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Returning 35 results for 'dire wall'.
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dirt wall
dice wall
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Monsters
Mythic Odysseys of Theros
: cone of cold
1/day each: fog cloud, gust of wind, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4;{"diceNotation":"1d4
ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s depths
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the southwest wall. The gap is 2 feet wide, 10 feet tall, and 15 feet deep. It leads outside (area X1a). A secret door in the south wall opens into area X16. Neither the mountain folk nor the dire wolf
X15. Southwest Annex This room contains a gladiator (CE female human), five berserkers (CE male and female humans), and one dire wolf. The gladiator and the berserkers are bloodthirsty mountain folk
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
T5. Guard Tower, Upper Floor The upper level of the tower is an icebox with windows set in almost every wall. A rusted iron ladder bolted to the floor and ceiling leads up to a wooden trapdoor
. Mounted above the stone hearth is a dire wolf’s head. The wind coming down the chimney howls in its stead. The trapdoor in the ceiling pushes open with a squeal, revealing the rooftop (area T6) and the stormy gray sky.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Alcoves of the Dead Four deep alcoves, each roughly 10 feet wide and 15 feet tall, line the cavern wall south of Wyllow’s tower. Strewn about in them are the skeletal remains of sixty humans clad
in rotting clothes and furs — the remains of Malar worshipers killed by the green dragon’s poison breath. Wyllow dragged the corpses here and left them to rot, as a dire warning to others who would betray her. A search of the bones reveals nothing of value.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
lay the curse directly, the curse should be obvious in some way, such as a warning of dire consequences carved into the wall of an ancient crypt or relayed by a spell such as magic mouth.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
vampire spawn (moon elf consorts) as reinforcements. These vampire spawn lurk on the upper floor of the tower. The tower is in dire need of repair. The cracked and crumbled ice provides abundant handholds
Crypt Sandesyl’s coffin rests in the middle of the tower’s upper level, guarded day and night by her two consorts. The coffin contains grave dirt, but no treasure. A ice staircase hugs one wall
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
vampire spawn (moon elf consorts) as reinforcements. These vampire spawn lurk on the upper floor of the tower. The tower is in dire need of repair. The cracked and crumbled ice provides abundant
. Sandesyl’s Crypt Sandesyl’s coffin rests in the middle of the tower’s upper level, guarded day and night by her two consorts. The coffin contains grave dirt, but no treasure. A ice staircase hugs one wall
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
one of the cells, you hear a gruff voice ask, “Who’s there?” The corridor is 40 feet long. Branching off it are eight cells, four along each wall. The voice comes from one of the southernmost cells
Emil Toranescu, a werewolf with 72 hit points. He claims to be a resident of Vallaki who was chased by dire wolves to the castle. He begs the characters to rescue him, offering to help them in exchange
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
they met their doom. U2. Dire Wolf Den A hungry dire wolf haunts this dark cave, the uneven floor of which is strewn with animal and humanoid bones. Unless the characters offer it fresh meat, the dire
wolf attacks them. It’s too mean-tempered to be befriended. The wolf has no trouble scrambling up or down the 20-foot-high wall at the mouth of its den. U3. Cave Drawings This cave has ancient, stick
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
meeting with anyone she doesn’t know. Characters can confront her as she comes or goes to and from her villa, but she never travels without sixteen guards who form a protective wall around her. If the
characters brazenly mention Manshoon or the Zhentarim by name to her, Jelenn demands that they leave her alone or face dire consequences. Jelenn’s threat is mostly bluster, since she’s not eager to make
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Additional Stages You are free to add additional stages to the Keymaster’s version of the Test Market if the players are having fun with these off-the-wall challenges. Use the following setups, or
otherworldly creatures are tearing the inn apart and attempting to eat everything they can get their hands on — including the characters. Fighting the patrons is difficult (use the dire wolf stat block for
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
immeasurably vast catalog that organizes them. When not cross-referencing his expanding collection, he composes epic poetry and is responsible for curating and restoring wall carvings throughout the
