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Returning 35 results for 'drinking space'.
Other Suggestions:
draining space
dining space
driving space
dripping space
drinking share
Monsters
Stranger Things: Welcome to the Hellfire Club
Amorphous. The shadow can move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Test;D20
this attack, a Shadow rises from the corpse 1d4;{"diceNotation":"1d4", "rollType":"roll", "rollAction":"Draining Swipe"} hours later.Disembodied, Life-Drinking ShadeNecrotic, PoisonAcid, Cold, Fire, Lightning, ThunderRadiantShadow Stealth. While in Dim Light or Darkness, the shadow takes the Hide action.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Pub Level 13 Bastion Facility Prerequisite: None
Space: Roomy
Hirelings: 1
Order: Research
Folks come here to consume tasty beverages and socialize. Your Pub might be a bar, coffee shop, or
the options below: Bigby’s Burden. Drinking a pint of this beverage grants you the “enlarge” effect of an Enlarge/Reduce spell that has a duration of 24 hours (no saving throw allowed). Kiss of the
Compendium
- Sources->Dungeons & Dragons->Sage Advice Compendium
number of hours in a day. In practice, you’re also limited by time pressures in the story and foes interrupting. Are extradimensional spaces, such as a demiplane or the space created by rope trick
, considered to be on a different plane of existence? An extradimensional space (aka an extraplanar space) is outside other planes. Therefore, if you’re on the Material Plane and your foe is in an
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Shadow Disembodied, Life-Drinking Shade Habitat: Planar (Shadowfell), Underdark, Urban; Treasure: None Michael Broussard Shadows are incorporeal Undead that feed on life. They resent the living for
move through a space as narrow as 1 inch without expending extra movement to do so.
Sunlight Weakness. While in sunlight, the shadow has Disadvantage on D20 Tests.
Actions
Draining Swipe. Melee
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Blights Awakened plants gifted with the powers of intelligence and mobility, blights plague lands contaminated by darkness. Drinking that darkness from the soil, a blight carries out the will of
, whole villages can disappear in the space of days. Controlled by Evil. Blights are independent creatures, but most act under a Gulthias tree’s control, often displaying the habits and traits of the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has formed in the middle of the cavern. The stalagmites range in height from 3 to 15 feet. In the middle of the stalagmite “forest” is a clear space. The ogres have turned this space into a den, and a
of the ogres’ den yields nothing of value. 1d. Polluted Pool A shallow pool has formed against the northeast wall of the cavern, the floor of which is lower here. Runoff from the pool trickles eastward into area 4. The water is polluted with toxic minerals and is unfit for drinking.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a drinking contest in this area and are so inebriated that they are considered poisoned (see appendix A in the Player’s Handbook). Despite their present condition, they are spoiling for a fight and
take up much of the floor space, their tops strewn with wooden mugs and scraps of leftover food. A few empty barrels and crates sit near a wall. Treasure. Each frost giant carries a sealskin sack
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Below, secret halls include space for the games and drinking one might expect from a typical den of iniquity, but it also disguises the barracks and training hall of a thieves’ guild devoted to
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the voices of otherworldly ancients? Do the effects of drinking a potion of healing feel like grubs weaving wounds shut from within? Magic looks menacing in the Domains of Dread, but descriptive
objects from other planes functions normally, as does magic that involves an extradimensional space. Spells cast within an extradimensional space (such as that created by Mordenkainen’s magnificent
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
. Podling Behaviors 1d6 The Podling Exhibits the Strange Habit Of … 1 Drinking water from dirty troughs. 2 Eating one type of food for all meals. 3 Excessive and unabashed sunbathing. 4 Forgoing
do so only in desperate cases, preferring to speak through their podlings—potentially speaking through several at once. A bodytaker plant grows where its seed fell from space, or it might later have
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. Metallic. When a creature you can see within 30 feet of you makes a saving
Vessel Wondrous Item, Rarity Varies (Requires Attunement) This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid. Slumbering (Uncommon). As a bonus action, if
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
for 1 hour. Red Star. The liquor in this cask acts as a magical paralytic. Upon drinking any amount from this cask, a creature must succeed on a DC 20 Constitution saving throw or have the paralyzed
unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
of days before the characters discovered the portal site, Splugoth accessed the extradimensional space and began the process of opening the portal. Energy from the Far Realm has infused several
occupied by typical patrons, while two other people stand at the bar. A sleek house cat sizes you up as it paces across the floor, stalking some unseen prey. Oddly, the interior space of the inn seems
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
and swearing that the next game will be the big one. Most of them are drinking heavily.
