Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'descends inside are been'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        descent inspire are been
                                    
                                
                                    
                                        descended inspire are been
                                    
                                
                                    
                                        descends inspire are been
                                    
                                
                                    
                                        descended invite are been
                                    
                                
                                    
                                        descended inside are been
                                    
                                
                        
                    
                
                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The
                                                
                                            
                                                
                                                    .
Underground River. A river flows along the right and bottom edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     trespassers who do find their way inside must then contend with a maze of corridors, dead ends, and steep inclines.
Sapphire Dragon Lair Features
The sapphire dragon lair shown in map 5.12 is a series
                                                
                                            
                                                
                                                     edges of the map, providing the dragon with fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark.
Hoard
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     Fly Speed 20 ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding
                                                
                                            
                                                
                                                     to 5 feet horizontally for every 1 foot it descends in the air. If a creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder.
 
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     ft. The gyrocopter can bear up to 2,000 pounds of cargo; if it bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the
                                                
                                            
                                                
                                                     horizontally for every 1 foot it descends in the air. If a creature attached to a cord is ever more than 500 feet away from the gyrocopter, the cord immediately disappears and returns to the wonder
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     you encounter.Clouds obscure the peak of the windswept mountain before you. Carved into its base, the old templeâs entrance yawns ten feet wide by twenty feet high. A few feet inside, a rough-hewn
                                                
                                            
                                                
                                                     staircase descends into the cold bedrock. Eerie green light emanates from goat skulls embedded in the walls at regular intervals.
 No guards are posted at the entrance. The staircase descends 50 feet to the entry (area T1), where guardians await.
                                                
                                            
                                        
                                                     magic-items
                                                    
                                                    
                                                
                                            
                                                     bears any more than this, it deactivates.
Eight spectral cords are mounted to the inside of the cargo bay. A creature riding in the gyrocopter wonder can take a Utilize action to attach itself to or
                                                
                                            
                                                
                                                     detach itself from one of these cords. A creature attached to a cord can leap from the gyrocopter wonder and glide, moving up to 5 feet horizontally for every 1 foot it descends in the air. If a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     freshly blown glass bottles along the south wall, the hearth built into the southwest corner, and the barrel of sand standing next to it. A staircase descends underground, and between it and the rack of
                                                
                                            
                                                
                                                     bottles stands a barred door. The stairs lead down to area W13. The bottles stored in the rack donât have labels. The east door is barred from the inside. Fortunes of Ravenloft If your card reading
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                    1. Spiral Staircase The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splashâthe floor
                                                
                                            
                                                
                                                     is submerged beneath a foot of water!
 The spiral staircase descends about 100 feet before ending in area 1. Sensitive characters will feel it thrumming to a continuous low vibration (this vibration
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     into the walls and roof, but the crude artwork is incomplete.
 Descending Tunnel. The tunnel to the southeast descends hundreds of feet to level 8.
 Hundreds of years ago, before the arrival of the
                                                
                                            
                                                
                                                     aura of conjuration magic emanating from within the basiliskâs belly. One must smash open the basilisk to get at the treasure inside. Its belly can be cracked open with a solid weapon hit. Treasure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Divine Contention
                                                    
                                                
                                            
                                                     inside descends 120 feet to the catacombs below. Characters who search the surface area and succeed on a DC 18 Intelligence (Nature or Investigation) check discern that a nearby saltwater lake has been
                                                
                                            
                                                
                                                     worked stone lined with granite flagstones. Ceilings are 30 feet high inside rooms and 20 feet high inside corridors.
 Doors. Doors inside the mausoleum are 12 feet high and crafted of ebony engraved
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     varies between 5 and 30 feet deep, and the current isnât strong enough to present a hazard to swimmers. To the north and south, the river descends into submerged tunnels that spread for miles under
                                                
                                            
                                                
                                                     (Deception) check. If the group check succeeds, the broodguards wave them inside without checking their story. If the group check fails, the broodguards march them to meet Overseer Issar in area 19.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    1. Entrance from Hut Inside the hut of the shaman Bonecarver, old furs heaped atop poles are laid across an opening leading down to the ice caves. Steps are cut into the wall of the chute, creating
                                                
                                            
                                                