giant is distracted by the increasingly dire news brought in by his messengers, including reports from stone giant mystics, as well as elemental servitors such as galeb duhr and xorn. However, if the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. If no one in the party understands Undercommon, the dire warning is just loud gibberish to them. The cantrip was cast by Hanne Hallen, a young drow allied with House Mizzrym. Hanne has the
. She’s hiding in the rubble along the cavern wall but can be spotted with a successful DC 15 Wisdom (Perception) check. If the adventurers decide to turn back, finding another tunnel going in the right
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
on a successful one. Light. This area is brightly lit by continual flame spells cast on wall sconces. Smoke. The smoke is from a smoke bomb dropped by the giff when the extraction force moved to
noncombatant but has found his courage and wants to help in this dire situation. The characters might have him go to get additional help or cause a distraction. If he goes to find help, a few rounds later he returns with two guards (use the veteran stat block) to aid in the fight.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
S3. Village of Krezk When the characters get past the outer wall, read: The mist-shrouded village beyond the wall is nothing more than a scattering of humble wooden cottages along dirt roads that
Krezkites) know the following bits of local lore: Residents never leave the village for fear of being attacked by wolves, dire wolves, and werewolves. About once a month, a wagonload of wine arrives from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
furnishings: hides on the floors, a bear skin on the wall, a chair, a stool, a huge chest, and a vast bed mounted with furs. Under the furs on the bed is a sleeping hill giant. It requires successful
smolder in wall-mounted cressets. A wooden chest stands near the western wall. Treasure. A small pouch in the chest contains 40 pp. 5. Maids’ Chamber Three hill giant servants (use the ogre statistics
compendium
- Sources->Dungeons & Dragons->Legends of Greyhawk
lair was created by an earth elemental, which the Temple cult moved elsewhere long ago. The area has the following features. Terrain. The wall and floor are smoothed rock, shaped by the earth elemental
two exits: one to the west and one to the east. On the wall opposite your entrance is a fresco of a burning eye, painted in ochre. Its gaze seems to bore into you.
The fresco of the Eye of Fire is
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
rider 9 Trinket 10 Hidden bundle 11 1d4 swarm of ravens (50%) or 1 wereraven (see appendix D) in raven form (50%) 12 1d6 dire wolves 13 3d6 wolves 14 1d4 berserkers 15 Corpse 16 1d6 werewolves in human
Corpse 7 Hidden bundle 8 Skeletal rider 9 1d8 swarm of bats 10 1d6 dire wolves 11 3d6 wolves 12 1d4 berserkers 13 1 druid and 2d6 twig blights 14 2d4 needle blights 15 1d6 werewolves in wolf form 16 3d6
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
make the ocean their ally, using it to defend their people or enact Thassa’s wishes. While dire threats from the land might bring them to coastal shallows, most masters of waves keep to the ocean’s
, wind wall
Summon Water Weird (Recharges after a Short or Long Rest). As a bonus action, the triton magically summons 1d4 water weirds (see the Monster Manual). The summoned weirds appear in unoccupied
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
13 Intelligence (Investigation) check spots a tripped pressure plate on the floor and an empty crossbow in the wall. When the characters enter the chamber, read or paraphrase the following text: The
(Perception) score of 13 or higher hear a steady hiss as the gas seeps through tiny holes in the wall. The gas immediately fills the room and dissipates after 1 minute. While the room is filled with gas, each
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
not attack the characters, even if it becomes aware of them. Interrupting the ritual, however, has dire consequences for everyone in the temple. Glowing Symbols. The wall designs glow with dim
. Against the east wall rests a coffer, its lid closed.
The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
surface winds down through the earth for more than a mile. The deepest point is a cave-in that collapsed the back wall of this room. The words on the door leading south to the workshop repeat “toil” in
a set of cartographer’s tools, six pints of oil, an illustrated book about ropers, an emerald worth 250 gp, and a lantern of revealing. G5: Showroom This room is empty, but crumbling wall carvings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
move around the corner into the eastern part of the ledge, they might discover a row of hidden arrow slits in the rocky wall to the east about 15 feet above the floor. By examining the wall and making
DC 15 Wisdom (Perception) check to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful DC
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
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
constructs. To the southeast, an array of runes pulses on a console. In the middle of the south wall stands a small door and, to the west of it, a larger double door.
