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Returning 5 results for 'dungeon and paved'.
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Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
volume as they draw near. With the exception of the mastaba (see area V1), the necropolis consists of a series of ruined stone walls jutting out of the sand and patches of paved streets revealed by
succeeds on a DC 20 Intelligence (Investigation) check finds some hidden treasure determined by rolling on the Treasure Hoard: Challenge 5–10 table in the Dungeon Master’s Guide. Up to four such hoards
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
(Animal Handling) check, the skeletons stop, bow, and vanish. That character then gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Favor of the Heroic Steed
forced into area R7 rather than R3. South Passage. This crude passage emerges 80 feet up a sheer cliff beneath the walls of Castle Kalaman. Below are paved streets and the rooftops of buildings. There is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of that wraith can hear the horn, prompting the wraith’s allies in area V8 to join the fight. A horn blown in the dungeon level can’t be heard from the keep above and vice versa. V5: Scrying Chamber A
throughout the dungeon. The black rose bearer attacks anyone who enters and fights until destroyed. The doorway in the north wall opens to a stairway ascending to area V35. V11: Vault Access Two minotaur
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Aurilssbarg are paved with logs laid side by side, and its buildings are low wooden structures whose pitched roofs are covered in sod. The heart of Aurilssbarg is Green Hall, a spacious tavern with a lengthy
. Characters traveling the Iron Trail in wintertime are subject to extreme cold temperatures (see the “Wilderness Survival” section in chapter 5 of the Dungeon Master’s Guide). Ironmaster The dwarven
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, narrow court is paved in red sandstone. To the north stands the main temple or shrine of the monastery, its copper-sheathed doors emblazoned with a triangular symbol. Doors also exit the court at its
the characters kill this group of monsters and leave the dungeon without defeating Hellenrae, within 1d3 days she replaces these guards with six duergar. The duergar also arrive if the characters kill






