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Returning 19 results for 'detail interior are been'.
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Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Using the Maps This book contains a number of interior maps. Interior Maps Maps that appear in this book are for the DM only. As the characters explore locations on a given map, you can redraw
the characters detect and interact with them. For example, locked doors are indicated on the maps with dots, but you need not include this detail in your hand-drawn maps. One of the maps within shows
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
grooves allow lava to flow through and illuminate the outpost’s interior with dim blue light. The mining tunnels are dark unless otherwise noted. Tunnels Galore!
Map 5.5 and the corresponding location
descriptions detail the main areas of the mining tunnels. However, several smaller, splinter tunnels branch off these areas. These tunnels were once used in the ancient duergar’s mining operations, but
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Layers The Donjon Sphere’s hollow interior is divided into several nested layers, as shown in map 17.1. A complex web of metal tunnels and gears, navigable only by the sphere’s specially programmed
perceived by most creatures, but the energy collected is vital to the sphere’s continued operation. Donjon Core The penultimate layer of the Donjon Sphere is described in detail below. Power Core The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
meticulously tended gardens. Spotted by the Guards Characters who try to infiltrate Cassalanter Villa are more likely to be arrested than to be killed. The security detail around Cassalanter Villa is
plot. The number of guards patrolling the grounds doubles, and Victoro dispenses with all human guards inside the house. Whenever a guard is mentioned in an interior area, that guard is now a bearded
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Viper in the Garden The following sections detail the cause of the disappearances in Excelsior, what information Varrel already has, and other details the characters might gain in their
successful DC 14 Dexterity check using thieves’ tools. Cozy Interior. Inside, the characters find a cozy but simple living space, kitchen, and bedroom. Sincerity’s home holds no evidence of anything
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
knights are stationed around the edge of the gazebo’s interior. Eight unarmed bullywugs (noncombatants) lounge at the king’s feet, eating insects from platters as they gossip among themselves. The king
lap—Bavlorna’s Big Book of Bad Blood—in which the hag’s displeasure with her enemies is spelled out in detail. He procured the book from a darkling merchant (see area B10), who stole it from Bavlorna
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Adventure Setting Many D&D adventures revolve around dungeons—interior spaces such as great halls and tombs, subterranean monster lairs, mazes riddled with traps, natural caverns extending for miles
Yourself
When you’re preparing an adventure to run for your friends, you don’t need to write hundreds of pages describing each location in exhaustive detail. You can run a game with no more written
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
chest with a scorched lid and clawed iron feet. Its interior is divided into small compartments, one of which contains a potion of mind reading that also causes the imbiber’s skin to sparkle for the
the Demon Prince of Undeath in ghastly detail, clutching his skull-topped wand in one hand and three severed heads by the hair in the other. The figurine smells like decaying flesh, and this scent is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
to create a map of the headquarters and its surroundings. Chapter 5 of the Dungeon Master’s Guide can help detail both wilderness and urban locations. LIFESTYLE EXPENSES
Whenever characters are in
trading company, makes a perfect starter headquarters. The carriage’s exterior is weathered wood, and the interior seats and cushions have seen better days. Still, it offers all the perks of home plus
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
Mortuary Locations The following sections detail locations in the Mortuary. Each section includes a map of the location and an encounter designed to showcase the location’s unique elements. You can
the creature trapped within. The contents of the crypts are as follows: Crypt 1. This cracked crypt previously contained a necrichor. Crypt 2. The interior of this tube roils with shadow. Inside is
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. These towers were once occupied by mages and contained laboratories, libraries, and living quarters. Now they lie in ruins. Map 2.10 gives you an idea of how the interior of each spire is laid out. Y3
into much detail, Xerophon alludes to horrible magical experiments performed on prisoners by the wizard who ran the prison, saying, “I was afraid I might be next.” Once it realizes the fate that has
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
moon at night. The interior of the ship and the sea cave are concealed in darkness. Structure. The wood of the Marshal’s hull, deck, and doors is rotting. Unless otherwise noted, a door or a 5-foot
is described in detail after the table. Marshal Wreck Encounters d4 Encounter Level 1 Vecna’s Twist 5th 2 Merrow Mayhem 7th 3 Golem Diver 11th 4 Dragon Turtle Bandit 15th Vecna’s Twist The town
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
. A tower’s interior chamber is empty except for a wooden ladder that climbs to an iron hatch held shut by an arcane lock spell (see the “Prison Features” section for more details). This hatch leads to
. Prisoner 13 (see the “Roleplaying Prisoner 13” section later in this adventure for more details) has no cellmate. Her cell is marked on map 4.1. To add detail to other inmates, roll on the Prisoners
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
. A tower’s interior chamber is empty except for a wooden ladder that climbs to an iron hatch held shut by an arcane lock spell (see the “Prison Features” section for more details). This hatch leads to
. Prisoner 13 (see the “Roleplaying Prisoner 13” section later in this adventure for more details) has no cellmate. Her cell is marked on map 4.1. To add detail to other inmates, roll on the Prisoners
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Request Omin Dran contacts the characters via the franchise documancer’s documancy satchel or some other form of magic. When he does, read the following to detail his request: “Yeah, so I’m going to need
already been restored, while workers now focus on interior walls and decor. Grand Scribe Spivey Liethennson oversees the temple, ruling his limited domain with all the fervor his fragile body can muster
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
detail these locations and how creatures transported to them can return to the Lost Caverns. Once a creature has been transported to a location in this way, it can’t be sent to that destination by
Checkpoint. When an automaton is destroyed, its armored body crumbles to the floor as individual components. This includes its intact helmet, whose interior glows with a similar copper light to the flare that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
have fallen on hard times, sharing their wealth with others until they can recover. The sprawling, mazelike interior of the Oweland house has spawned rumors of hidden passages and secret chambers within
means of a powerful curse: Xolec can leave the cellar only if someone pure of heart carries him from it. Xolec is best left trapped, except for one detail: by a stroke of fate, agents of the Scarlet
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
higher, or who succeeds on a DC 18 Wisdom (Perception) check to scan the interior of the chamber beyond this one, notices a strange motion within. The points of light in the chamber beyond are shifting
use the room to replay up to 10 minutes of any past event they are aware of, whether personal or historical. The event plays back in perfect detail along the wall of the chamber for all to see and
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the west and south. Its metal double door bears a rusty broken chain and a padlock that hangs off the door.
The well-oiled door opens noiselessly. The crypt interior is dusty, with numerous tracks
. Notes. The papers detail plans to kidnap a Neverwinter aristocrat named Indrina Lamsensettle. The notes include a map of her estate, schedules of her movements, and suggestions that she knows an important