As you take it all in, a skeleton wearing a red uniform with a high collar and a crisp-looking hat approaches
package. The duergar took up gambling and drinking. Lottie employs only skeletons to work her palace, many of which were once duergar. Some of the duergar decided to start up a town next to the casino
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
sorts of meat, cheese, bread, and drinking containers. Singing, talking, laughing, shouting, arguing, wrestling, joking, and the like are going on, so the place is a veritable din of noise. To the
(area 11) and the youngsters at work in the kitchen (area 17), five more ogres are in their quarters playing at knucklebones and drinking beer. Ogres are a rowdy lot; hence, noise from this place
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
supplies lie scattered about the space.
Treasure. Though most of the bottles in this room have been ruined, a few are in fairly good shape. A thorough search yields a potion of healing (superior) and a
bugs. Drinking the water or bathing in it causes no ill effects. A character who succeeds on a DC 16 Wisdom (Perception) check finds the image of an oak leaf—the symbol of Silvanus—etched on one of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Player’s Handbook). Any creature that enters the bonfire for the first time on a turn or starts its turn there takes 10 (3d6) fire damage. It also catches fire as it leaves the bonfire’s space, taking 3
.
Suspended from the ceiling of this chamber by a series of ropes and pulleys are six baskets. Clustered near the south wall are three wooden casks carved with Good Mead’s heraldic symbol: a drinking
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
covered area in the rear protected from the elements that makes a perfect living space! The keelboat holds a half-ton of cargo, and might even come with reduced docking fees at some ports of call
the ability to change the neighbors every time you take to the road. The rear of the carriage features a generous cargo space for up to 500 pounds of goods, and is protected from the weather. The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, the platform is level with the gantry. The circular space that the gantry surrounds is just wide enough for the platform to pass through it. No guards are stationed here. Characters can hear the
’ Quarters A long, dark hallway has three doors set into it. The rooms to the north are the living space of Duke Zalto’s prisoner overseers (see areas 12 and area 21), and the larger room to the south serves
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
adventurer killed by the haven’s guardians. The body’s clothing and leather armor have rotted away to scraps. Treasure. Any character who searches the stream finds an ivory drinking horn (500 gp) with a
panels forms the ceiling, and tall bookshelves stand perpendicular to the curved wall in six places. The space between each pair of shelves is set with a table, a scribe’s desk, and several chairs
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
rainwater for drinking and washing, but the hermits often augment that supply with barrels of fresh water shipped in from the mainland. Recent rains have filled the cistern to capacity. Treasure. Since
casks.
This space beneath the watchtower of area 21 was once a holding cell for prisoners. Tallos the druid converted the space into a distillery. Berries harvested from his assassin vines were
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
drinking a potion of greater healing (see “Treasure”). Reinforcements. These hobgoblins are often loud, engaging in training or contests. The forces in area E6, E7, and E8 might investigate a
the cask.
The cask holds weak, sour wine. Two Eternal Flame guardians (see chapter 7) are drinking and playing cards at the table. They attack anyone who isn’t wearing cult apparel and suspiciously
Magic Items
Infernal Machine Rebuild
preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space
becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour.
