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Returning 35 results for 'descends inside are bottle'.
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Magic Items
Strixhaven: A Curriculum of Chaos
coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.
Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to
This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the
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
Iron Flask
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of
accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly
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
Backgrounds
Guildmasters’ Guide to Ravnica
, a set of common clothes, a belt pouch containing 10 gp (a mix of Azorius and Boros 1-zino coins), and a bottle of sweet, red juice
A Flair for the Dramatic
Rakdos performance styles typically fuse
I’m secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence.
4
I own something that Rakdos once touched (it’s seared
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
you encounter.Clouds obscure the peak of the windswept mountain before you. Carved into its base, the old temple’s 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->Tomb of Annihilation
. At first, she orders the characters to release her. If they refuse, she tries to bargain with them (see “Roleplaying the Dao” below). While trapped inside the bottle, Keshma can’t attack or cast spells
23. Bottled Genie Ancient cobwebs fill this narrow corridor, whose midpoint features an arched alcove. Within the alcove, a dusty bottle stands on a table.
The bottle is stoppered and contains a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
rises from inside the cauldron.
Paraphernalia. Behind the cauldron rests a wooden table cluttered with brewing equipment. The floor around the table is strewn with shattered glass and empty flasks
bottle causes an elder rune to appear in the air above it (see “Elder Runes”). The rune targets the creature that opened the bottle. If the bottle was opened with a mage hand spell or similar magic, the
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 don’t 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 splash—the 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 basilisk’s 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->Basic Rules (2014)
Iron Flask Wondrous item, legendary This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the
duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Iron Flask Wondrous item, legendary This iron bottle has a brass stopper. You can use an action to speak the flask’s command word, targeting a creature that you can see within 60 feet of you. If the
duration, the creature acts in accordance with its normal disposition and alignment. An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
. Behind her stand two creatures made entirely of dead vines. The druid and the vine blights fight to the death. Inside the cabinet is a key hanging on a loop of twine. The key unlocks the padlock on
the sliding doors between the veranda (area W5) and the fermentation vats (area W9). The contraption standing near the north wall is a printing press, which Davian Martikov uses to make wine bottle
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->Dragon Delves
Rescue the Villagers If the characters enter Morkoth Tavern, read or paraphrase the following: Inside the tavern, smoke chokes the air. Tables and chairs are smashed, and rafters have snapped like
Commoner), lies limp across the bar. A Corsair smashed an empty bottle over Nelida’s head. She is uninjured but has the Unconscious condition. A character can carry Nelida out of the building; once
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
varies between 5 and 30 feet deep, and the current isn’t 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->Waterdeep: Dungeon of the Mad Mage
river’s edge contains a weathered backpack left by an adventurer who met a grisly end in area 9b. A crowbar and a 50-foot coil of hempen rope are strapped to the outside of the backpack. Inside the
-tall empty obsidian bottle carved in the shape of a wizard’s tower with a removable cork roof (50 gp), a pearl necklace (250 gp), and a shriveled sea elf’s head with a potion of water breathing stuffed in its mouth (with the vial’s cork sticking out).
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->Tales from the Yawning Portal->a3
them for freeing it from its long imprisonment. Treasure. Inside the bottle is a potion of healing. The mask, if it is claimed, weighs 30 pounds and is worth 25 gp. Miscellaneous items on the shelves
running out. Aura. A detect magic spell reveals an aura of evocation magic emanating from inside the crystal cylinder. The Right Path. To reach the “cure,” the characters must first face the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
pass through it, nor can they teleport to any location inside it. Any creature that performs the Rite of the Arcane Octad (see "Rite of the Arcane Octad") near the spire can pass through the force
lair actions noted in the demilich entry of the Monster Manual apply throughout the spire, though Iriolarthas can use lair actions only while inside it. The spire doesn’t have demilich lair traits
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 Bel’s 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 dragon’s 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 can’t tell what it is (or how large a creature it
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
inside with wooden slats. Only tiny slivers of the interior can be seen through the slats.
Homestead Locations The following locations are keyed to the Holrow Homestead map.
1: Main Hall The front
rubber cap for bottle-feeding calves bobs in the water. A dining table sits near the hearth. A large sliding door leads north into the barn (area 4), and an open glass door leads east into the
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 dragon’s 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 can’t 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->Dungeon Master’s Guide (2014)
10 Gold locket with a painted portrait inside 250 gp Art Objects d10 Object 1 Gold ring set with bloodstones 2 Carved ivory statuette 3 Large gold bracelet 4 Silver necklace with a gemstone
dragon comb set with red garnets as eyes 6 Bottle stopper cork embossed with gold leaf and set with amethysts 7 Ceremonial electrum dagger with a black pearl in the pommel 8 Silver and gold brooch 9
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
thread 6 Copper chalice with silver filigree 7 Pair of engraved bone dice 8 Handheld mirror set in a painted wooden frame 9 Embroidered silk handkerchief 10 Gold locket with a painted portrait inside 250
a dragon with red garnets as eyes 6 Bottle stopper cork embossed with gold leaf and set with amethysts 7 Detailed, life-sized dragonborn skull cast in electrum 8 Silver and gold brooch 9 Obsidian






