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Returning 33 results for 'demand wall'.
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demons wall
demon wall
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Monsters
Fizban's Treasury of Dragons
ancient crystal dragon;ancient crystal dragon's lair. The dwarves mine the area aggressively, unaware that the dragon is spying on them—and intends to demand recompense at some point in the
dragon issues that isn’t directly harmful to the creature.
Ice Passage. The dragon can open a passage through a wall of ice or snow that is up to 5 feet thick, creating an opening up to 30 feet
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
stand watch in the middle of this 20-foot-high cave.
Fungus. A shelf-like fungus resembling a mass of rotting flesh clings to the north wall. The fungus is called ripplebark (see “Ripplebark
”).
If the characters approach from the south, heading toward Azrok’s Hold (area 21), the hobgoblins demand to know their business but allow them to pass if the group’s intentions aren’t hostile. If the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the floor, and a shield made from the shell of a tortoise hangs on the far wall.
A large skeletal serpent slithers out from behind the racks, raises its head, and says in Common, “They will tell us
question or makes a demand, it prefaces every sentence with “It will …” or “They will …” (for example, “It will tell us why it is here and what it wants”). When it makes a statement or answers a
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
paraphrase the following boxed text to set the scene: As you emerge from the bathhouse, five figures leap down from the top of the courtyard wall to confront you. In addition to their black leather armor
when they’re within 1,000 feet of her stolen loot. If the characters took any of the treasure from area D30, the cultists attack them to get it back. Otherwise, the cultists demand that the characters
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
West Wall West Wall (also called “the Old Quarter”) is a primarily residential neighborhood. Largely untouched by Demogorgon’s assault on the city, West Wall is a quiet district, as its residents
like to keep their dark schemes and vile indulgences behind closed doors. Amid the twisted streets and quiet mansions of West Wall stand scores of stone monuments dedicated to important figures and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
22. Chamber of the Nacehual (Nah-SAY-wal, the achieved ones) All the doors bordering this lozenge-shaped room are made of heavy bronze. Colorful glyphs are scribed on the western wall. There are two
then assume fighting stances, and if either is threatened or harmed, they attack. If the party negotiates, the two demand payment of 500 gp or one uncommon or rare magic item. If they aren’t paid, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the stalagmite. Such creatures encounter what feels like an unbreakable wall of force surrounding the entire stalagmite and extending under the cavern floor. CAPTURING IPSES
Characters who lurk
more information.)
In exchange for the pseudodragon’s safe return, the lich also offers to trade the potions in area 20. If the characters demand more, Ezzat throws in what he claims is a staff of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
seats and backrests.
Secret Door. A secret door in the east wall leads to area 8.
The vampire spawn, named Angelica and Yaveros, hiss at intruders and demand they leave at once, attacking those who
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
78. Chapel of Hate Any creature that passes through the mist gate in area 77 emerges from a similar arch set into the south wall of this room. The gate also allows travel back to area 77. You step
attacks until they are set free. They speak Undercommon and demand to be released. The night hag Widow Groat (see area 71) carries the keys to the nothics’ shackles, which can also be picked with a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
, they do not alert the guards beyond. Tampering with the doors will alert the guards, who demand (in Sahuagin) to know who is trying to enter. The guards can be tricked into opening the doors, but
room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
walls of this dusty workshop. A door on the east wall is closed.
Sitting against the south wall is a large cast-iron stove. A metal pipe one foot in diameter rises two feet from the top of the stove
before embedding itself in the wall. The stove makes a strange rattling.
Githyanki smiths crafted tools and armor here. The stove’s interior can hold one Medium creature or two Small creatures; its
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
double door opens onto a stately, carpeted hall hung with unlit lamps and fine portraits. There are doors to either side of the entrance, a double door in each wall halfway along the hall, and a single
doors lead from the chamber.
Two cogwork archivists (see chapter 7) work in each of these records rooms after hours, sorting and organizing. If they notice the characters, the archivists demand to know
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Areas of the Fire Temple E1. Entrance An arrow slit is carved into the south wall of the lava tube leading to this area. The arrow slit is 3 feet tall, 6 inches wide, and unguarded. Behind the arrow
also insist that the masks be turned over to them. If the characters demand payment, the dwarves frown but agree to pay up to 200 pp for each mask. Once the dwarves learn about an entrance to Tyar
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
prominent wall with a space nearby to burn a candle or some incense. Communing with the Gods Though many tales are told of times past when the gods appeared in physical form and walked the land
worship of Torm, lest it inspire rebellion, and an otherwise fair-minded mayor of a river-mill community might demand that worshipers of Silvanus find elsewhere to live because of recent problems the timber-cutters have had with local druids.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
lucrative side business. Zhents loyal to Manshoon pay Thrakkus to chop up people they kill, and he sells the meat on the sly. As Deadwinter Day approaches, this meat is in high demand. The corpses are
the winter and smells of meat and blood. Six half-frozen humanoid carcasses are stacked under a 10-foot-square canvas tarpaulin near the western wall. Thrakkus hasn’t gotten around to cutting them up
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
high demand here. The surface dwellers trade mostly in raw materials, including wood, fine fabrics, and leathers, but also maintain stocks of perfumes, alcoholic beverages, confectionery, paper, and
orders them to leave at once. If they refuse, she and her warriors attack as Kinyel cuts a gash in the back wall of the pavilion with her sword and finds a place to hide until the beholder appears. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
any character. (Whenever this weapon is swung at the occupant of this chamber, it will hit.) Characters who enter the room will see a solid gold couch along the back wall. A skeletal figure that