19
A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
time traveler A skeleton draped in rags lies atop a marble slab in the center of the crypt. Lying amid the bones is a stoppered drinking horn, a fat pouch, and a weird-looking scepter made of metal
leather wing flaps. The stoppered drinking horn is a water-resistant powder horn loaded with gunpowder, and the “weird-looking scepter” is a musket. The fat pouch contains 20 silver marbles (silvered
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
children (noncombatants) of various ethnicities. T1. Market Square and Tower The center of Triboar, where the Long Road meets the Evermoor Way, is a huge open space used as a market by local farmers and
visiting peddlers. Dominating the space is the two-story Tower of the Lord Protector, a simple stone keep that leans decidedly to the east. Hanging above the entrance is the dusty banner of the lord
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
slab of adamantine. Although anyone is allowed into the bar, patrons and proprietor alike are skeptical of outsiders and willing to draw steel to keep their space safe. The tavern’s interior is subdued
and dim. There are no rowdy drinking songs, and most conversations take place telepathically or in hushed tones. In the center of the main room hovers an amorphous blob of primordial chaos that shifts
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ovens. The dining room is mainly used for drinking, with “the Helm” (the tavern across the road) currently providing the best meals in town travelers can easily buy. While the Helm at Highsun is the
Thelorn’s. Key NPCs. Ilmeth is a hard-drinking, sullen man who cares nothing for the troubles of others. He is one of the Believers, and he hopes to use the group’s influence to run the Thelorns (his hated
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
losses, including those of life and limb. Instead, its plethora of back rooms and antechambers act as de facto offices for the menagerie of shady characters who spend their days drinking here. Ostensibly
space he dedicated as a public park, arguing that the poor need to feel nature’s touch just as much as rich patriars with their manicured gardens. Torimesh himself lives in a tiny hut backed against
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
losses, including those of life and limb. Instead, its plethora of back rooms and antechambers act as de facto offices for the menagerie of shady characters who spend their days drinking here. Ostensibly
creating soft lawns and thickets shot through with small recesses and tunnels where the old refuse had piled high. This revamped space he dedicated as a public park, arguing that the poor need to feel
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
.
Against the south wall rests a large wooden cabinet; its shelves are piled high with clay pots, bowls, basins, and drinking mugs. Against the west wall stand three large wooden barrels. Against the east
earthenware pots, jars, plates and cups, five drinking mugs, and woven baskets. Against the west and east walls are tall wooden cupboards
The five lizardfolk commoners (see appendix C) fight only if
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
everything not bolted down. Only empty counter space, unused food trays, and the equipment built into each room’s design remain. Temperature Prep Cubes. The boxes along the wall were used to chill and warm
cautions the character against participating in activities harmful to their well-being—such as adventuring or drinking. The android defends itself if necessary and responds only to health-related
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
racial traits: She is Small, and her walking speed is 25 feet. She can move through the space of any Medium or larger creature. She has advantage on saving throws against being frightened. She speaks
and chatter fill this magically lit room, which is decorated like a tavern: Ten human bandits (members of the Xanathar Guild) sit around two trellis tables, drinking Wyrmwizz Ale, smoking pipes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
when the charm’s benefit expires; do not reveal this secret to a player before the effect occurs. Once a creature has gained a charm from the goblet, it cannot gain another one by drinking from the
, this charm vanishes from you. Secret Effect: When this charm vanishes from you, a flying sword appears in your space and defends you for the next 24 hours before becoming an inert, nonmagical weapon
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
leads to the cellar (area C26) Founders’ Day. The foyer is filled with lavish bouquets in ceramic floor vases and wealthy guests chatting loudly and drinking sparkling wine, while the gentle music of a
’ Day. During the party, dozens of wealthy masked guests dance to a lively waltz played by a strin g quartet. C14. Banquet Kitchen The banquet kitchen is an additional cooking space used in conjunction
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
looking to carouse find this the best place for a rowdy night of drinking and brawling. The town guard comes here only if called. Kreb works with Gellan Primewater to screen prospective buyers and sellers
ship, battering it with monstrous waves and howling winds that give way to peaceful waters and calm weather in the space of a moment.
Procan’s domain is the sea, and whatever the oceans touch, he bears