In this room, workers would charge
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. C6: Hobgoblin Quarters Four plain straw pallets and bedrolls are lined up on the floor of this barrack. Brackets on the walls hold weapons: spears, swords, morningstars, and more. The north wall
Hall Wade Acuff The goblins who inhabit Cragmaw Castle often hold raucous, messy dinner parties The western portion of this large hall ends in a wall of rubble, but the remainder is still intact. This
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Ralvald is in dire need of advice. He takes the counsel of any characters who seem genuinely invested in his plight. The characters might discuss these options with him: Depart the Lair. If the
put on display near the lair’s entry (area D2). The dragon didn’t notice the remorhaz eggs, which have now hatched. The remorhazes are Hostile and hungry. Illusory Wall. A passage on the western wall
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
the floor.
From somewhere in the distance, you can hear the faint ringing of hammer on anvil.
The sound of the hammering comes from beyond the east wall, as can be determined with a successful DC
the entrance stairs to the stone wall behind the east statue. Statue Trap. The obvious exits to the northeast and northwest are false doors that open onto blank stone. Pulling on either door releases
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Ice Cave This bone-strewn cave is the den of two adult winter wolves and their three half-grown pups (use the dire wolf statistics). If the young are harmed, the parents fight recklessly, risking
along the south wall (near guard position 8), each holding 200 gp. A rock ledge on the southeast wall, 9 feet off the ground, has a stone box atop it. The stone box cannot be seen by a human-sized
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, as well as the locked wooden trunk at the foot of the bed. If her situation turns dire and Hrabbaz is unable to protect her, Yalah unlocks the door to area G18, rushes inside, and locks the door
door to this room is locked. The lock can be picked with a successful DC 15 Dexterity check using thieves’ tools. Three beds line the south wall, and an empty cradle rests against the east wall. Other
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
accumulation of the pollution that belches from nearby alchemists’ workshops.
Behind the warehouse spreads a gray-green pit of mud. A huge, rickety crane protrudes from the far wall of the warehouse
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
beside it animates and warns in a deep, dire tone, “Turn back—this is not the way!” A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a
stalactites, waiting to fall on one of the characters. Tunnel Ledge. A ledge on the north wall of the cave stretches out 30 feet above the floor. A short tunnel leads from the ledge to the river beyond. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
dire troll† (attitude: 1d6) eating a dead troll before it regenerates
†Monsters marked with a dagger (†) appear in Monsters of the Multiverse. Roll a d8 if you don’t have that book. *See chapter 6
a wall
6 2d6 zombies (attitude: 1d4 + 1) shuffling listlessly, following a path of Giant runes painted in dried blood
7 1 firegaunt* (attitude: 1d4 + 1) killing and destroying
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, Yemi is hungry for news. If the characters explain their quest, she sympathizes with the dire situation in Godsbreath and agrees to share the lost verses of the Awakening Song and return to Promise
if they refuse. A sloping tunnel leads down to a cave containing a mound of copper coins sprinkled with silver, gold, and platinum coins. Stacked neatly against the wall behind the hoard are several
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
warns in a deep, dire tone, “Turn back—this is not the way!” A character who examines one of the faces and succeeds on a DC 15 Wisdom (Perception) check notices the glint of a gemstone in its mouth
dozens of bats, but a cloaker that dwells here devoured them. The hungry creature hides among the stalactites, waiting to fall on one of the characters. Tunnel Ledge. A ledge on the north wall of the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
. From beyond, you hear the roaring of barbarians.
The anchorites of Talos are using a battering ram to demolish the burning gate. Each time they spot a defender on the wall, the barbarians hurl
that the enemy has breached the town square and the defenders are in dire need of aid. As you prepare to respond, you hear war drums beating from just outside town. Suddenly a bolt of lightning blasts a