chamber will demand: “Who dares to disturb the rest of Acererak? It is your death which you have found!” Creature. The false crypt is the home of a false lich that is actually a magically prepared
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Ironslag: Upper Level 11. Elevator, Upper Level A ring-shaped gantry is bolted to the wall of the elevator shaft, 50 feet above the floor of the lower level (area 24). When the elevator stops here
transported back to area 17, to be carted away by workers and deposited in cleared sections of the mines.) A fire burns in a hearth in the middle of the east wall. The orcs are prisoners but fight
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
are using chisels and mallets to turn the basalt blocks into smaller worked-stone blocks, which are then stacked in piles around the yard’s perimeter. The yard’s eastern wall is a natural stone cliff
of the barrels contain water. The last barrel holds dregs of sour beer. B17: Kitchen A large iron stove occupies one side of this room, while a workbench stands against the opposite wall. Sacks of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
two shadowy figures stare at the back wall. This wide space is filled with diaphanous web strands. The webbing is thicker on the far side of the room, away from the two wide passages leading away
to the rear wall. B4: Wall of Hubris Craig J Spearing Five wizards sought to siphon power from the realm of Ilvaash,
whom they assumed was weak. The wizards were wrong Five human corpses slump
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The fourth wall is made of alabaster and has a locked iron door set into it (leading to area E2). A black-robed female human with a bald, scarred head watches this room through a glass window set
into the wall of another room (area E3). Dreadful Host. The figure watching through the window is Kaevja Cynavern (see area E3), and she can see through the purple mist between the two rooms easily
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Neverdeath Graveyard cluster near the wall separating the Main Graveyard from the Pauper’s Graveyard to the west. Hallix Mausoleum is a squat, unassuming granite block in the shadow of larger monuments to
sentence when reading aloud: Stone stairs descend from Hallix Mausoleum to a large subterranean chamber with stone coffins sitting on sturdy shelves. Part of the west wall has collapsed, creating an opening
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
hundred chanting, swaying, convulsing zealots can add a large dose of eerie atmosphere to the characters’ investigations. Map 8.3: Temple of Tharizdun View Player Version T1. Milden Span A tangled wall of
the deck disappears into a wall of boarded-up and badly weathered buildings. The only cleared pathway across the tilted deck leads from the bridge to a pair of massive wooden doors leading into the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
2 rounds. Tower Guards. Four sivak draconians (see appendix B) guard the tower’s entrance. They halt anyone who tries to enter, whether wearing Dragon Army armor or not, and demand they state the
wall depicts a handsome, long-haired man in flowing robes, radiating golden light. Fountains burble to the north and south. The east wall holds a single door to the north and a double door to the south
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
proved too great, and Darius assassinated his brother. Demetrius’s vengeful spirit now resides within the softly glowing robe. Secret Doors. The north wall hides two secret doors to areas B45 and B47
. B47: Treasure Room A subterranean breeze stirs in this room. A large, padlocked chest sits near the north wall. Behind it hangs a tapestry of a desert scene.
The tapestry behind the chest is a hostile
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, roughly a dozen feet above ground. The name of the road you travel on will be on the wall nearest, while the name of the crossing road will be around the corner. Simply ingenious! Landmarks Proud
, and a few run along the smaller east–west roads in rough areas. Be warned that when the demand for drays is high — during rain or snow, or to get to or from an event at the Field of Triumph
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
is set in the midpoint of the southern wall.
Creatures. A Red Wizard necromancer (see appendix B) and two Thayan apprentices (see appendix B) are in this area, moving among the tables working or
filled with clay. Near the northern and southern corners are circles of sigils that glow with red light.
In the eastern corner is a small array of urns and boxes. Above them on the wall is a contact
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-Saryak holds the matching stone (see “Jahaka Anchorage"). Because of their arrangement, the pirates agreed to Portyr’s demand that they never attack ships flying the flag of Baldur’s Gate. Liara
guards. The walls ringing the rest of the camp are 12 feet high, but they look higher from outside because of the fort’s elevation. 2. Ore Gate Despite its name, this secondary gate on the south wall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
suspended in the air.
In the west side of the room is a black gate, and on the wall near it is a contact stone.
Creatures. One reduced-threat aboleth (see “Reduced-Threat Monsters” above) dwells
demand food like peevish children. If the characters offer to feed them, the otyughs stop fighting to see if the party is telling the truth (unless the party has slain one of the young). If the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. A sculpture of a red dragon head protrudes from the wall above this mirrored bar, which is tended by a dead-eyed, lawful neutral equinal guardinal (see Morte’s Planar Parade) named Brayson. He is
won by spinning the fortune’s wheel in area F7. If the characters take the apparatus for a joyride, two mezzoloth bouncers arrive in 3 rounds and demand the characters vacate the apparatus or be
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
dwell in the High Moor and demand tribute several times a year. Secomber has no defense against the Urshani. Its residents give the hobgoblins food, homemade ale, and ore to retain their freedom. The
rangers from Grayvale like to travel these woods. Spine of the World Mountains of ice and black rock form a sky-scraping wall of frigid peaks across the far north, which few creatures have the ability
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
patrol Table I: Outer City Threats d10 Threat 1 2d4 giant rats 2 1 bandit captain and 1d6 bandits demand a “street use” tax 3 1d6 Guild pickpockets (spies) 4 1d4 ghouls picking at corpses left in the
Little Calimshan seem fractious and standoffish, in fact the opposite is true: the thick wall walks act as elevated streets, with locals able to look out over the layout from above and easily pick a path
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Threats d10 Threat
1 2d4 giant rats
2 1 bandit captain and 1d6 bandits demand a “street use” tax
3 1d6 Guild pickpockets (spies)
4 1d4 ghouls picking at corpses left in the
is true: the thick wall walks act as elevated streets, with locals able to look out over the layout from above and easily pick a path to their intended destination. Second only to the Wide in the chaos