halls. 86. Hall of Teleportation The walls of this massive hall are carved with reliefs of humanoid monarchs adorned with jeweled
. White Gate. The corridor that leads east has a white gate that connects with the Clay Golem Kilns. 87. Golem Vault Relief-carved walls showing nobles at a great feast make a stark counterpoint to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
decides the characters are trying to string her along, she orders her reavers to attack. The reavers know that most enemies are at a serious disadvantage in the water. If they attack an enemy standing
. Treasure Eyon has a waterproofed leather pouch on her belt that contains 15 gp, 6 pp, five delicately carved coral gemstones worth 80 gp each, and a potion of healing. Development If the characters defeat
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the arrow slit is Holger, a thug who commands the gatehouse. Holger is a high-strung martinet, and no one in the gatehouse likes him. Holger decides whether to open the gate, tell the characters to
edge of the castle yard leads down to the boat basin and landing. Carved into the bluff is a 20-foot-long staircase. Random Encounters. Characters lingering in the castle yard are likely to encounter
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
endangers countless innocents.
5 A group of cultists searches for all the Orbs of Dragonkind, planning to use them to bend dragons to their will.
6 A fringe group of cultists decides to focus on
Wards. The arcane markings carved into hidecarved dragons’ scales are magical protections, intended to make the dragons more resilient against the threats they might face in carrying out the lauth’s
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
(see Boo’s Astral Menagerie). These two accompany Vocath wherever he goes. When Vocath decides to stage a gladiatorial contest, he notifies the base’s other guards so they can herd spectators onto the
. The spelljamming helm aboard the Devil’s Deal is a legless chair carved from petrified wood. Black crystals on the underside of its concave seat project a circle of purple light on the floor that
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
arcane lock spell. 3. Guest Room The furniture in this room is scaled for giant-sized guests and includes two soft beds, a handsomely carved wooden table, and an empty wooden chest. A spacious closet
day, these guards and the ones on active duty operate on alternating shifts. When the castellan decides that a shift is done, he rousts these guards from their slumber and orders them to replace the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
on a DC 14 Charisma (Intimidation or Persuasion) check. If Esvele decides to help the characters, she fights alongside them and discovers treasure and secret doors automatically. C3. Library This is
room holds the following noteworthy features: A dozen chairs surround a beautifully carved dining table in the middle of the room. The table is set with golden plates, utensils, goblets, and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, and the other two join battle as soon as possible. F18. Drow Tomb Flame dances above a pool of murky water to the south, lighting the room. A sarcophagus carved from glassy black stone stands atop a
of a human head represents one alien eye.
Drow carved this chamber and raised this idol to honor Ghaunadaur, a dark god associated with oozes. A character must succeed on a DC 20 Intelligence
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
overgrown path winds to the edge of the cliff. The overlook is marked by two marble statues veined with gold, each carved in the shape of a dragon with its mouth open in a silent roar.
At the base of each
decides to face the blue dragon himself. He flies to the top of the observatory tower (area D5) to confront Sparkrender once more. However, Aidron is too weak to defeat Sparkrender alone; he needs the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the east. A triangular symbol is carved into the center of the room’s western wall.
Hellenrae (see chapter 7), the Abbess of Stone, spends much of her daytime here, sparring with her monks or
this room was once the bedchamber of someone important.
When Renwick first established himself in the old monastery, he claimed this room, though he has no need for the trappings of life. If he decides
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
city’s security and decides where the output of Mirabar’s mines are sold. The city’s defense falls to the Axe of Mirabar, a well-armed garrison. All members of the Axe of Mirabar are shield dwarves. A
northeast and southwest ends of the plateau are unpainted totem poles, the tops of which are carved to look like sky ponies with spread wings. The withered and moldering corpses of trespassers are lashed
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
where carved or painted stars cover the ceiling of a cave. On the planes that have hosted one of these rare events, elf priests consecrate and maintain temples devoted to the Mysteries. Often these
finish a long rest — a miracle celebrated by elves of all sorts except drow. (The DM decides whether an elf can manifest this miracle.) Dark elves find this ability to be terrifying and characterize
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
malfunctioning magic, and so forth. The DM approves the headquarters concept and decides how large or small the initial structure can be, as well as any useful features. DMs and players can work together
, availability of maps, or other conditions. Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the