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Returning 35 results for 'eastern remains'.
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eastern remain
eater remains
Monsters
Mythic Odysseys of Theros
into a shower of radiant stars leaving no trace of it behind. Everything it is wearing or carrying remains. Each creature within 10 feet of the corpse when it bursts must succeed on a DC 16 Dexterity
recounts the battle between a group of the gods’ champions and a mighty archon, which took place at the mysterious eastern edge of the world. Defeated, the falling archon is said to have met the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
collapsed, filling the area with rubble. Gnawed bones scattered among the debris are the remains of a number of dwarves.
Treasure. Characters who search through the rubble in the eastern portion of the
, and its remains are strewn on the floor. The stench of death and decay grows stronger as the characters approach this room, and they can hear the hisses and snarls of the ghouls that lair here. The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
nothing but dust. The eastern room is another matter. If the eastern door is opened, the characters will see a low stone table upon which rests a wooden sarcophagus. Various broken and looted urns and
coffers are scattered about. Inside the sarcophagus are the parts of a mummy (not an undead, exactly, for at this time it is the mummified remains of a human) with wrappings partially undone and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
opportunities for peril and plunder. The city stands on the eastern banks of the Selintan River. The river flows south from the Nyr Dyv (the Lake of Unknown Depths) down to Woolly Bay and remains easily
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
. Landro’s crew was killed instantly. Landro now looms empty and foreboding over Mount Ironrot’s eastern flank. The experimental magic that powers Landro—an eldritch machine called the graymatter engine
Undead that haunt Landro’s remains, another faction is determined to plumb the ruins’ depths: violent, zealous warriors loyal to the Lord of Blades.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
on the floor are the bones of several troglodytes mingled with the remains of kuo-toa and other unidentifiable humanoids. Characters who search the bones find a lost treasure (see “Treasure” below
).
Fungi. Patches of barrelstalk, ripplebark, timmask, and tongue of madness grow near the water that pools against the eastern wall.
Treasure Amid the bones is a common wondrous item called a pipe of
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
trap is broken, all the ghosts in the keep can leave except Gremorly, who remains to haunt the observatory. Side Effects When the characters first arrive at Harrowhall, a thick and unsettling fog covers
the grounds and many of the castle’s rooms. The fog is a side effect of the ritual. As long as Gremorly’s ritual remains in effect, the keep remains cold, foggy, and inhospitable. Trapped Ghosts Three
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
remains the city’s heart. As the only gate allowing ordinary people through the Old Wall, Baldur’s Gate embodies the power imbalance between rich Upper City patriars and Lower City commoners. Once
the sole gate leading to the harbor, it’s still the primary route by which the city’s wealth flows from port to patriar. Basilisk Gate. Piercing the city’s eastern wall, this statue-lined gate connects
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
11. North Barracks The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10
the middle of the room.
If the party enters from the west, add: Across the room is another door, this one blocked by a barricade made from the remains of a wooden table.
Five bugbears reside in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Eastern Cavern The githyanki knocked down several walls to create this chamber, and much of the debris remains. 6a. Mirrk’s Watch Crystal Stalactite. A 10-foot-long crystal stalactite hangs above
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
remains the city’s heart. As the only gate allowing ordinary people through the Old Wall, Baldur’s Gate embodies the power imbalance between rich Upper City patriars and Lower City commoners. Once
the sole gate leading to the harbor, it’s still the primary route by which the city’s wealth flows from port to patriar. Basilisk Gate. Piercing the city’s eastern wall, this statue-lined gate connects
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge
. The skeletal remains of dozens of dead warriors—dwarves, gnomes, orcs, and ogres—attest to the fierceness of the fighting that took place here long ago.
Seven ghouls lurk in the shadows on the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
treasure is hidden at the bottom of the rift that was created when this area was destroyed. A wide rift fills the eastern half of this cavern. A stream pours out of the west wall, then tumbles down into
wearing gauntlets of ogre power. The remains are hidden from view but can be found with a successful DC 20 Wisdom (Perception) check. Each character searching can attempt one check per hour.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
are already on the scene. The overgrown cemetery sprawls beneath the eastern wall of the city. Gnarled trees and crumbling mausoleums break line of sight all around. Three humans are gathered around
break in. The crypt holds the remains of a minor lord and lady, buried here centuries ago. The orb sits in a wooden containment cask in plain sight on the floor. See chapter 7 for more information on devastation orbs.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Study action to examine the rug and succeeds on a DC 12 Intelligence (Investigation) check realizes that if cleaned, the rug would be worth 500 GP. B3c: Eastern Quarters. A human skull is mounted on
room’s eastern wall between shelves of cooking supplies. A stressed-looking human barely out of his youth, with blue skin and disheveled white hair, stirs a cauldron over a small fire. On either side of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
with the player characters. The three major conflicts and the goals of the villainous groups are described below. Chromatic Dragons Evil chromatic dragons dwell in the wilds of Eastern Oerik. For
for themselves. Only the greatest among them will live to become her consorts. Goals of Chromatic Dragons. Fortify their lairs to safeguard their treasure hoards; strike out across Eastern Oerik
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
contains a mimic, disguised as the clay urn on the east wall. The mimic preys on creatures distracted by the shadows or waits to attack someone who inspects the eastern doors. If the mimic is reduced to half
spell reveals its magical properties: A humanoid that sits in the throne can use it to cast the control weather spell without needing components. As long as the creature remains seated in the throne, it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of baboons. Through a
hole in the eastern ceiling, daylight and fresh air filter in. Above, through this gap, can be seen four baboons. They jump around the hole and scream in agitation, and as they do, dirt begins to slide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Uld, crushing him.) Guarding his remains are six crawling claws made from the hands of murderers who were sentenced to death by Uld. These undead hands spring out and attack when the lid is lifted or
shoved aside. Treasure. Lying amid the bones is Uld’s headband of intellect, which the characters can retrieve once the crawling claws are dealt with. Path to the Vault The collapsed eastern end of the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
area W9 are here, cracking and gnawing on the bones in the vain hope that some morsel of marrow remains. Eager for a fresh meal, the ghouls attack immediately. W7: Ruined Storeroom The eastern wall of
old streambed remains a usable passage that circumvents the Undead in area W12, though the Spider has not yet discovered this. W18: Collapsed Cavern A wide rift fills the eastern half of this cavern
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
was set on fire years ago and never repaired. Evidence remains of floor-to-ceiling shelves along the walls. A draft issues from a darkened fireplace, stirring the cobwebs around it.
Caer-Dineval’s
except for four sheet-wrapped bodies lying side by side on the floor.
The bodies are the remains of four cultists (three humans and a halfling) who were killed by the speaker’s guards during the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
just one of them. Which one that is remains to be seen.”
The characters are under no obligation to complete the oracle’s quest if they already have a conch of teleportation or a means of determining
the chosen foe: Chief Guh
“Travel south over tree, hill, and vale. Let the great river be your guide. There, on one of its eastern arms, you’ll find Grudd Haug — the den of the hill giant chief
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
room has collapsed, burying much of the area. At its center, a broken marble bier stands atop a short dais.
This room once served as a place to view the remains of those who died in Phenax’s service
Constitution saving throw for each niche or urn they search or contract sewer plague (see chapter 8 of the Dungeon Master’s Guide). Treasure. Amid the rotted remains on each of the six stacked burial
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
the west, but it fell long ago and only a few broken arches of masonry remain. The eastern side of the tower is undergoing repair; from here, characters can climb a ladder to ascend to the scaffolds
characters enter the study. H4. Kitchen The tower’s kitchen remains unused and is covered in a layer of masonry dust and rubble. The chimney over the hearth ascends for half the height of the tower before
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
reach the settlement safely and promptly. 17b. Bugbear Sentries Hunkered down near the eastern wall of this 15-foot-high cave, gnawing on old bones, are six bugbears with orders to attack any non
, however, attack any creature that dares to root through its garbage pile. The corpses in the garbage pile are the remains of drow, quaggoths, bugbears, goblins, and hobgoblins that were killed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of it.
The goblins have orders to kill any gricks that emerge from the eastern tunnel. Having lost several of their companions to the gricks in area 36, the goblins are jittery and afraid for their
or more that stands on the lid falls into the pit as the lid swings open, taking 10 (3d6) bludgeoning damage from the fall and 11 (2d10) piercing damage from the spikes. The lid remains open for 1
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
statue is missing its head, which lies broken on the floor next to a stone cube.
The statue is 7 feet tall without its head. The puzzle cube lying on the floor next to the head’s shattered remains
is fake and vanishes in a puff of green smoke when taken from the shrine. Bringing it into area 6C activates the statues there. 6E. Eastern Secret Room A large statue of a coiled serpent dominates this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magic spell or similar effect reveals that each rune has a different aura — strong, steady conjuration magic from the eastern rune; flickering conjuration magic from the northern rune; and a combination
perfectly still and pose no threat as long as the tomb remains relatively quiet. If any character talks loudly, steps on a piece of broken pottery, or makes any other equivalent noise while in the tomb, read
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
gems. If the ruby is plucked from the gargoyle’s hand, the statue magically opens its mouth and exhales a cloud of soporific gas that fills the eastern 15 feet of the hall. At the same time, the secret
named the juggernaut after Napaka, a dead Omuan queen (see area 53). If the characters enter the room through the crawlway and haven’t yet awakened the juggernaut, it remains inert and does not attack
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
once or be destroyed. Fighting the Hobgoblins. In combat, the sentry remains behind the barricades. If the characters breach either barricade, the sentry uses her next action to blow a war horn
. It takes about 1 minute for it to complete a lap. The cube occasionally meanders down the eastern tunnel toward cave D and back again, but it never crosses the spear barricades (see the “Spear
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-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
successful one. When the elevator comes to a stop, its portcullises retract. The elevator remains at the top of the shaft until the lever in area K31 is moved to the “down” position. When that happens, the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Trees). As yet though, the elves who believe in this vision are small in number and spread far apart over the eastern reaches of the High Forest. Fey and sylvan creatures of all sorts — including
smaller pair of mountains called the Lost Peaks. Far less idyllic are the cursed ruins of Karse. Here are the remains of the great heresy of the Netherese wizard Karsus, who sought to claim godhood
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
20. Drow Town An ancient earthquake collapsed sections of Stromkuhldur, dividing the town into smaller caverns. After driving the Legion of Azrok out of this eastern cavern, the drow of House
in the western alcove. (The key to the chest is hidden in the mouth of a mounted goblin head nearby.)
Furnishings. A bed with a canopy of spiderwebs fills the eastern alcove. Other furnishings
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the fountain bowl to the vats. The eastern wall of the chamber is partly covered by a long black curtain.
Creatures. Two deathlock wights (see appendix B) and four skeletons move among the vats
. The Ooze Master is a sort of lich. If destroyed, he remains in the red pillar but doesn’t regain consciousness. His unconscious form whispers as if dreaming. The Ooze Master dies only if the Phylactery
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
, the front gate remains barred but unguarded. K2. Gatehouse The gates open to a thirty-foot passage leading east. A portcullis blocks the far end of the passage, but you can see the castle yard on the
or all of the four bandits standing on the wall. They pay no attention to people inside the walls who act like they’re supposed to be there. Bluff. A steep bluff of earth and loose rock on the eastern