                                                     further checks are necessary. The chute and its icy stairs end at the ceiling. A sturdy ladder then descends into the approximate center of a rectangular chamber. The exit to the corridor is an icy, 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    1. Entrance from Hut Inside the hut of the shaman Bonecarver, old furs heaped atop poles are laid across an opening leading down to the ice caves. Steps are cut into the wall of the chute, creating
                                                
                                            
                                                
                                                     further checks are necessary. The chute and its icy stairs end at the ceiling. A sturdy ladder then descends into the approximate center of a rectangular chamber. The exit to the corridor is an icy, 15
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    Amid the Ashes Once the fire is extinguished and the villagers rescued, calm descends on the scene once more. The characters can talk with the grateful villagers they saved. Each villager is Friendly
                                                
                                            
                                                
                                                     inside. In this case, Vatri is Hostile toward the characters and has nothing to say to them. Brezo Brezo was playing his bagpipes to the morning crowd outside the tavern when the Corsairs descended
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     area K9. The wide staircase leads up to area K19. If the characters are here by invitation, add the following: An elf with brown skin and long black hair descends the wide staircase, quiet as a cat. He
                                                
                                            
                                                
                                                     D). He fights only if attacked. Otherwise, he leads the characters to the dining hall (area K10), points them inside, pulls the doors shut behind them, and withdraws to area K72 by way of the South
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     assaulted by a strike team of two horned devils leading ten bearded devils. If the intruders survive and linger in the area, a whole army of devils descends upon them. Characters can gain an audience with
                                                
                                            
                                                
                                                     by smuggling themselves in with any tribute their ally brings before Bel. Whether the characters smuggle themselves inside, arrive with a letter of introduction, or get taken into custody, they eventually arrive at the lowest level of Belâs fortress, where Bel lairs.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    . Inscribed in the northern double door is the vile visage of Orcus, the horned demon lord. He fixes his evil gaze on a staircase of polished black marble at the south end of the room, which descends ten
                                                
                                            
                                                
                                                    . As a Utilize action, a character can try to force the lid open (from inside or outside the pit), doing so with a successful DC 20 Strength (Athletics) check.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                    1. Pool The pool at the foot of the waterfall is 20 feet deep at its center, its surface obscured by an emerald haze that marks this place as a green dragonâs lair. A steep slope descends from the
                                                
                                            
                                                
                                                     the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but canât tell what it is (or how large a creature it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                    1. Pool The pool at the foot of the waterfall is 20 feet deep at its center, its surface obscured by an emerald haze that marks this place as a green dragonâs lair. A steep slope descends from the
                                                
                                            
                                                
                                                     the cave, clinging to the wall near the entrance. A character who succeeds on a DC 20 Wisdom (Perception) check notices movement inside the cave but canât tell what it is (or how large a creature it
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     compartment as it rises, and a creature trapped inside must succeed on a DC 15 Constitution saving throw or fall unconscious as though affected by a sleep spell. At the same time the elevator rises, a 10
                                                
                                            
                                                
                                                    -foot cube of granite suspended from heavy chains descends in the eastern half of the shaft, acting as a counterweight. The massive block lands gently at the bottom of the shaft, filling the previously
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    , exposing the keyhole behind it. When a skeleton key is inserted into its corresponding keyhole and turned clockwise, a tumbler inside the door unlocks. When all five tumblers unlock, the skeleton gate can
                                                
                                            
                                                
                                                     be pulled open like a normal (albeit heavy) door, revealing a wide staircase that descends 20 feet to area 77. The door and its seals are impervious to damage and spells, and cannot be opened in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     players when their characters reach the lowest level of Belâs fortress: A wrought iron spiral staircase descends into a cavernous forge. Channels of bubbling lava wind through the complex, casting fiery
                                                
                                            
                                                
                                                     characters: a pair of hellfire javelins and a hellfire greatsword. F4. Pool of Magma Inside this cavern, steel pylons and gantries keep a huge and terrible new machine suspended above a pool of magma. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     disassembling the tracks behind the train and passing them forward so the locomotive can lay down new tracks in front of itself.
 As the train descends to ground level, its horn blares once more. It swerves
                                                
                                            
                                                
                                                    ) doubles as a train station. Inside it is a booth containing a duodrone attendant with a built-in ticket puncher. All passengers must get their tickets punched by this duodrone before theyâre
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    L16. Granny Nightshadeâs Bedroom This room has two closed doors, one leading to a 20-foot-high balcony and the other leading to area L17. Neither door is locked. A staircase descends to area L14
                                                
                                            
                                                
                                                     inside a large bell jar. Facing one another along the outer wall are a pair of doors. Next to the door closest to the staircase is a wooden rocking cradle with a neatly folded blanket in it.
 If
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     light in the fireplace from a small, highly reflective object.
 Two swarms of insects (spiders) infest this room. One swarm descends on anyone who approaches the fireplace, and the other descends
                                                
                                            
                                                
                                                     from the webs above the door a moment later. Both wash down the walls with the muffled clatter of thousands of tiny legs. Fireplace. The glint inside the fireplace comes from a small crystal bauble (5 sp
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     three telescopes are mounted to the battlements. A wrought iron spiral staircase descends through a hole in the ground, leading down to area 19. Near the staircase is a pile of rocks that cloud giants can
                                                
                                            
                                                
                                                    . Floating 10 feet above the floor in the middle of this circular room is the castleâs navigation orb (see appendix B), which Sansuri uses to control the movement of Lyn Armaal. The inside wall of the room
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     damage the portico make enough noise to attract the two white dragon wyrmlings in area Q4. One makes its way through area Q3 to confront intruders head-on while the other descends the chute in area Q4 and
                                                
                                            
                                                
                                                    , padlocks, and keys lie discarded on the floor outside them. Inside each cell are fragments of the shell of a bluish-white egg that mustâve been as large as a halfling. Any character who examines these
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     could. Map 5.11: red dragon lair View Player Version Red Dragon Lair Features The red dragon lair shown in map 5.11 is inside the caldera of an active volcano. Azers dug out and expanded the lava tunnels
                                                
                                            
                                                
                                                    . A side tunnel off the pillared hall descends 30 feet down a steep lava tube to a ledge above a pool of magma. Here the dragon has piled a hoard that gleams in the dull red light. Additional Lair
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                    54. Rolling Doom After ten feet, this dusty corridor becomes a staircase that descends fifteen feet to a lower tunnel. Resting on the floor at the bottom of the staircase is an old treasure chest
                                                
                                            
                                                
                                                     check made using thievesâ tools. Within the chest is an invisible key, 3 inches long and made of brass. Any character who manually searches inside the chest feels the key, which unlocks the clock in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     north wall, above the chest. Any creature that passes through this doorway is teleported to an unoccupied space within Jarlmootâs circle of thrones. A swarm of ravens then descends upon that creature
                                                
                                            
                                                
                                                    , causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chestâs lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     shaft descends 90 feet to an underground stream that provides no access to other locations in Undermountain.)
 Magic caused all the kitchenâs accoutrements to take flight and crash into one another
                                                
                                            
                                                
                                                     around the chest, which is actually a chest of preserving. This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of the ordinary, such as an approaching ship or group of visitors or a monster flying overhead, one guard descends into the tower to alert the rest of the prison while the others stay at their post
                                                
                                            
                                                
                                                    . Getting Inside Characters who bang on the prisonâs north or south door are admitted into a 30-foot-long entry corridor, where they are greeted by the three guards (veterans) stationed in the nearby
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     flailing away at the creatures inside with its tentacles, as described above in âThrashing Tentacles.â Round 2 The octopusâs weight and writing tentacles cause the ship to list 30 degrees to port. At the
                                                
                                            
                                                
                                                     up in the water within 20 feet of the rowboat tries to swim toward it and board, attacking anyone who offers resistance. Round 20 At the start of round 20, the ship sinks. Anyone aboard must swim to safety. The ship descends 3d20 feet at the start of each subsequent round until it hits bottom.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     being seen by intruders. The best-defended sapphire dragon lairs have no easily accessible entrances or exits at all, and trespassers who do find their way inside must then contend with a maze of
                                                
                                            
                                                
                                                     fresh water and an alternative entrance. Originating on the surface, the river descends through narrow tunnels that eventually lead to the Underdark. BLEUCORUNDUM
 Bleucorundum is an ancient sapphire
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                     convinced they donât pose a threat to the gardens, it becomes Indifferent. Fruit of Life. Zumznâs trunk forks around a githyanki skull, and a heart-shaped fruitâthe fruit of lifeâgrows inside the skull
                                                
                                            
                                                
                                                     descends from the ceiling through a large shaft in the floor.
 This is the lair of Duban the Magnificent, a haughty Marid bound to serve Ozzadraz. When the characters arrive in his lair, Duban is
                                                
                                            
                                        





