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Returning 23 results for 'gilean confined leading'.
Other Suggestions:
given contained leading
gilgeam contained leading
given confined learning
given coined leading
given convinced leading
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
treated to a terrifying, 7-foot-tall assemblage of human body parts. This flesh golem attacks anyone who isnât in the company of the Abbot or Clovin Belview. None of the doors leading from the hall are
end of the hall leads outside and can be pulled open to reveal the gardens (area S9). The sixty mongrelfolk confined here are fed at irregular intervals by Clovin Belview. Dinner is foretold by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
unless otherwise noted. All the gates leading to and from level 10 are mirror gates. Standing Gate. This gate forms between two standing stones or pillars. Unless otherwise noted, these columns are 15
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with human tracks, as well as a set of tracks that look like they belong to a pair of giant rodents. The reptilian (kobold) tracks fan out, leading to areas M2, M3, and M4. The rodent (giant rat
rushing water is loud in the confined space.
Characters using darkvision or a light source brighter than a candle can see more walkways attached to the northwest side of the shaft 30 feet farther down
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
three archways leading into it from the north, east, and west. A stone bench runs along the south wall. Set in the north wall, opposite the west archway, is a metal gate that closes off an opening to the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the lake disappears into darkness.
The quay leading to area C4 might or might not be visible, depending on which direction the party approaches from. It isnât illuminated and hard to see in the
another passageway leading east. A second canal leads north from the eastern portion of the lake, and the glimmer of light comes from that direction, as well.
The ceiling of this cavern is a dome, at
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
their village in exchange for their time and efforts exploring the mansion. If the characters agree to explore the mansion, Matreous steps through the double door leading back to the study room. When
and insist on serving them fresh bread and soup. The duties of the homunculi are confined mostly to the kitchen and the adjoining dining room (area M8). They donât know much about what happens in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
her body on the stairs leading up to the servantsâ quarters (area G19). The maid has a ring of keys on her belt that opens all the locked doors in the mansion as well as the cabinets in area G8. G8
carry no treasure. G9. Parlor Urstul Floxin was confined here when he returned to the villa, but shortly thereafter he killed his guards and escaped. The room is furnished for comfort and contains dainty
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
sahuagin while on a hunting trip. He knows little of the fortress but can describe areas 58 and area 60, as well as the corridors leading from those areas to the torture chamber. Borgas is particularly
confined space.
A sea lion (see appendix C) was captured by the sahuagin along with its triton master (see cell 50d) and is now being caged until a suitable opponent can be found to pit against it in
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
portcullises. The winch to operate the northern portcullis is accessible from the yard. The winch to operate the southern portcullis is inside the passage leading to area B11. It takes 3 actions to raise
leading to the top, while a doorway at the base of the steps is set into the stone.
Behind the door at the base of the stairs is a long tunnel that leads to areas B11 and area B15âarea B19. B6
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Redbrand Hideout Locations The following locations are keyed to map 2.2. Mike Schley Map 2.2: Redbrand Hideout View Player Version R1: Cellar The deserted manor grounds have plenty of tracks leading
southeast corner is sheathed in tarnished copper plate.
The six skeletons are animated and under orders to attack any creature that comes within 10 feet of the door leading to area R5 or the door
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stairs leading down to the floor of area 28. The steps are iron grills with holes large enough for a human fist to pass through. The steps provide three-quarters cover against any ranged attack that
buckets dangling a few inches above the floor. A tunnel leading west connects to an iron gantry (area 18) that overlooks the foundry (area 34). A salamander stands guard in the middle of the room, watching
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of the ceiling overhead
, trying to overwhelm the adventurers and drive them out of the castle. Trap. The dusty plaster and rubble in front of the door leading to area 8 conceals a copper tripwire connected to linchpins hidden in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Level 3. Clinging to the west face of the spire is a ledge, above which is a ladder leading up to level 3. Whenever a character crosses the ledge, roll a d6. On a roll of 1, a sudden gust of wind
tending their fire (which makes the chamber stiflingly hot and smoky) and carving grisly totems from the bones of their enemies. When the pterafolk have prisoners, theyâre confined to the eastern portion
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
passageways into dead ends, and vice versa. Whichever character is leading the way through the maze must make six successful DC 15 Wisdom (Survival) checks to find the entrance to the settlement (area 2). Each
surface for air. The thick, muddy bottom is littered with the bones of the grungsâ feasts. 7. Prison Pit This dug-out pit is 5 feet deep and covered by stout, wooden bars. Prisoners confined here are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
two stone doors leading south.
As the characters enter this area, the next scene from the âVisions in Fireâ section plays out. After the scene completes, two warhorse skeletons manifest at the west
godsâ favor. The flames blazing through the tombs are fire from the Cataclysm. They used to be confined to Sarlamirâs tomb, but now they run rampant. Jandin doesnât know why (sheâs unaware of Lord
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, in the middle of which is a narrow stone staircase leading down to a roughly hemispherical lower chamber. The walls of the lower area sport murals of animals and fey creatures depicted in fungal
.) Targeting the behir with magic that removes a disease kills off its blood parasites. Fog. The fog is confined to this chamber and covers the floor here to a depth of 2 feet. Any creature or object
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Lair Locations The following locations are identified on map 3.1. Map 3.1: Lizardfolk Lair View Player Version 1. North Entrance Tracks leading through the marsh to the door can be followed with a
sibilant chant.
A lizardfolk shaman is leading two disciples (lizardfolk) in a short prayer to Semuanya. If the party arrives here accompanied by friendly lizardfolk, the shaman initially urges the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
The visible walls of the corridor leading south bear faint traces of disgusting murals and bas-relief depictions of nasty things. After about 40 feet, the way is completely blocked by tons of stone
whether any gems, art objects, or magic items are also found. 24. Storage Room The chamber at the end of the corridor leading northwest contains various tools for digging and stone masonryâshovels
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
whoever confined them to this wretched nursery. Characters who can read the Elvish script can identify seven different letters carved into the triangular ornaments suspended above the cradles. The
north wall on the landing between two staircases, one leading up and the other leading down. The stony debris from the blast is frozen in midair outside the tower.
Characters who peer through the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a descendant of Tasha Petrovna, a priest entombed in Castle Ravenloft (chapter 4, area K84, crypt 11). The Baronet. The baronâs miserable son, Victor Vallakovich (NE male human mage), has confined
has several doors leading away from it, including one at the far end. Bundles of twigs are heaped against the walls. The twigs are being stored here until they can be fashioned into a wooden effigy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
(area X7). A semicircular recess in the southeast wall has steps leading up to it. Its floor is 5 feet higher than the arena floor, and the alcove is decorated with bouquets of Underdark fungi in stone
him to stone when next they meet. Flutterfoot knows the features and layout of Xanatharâs lair, as well as the beholderâs current whereabouts and the locations of secret doors, except the ones leading
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
retreat to the throne room (area 15). The visiting giants join the battle on the side of the storm giants to avoid incurring the royal familyâs wrath. A 40-foot-wide hall leading south ends at a guarded
, Serissa views the arrest of her sisters as a sensible precaution. On Serissaâs orders, Uthor has Mirran and Nym confined to their towers (areas 30 and area 31, respectively), with a storm giant guard
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
whimpering comes from inside it.
Until recently, the kobolds confined a white dragon wyrmling in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie






