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Returning 14 results for 'foyer hand'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Fazrian’s Court Time and neglect have diminished the grandeur of these vaulted halls, wherein the fallen angel awaits. 23a. Grand Foyer The 18-foot-high double doors to the west swing inward
, revealing a stone-tiled foyer with a 40-foot-high ceiling. The area contains the following features: Braziers. The foyer is heated and dimly lit by two 6-foot-tall, 6-foot-wide stone braziers filled with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
into the grand foyer have been broken open by the invading devils (see “Cathedral Assault”) and remain ajar. Four guards lie dead in the doorways, eviscerated by one of those devil-led groups. H2
. Grand Foyer The foyer holds two circular stairwells, each leading up to area H7 on the choir level. Decorated pillars here depict symbols and scenes representative of Torm. Curtains, some of them shredded
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
can enter the dollhouse through its front door or one of its windows and explore its interior, which has a gloomy foyer, parlor, kitchen, and dining room on the ground floor; two bedrooms, a sewing
blanket. Treasure. The attic of the dollhouse contains the following valuable items: A pair of embroidered velvet slippers (15 gp) A false eye made of solid gold (25 gp) A cracked hand mirror with a gaudy, bejeweled handle and frame (65 gp) Skabatha’s Dollhouse
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stygian Maze This area’s foyer is carved from glistening obsidian. An austere, fanged man in a high-collared cloak sits at an intricately carved desk, next to which is a simple stone doorway. Behind
of Hand) check using thieves’ tools, or it can be forced open with a successful DC 17 Strength (Athletics) check. A Knock spell or similar magic also opens the chest. Inside the chest are 100 talons
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
creature can reach a hut by scaling the icy cliff, but doing this requires a successful DC 15 Strength (Athletics) check. K9. Main Keep Foyer Four goblins in cold weather clothing guard this drafty hall
,* mage hand, shocking grasp*
3/day: silent image
1/day each: chromatic orb, crown of madness, shield
*See “Actions” below.
Actions
Shocking Grasp (Cantrip). Melee Spell Attack: +5 to hit
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
past it. Beyond the plug is a small foyer holding three sealed urns on the east and west sides. To the south are double doors of bronze with glyphs worked into their faces.
The ancient glyphs are
are wide jade bead bracelets (bracers of defense). On the middle finger of each hand are carved jade rings, one in the form of a man holding the moon (a ring of protection) and the other a panther
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
weeping by the pool and grateful to be free of the hags’ curse. Treasure. Submerged in the pool is Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by
(see “Coven Minions” earlier in the adventure). It watches the door but makes no move unless the characters go inside, whereupon it flies off to report to one of the hags. T13. Tower Foyer This foyer
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
in this large foyer. Humanoid skeletal remains lie strewn about, their swords and armor bent and rusted. Something gleams next to the bodies propped along the northern wall. Double doors on the east
cultists created a false front in this foyer. The skeletal remains and rusted gear belong to five long-dead adventurers whom the characters can identify as two dwarves, an elf, a gnome, and a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
.
The doormat is an Animated Rug of Smothering made of soft candy. It attacks visitors who don’t wipe their feet before entering the cottage. Otherwise, the rug remains motionless. C2: Foyer Candy
aromas greet you in this modest foyer. Coats and cloaks hang just inside the threshold, above boots and shoes of different sizes. To the east is a sitting room filled with candy furniture. To the west
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
western end of the foyer lead up to the watch tower, where a hill giant guard is dozing, an empty flagon smelling of mead still in his hand. An iron hoop and a straight bar hang on ropes from a rafter
Locations on the Upper Level The following locations are identified on map 6.1. 1. Front Gate and Foyer Most of the floor in the entryway is bare, but various items of giant outerwear (capes, cloaks
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Delphi Mansion Locations Locations in Delphi Mansion are keyed to map 3.2. Map 3.2: DM’s map View Player Version D1: Foyer A sickly sweet scent hangs in the air of this dusty foyer. Two staircases
: Balcony This balcony overlooks the foyer (area D1), the floor of which is 20 feet below. D11a: Empty Office All furnishings have been removed from this room, leaving nothing but dust and cobwebs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
ring that is brought within 5 feet of the circle begins to hum softly. E2. Foyer The door to area E1 is locked. All other doors leading from this room are unlocked. This foyer has the following
) is standing before the glass wall with its back to the door. The simulacrum resembles a robed wizard with long black hair, pale skin, and an articulated metal left hand and forearm. Its face is
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
ablaze, the fire quickly spreads to the loft and ignites the hay there. After 1 minute, the smoke and panic of the horses put the guildhouse on high alert. Fire. The Agile Hand isn’t equipped to stop a
grains take up most of the space. A few pitchforks, ropes, and feed buckets lie scattered about the bales. Stable Hand. A young stable hand named Needly Pitts (neutral, human commoner) lazes in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
an ancient relic of giantkind. The tooth is nonmagical and small enough to fit in the hand of a human. Suggested Encounter When the tooth is lifted from the hole, the ground trembles as four animated
masters’ steeds (see the “Narth Tezrin’s Quest” section in chapter 2). Amrath allows the characters to place the saddles in the entrance foyer, then quickly tries to usher them out. The Hunt Lords lurk






