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Returning 31 results for 'halls raised'.
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half raised
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
halls and slew all they could catch. Fleeing his enemies, Durgeddin led the destitute remnants of his clan in search of a new home. After years of wandering, the dwarves discovered a great cavern system
was captured by a powerful orc tribe during a raid, and the orcs learned of their enemy’s hidden stronghold. The orc chieftains raised a great army and marched on Khundrukar. In a hard-fought siege
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
places in the city. These connections help the players feel like Greyhawk is their characters’ home—or will quickly become their new home. A character who was born and raised in Greyhawk might have
activities. Urban Adventures A city isn’t just a place to spend time between adventures—plenty of adventures happen within the city walls. From wererats in the sewers to scheming bureaucrats in the halls
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
to get lost in the temple’s twisting, never-finished halls, minor eruptions pose a constant threat, and former temples ruined by eruptions now connect to dark places that monsters call home. Despite
.
9 Destroy a near-indestructible item in the volcano’s forges.
10 Rescue an artisan lost in the temple’s twisting halls.
Volcano Temple Map The volcano temple shown in map 4.14 is reached
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
the stadium.
8 Recover a blessed trophy and award it to a contest’s rightful victor.
Arena Map The arena shown in map 4.5 has a ring of raised benches and private boxes around its sandy
floor. The map of the arena’s upper levels depicts the exterior seating and the interior halls below (both of which are largely mirrored on the map’s opposite site). Tunnels and trapdoors allow
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
halls home. Proud and reserved, most Thorbardin clans want nothing to do with outsiders—dwarves or otherwise. However, some dwarves grow tired of life within their ancient tunnels and wonder about
groups eke out lives in ruins or harsh lands as reclusive survivalists. As a hill dwarf, you might come from lands near the great mountain dwarf nations or from a diverse town far away. Or perhaps you come from everywhere, having been raised in a traveling community that’s seen most corners of Ansalon.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
quarters are located in the northwest, near the tavern. The vaults are located to the northeast. The chambers of the enclave’s lady and lord are located to the east, beyond the great halls. To the south
the “11:15 AM” section of the wedding itinerary). Alarm Response. If an alarm is raised, the dwarves cordon off sections of the enclave by accessing levers in hidden chambers, each of which drops a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. At the other end of the spectrum, the run-down gambling halls and dreamlily dens in the poorer districts are places where those in the employ of the Boromars plan heists, store smuggled goods, hide
criminal meetings and illegal activities take place. The casino floor in the nightclub has tables running games of chance, a bar, and a raised stage. Bathrooms, a kitchen, and private rooms for high
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
The First Flowering From the ruins of the Days of Thunder arose the first nations of the Proud People — the elves and dwarves — in the region. The elves raised up the nations of Aryvandaar, Ardeep
halls westward to the Crags and the Sword Mountains. The Proud People regularly defended their homelands against orc hordes that arose from the mountains of the Spine of the World and surged southward
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
reclaimed the citadel for the dwarves. After a first, brutal winter, Citadel Felbarr was restored: its forges were relit, and the sound of dwarven hammers began ringing through its halls once again. It was
listen to what both have to say before deciding how to act on royal edicts. Most humans know Citadel Felbarr from a distance. They see only a great raised road winding through a vale of broken rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal
hidden from the surface world. Everyone who entered its halls failed to return. Its reputation as a death trap grew to the point that criminals in Waterdeep who were sentenced to die were forcibly
ancestors, but Durnan returned with enough riches for them to quietly retire. Durnan took his customary place behind the bar, raised a toast to his own safe return, and then began serving customers as
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
baduk hall, a raised courtyard that’s the social center of the Phoenix District. Outside the shop, no evidence of the recent attack remains. Baduk Hall The baduk hall is three blocks away from Chin-Hae’s
tea shop. Characters who have proficiency in Performance know baduk is a game of strategy played on a board using black and white pieces. Additionally, baduk halls are popular gathering places
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
elevated by the gods to the pinnacle of giantkind. Chief Guh Guh, a gluttonous hill giant chief, has raised an enormous timber steading in the hills northeast of Goldenfields, in the central Dessarin
Kayalithica After fleeing Hekaton’s court, Kayalithica, an inscrutable stone giant thane, withdrew to her canyon sanctuary of Deadstone Cleft. There, in its hallowed halls, she hoped to elevate her
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
in cobwebs. Continual flame spells flicker behind the eye holes of their helms, and their iron greataxes are raised high.
23b. Hall of Final Judgment The floor of this 40-foot-high chamber is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
alert is raised — the sahuagin know the enemy is among them! When noted in an encounter area. A sahuagin flees battle and reaches Blademaster Makaht in area 10 or Baron Kepmak via area 19. The party
, sahuagin reinforcements begin roaming the halls. These reinforcements only appear once the characters have already engaged with an area’s defenders. Every 2d4 rounds after combat begins in an area, 3d6
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Although minotaurs aren’t evil by nature and are free to worship any god, many are raised among those devoted to Mogis’s vile whims. Myths tell that Mogis created the first minotaurs from his own
brother, Iroas. Minotaur Names In the labyrinthine polis of Skophos, the deeds of minotaur champions are carved among the winding halls. Minotaurs often name their children after these great heroes
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Home” in the Giant language) stood as the capital of Ostoria for millennia. It was an awe-inspiring structure of iron and stone, raised by magic as much as by mortal hands. Some attributed its
rediscover its location: some hope to recapture the lost glory of Ostoria, but others want only to claim the mighty weapons of legend said to be entombed in its frozen halls.
Annam’s Offspring: The
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Blood Pens The Red Wizards are breeding and raising monsters in their own foul nurseries. Locations in the Blood Pens are identified on map 5.4. Map 5.4: Blood Pens Vermin Halls The vermin-summoning
magic of these halls now serves the Thayans. 16. Gallery of Swarms The Red Wizards no longer use this chamber. Sounds. A character who listens at the door and succeeds on a DC 10 Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
B14 to this chamber. A small handle bolted to the ceiling of this room allows the ramp to be easily raised and lowered by a creature that can reach it. B28: High Priest’s Burial Room Scorch marks from a
. When the characters enter, read or paraphrase: The walls of this burial room display images of a priest performing ceremonies. On a raised dais in the middle of the room lies an open bronze coffin
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. This is a Rod of Rulership, the scepter Yaarnak covets (see area H8). H11: Catacombs LEROY STEINMANN Alcoves of all shapes and sizes line these musty halls. Some nooks are wide shelves holding
, backlit by eerie firelight. The ornate sarcophagus at the raised head of the chamber lies in disarray, its lid removed and carelessly tipped to the side.
Six Flameskulls lurk behind the stone statues
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center, its moldering halls reputedly still infested by the ghosts
Crossing have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
’ exacting standards in such matters are richly rewarded for their skill. Every thief has a story about the treasure that was too rich to haul away. You think you’ve seen magnificence? The halls of the pashas
Craftwork Fire giants are the greatest smiths, architects, and technicians among giantkind. The iron-lined halls of a fire giant stronghold, deep inside a mountain or a volcano, support the unimaginable
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of
have a reputation as rakes and riffraff, and the neighborhood specializes in seedy dive bars and gambling halls where belligerent drunks can be ejected directly out over the river. At the same time
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Across its warped and liquid expanses, thousands of eyes of every size and shape peer into the endless darkness. Beholders, dolgrims, and stranger aberrations dwell within the halls of the citadel
Dyrrn’s influence. At the start of the Last War, the dwarves of the Mror Holds discovered passages to the daelkyr’s realm below their halls, and Dyrrn’s cults have spread from there. Mind flayers
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
damage each round, instead of 5 (1d10). Moon Door. The door from the trap in the final hall depicts the Moon, not a skull. Shorter Halls. The three halls in this trap are far shorter than those in the
raised pedestal bearing the Key card stands before the entrance. A silver chime floats above the pedestal’s surface, rotating slowly and ringing softly.
This is a safe room where the characters can
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
that are barred at night. (From sunset until dawn, someone who wants to enter or leave can pay a stiff fee to be raised and lowered on a rope-slung chair, but nothing can be taken along beyond what
dwarven enclave except patrols and honored guests. Cleverly hidden traps await those who storm the halls uninvited, and beneath the citadel is an expansive network of tunnels and caverns designed to confuse
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
statues of Chauntea at every corner, her hands raised to the sky as though casting a spell to summon rain. Well-tended hedges surround the foundation, and a sun-shaped window of stained glass is set
, mounted between sturdy roof beams, is a large bronze bell that is rung fifteen minutes before prayers every morning, noon, and evening. Wandering the abbey halls are two old black bears named Darlow
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
become their life’s work. The place is easily entered through any of the gaping holes in its outer walls. Nothing can be salvaged from the study halls and the towers, but the auditorium holds something
of interest: Eight stained glass windows overlook a ruined auditorium. Benches glistening with frost are arrayed in broken rows, facing a raised lectern. A bejeweled goblet rests on the lectern. Steam
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
this secret area. The Dethek runes on one sarcophagus read, “Rest well, Findon Stonemender. Dream of hammer and chisel echoing in your halls.” On the other, they read, “Beloved Gitte. Heavy are the
uses sending to contact the chimera in area E30. The chimera moves to help Lyzzie as soon as it can. E26. Fire Temple This room has a wide alcove in the east wall. A raised dais with an altar fills
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
runes to activate the door. V4: Halls Four ghostly soldiers patrol these hallways. Their eyes are red, and each wears spectral, ridged armor and carries a hollowed-out goat horn.
The creatures are four
This stairwell connects to area V9 below. V33: Muster Yard This empty yard has a floor of thick mud.
Teremini’s soldiers conduct training drills in this muddy yard. When the keep’s alarm is raised
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Mortuaries Red Wizards bind and reanimate dead flesh and bone in these halls. 86. Hall of Teleportation The walls of this massive hall are carved with reliefs of humanoid monarchs adorned with jeweled
Foundries. Stone Golem Quarries The Red Wizards have manipulated this zone’s magic to enable the creation of stone golems. 92. Timeless Prison A statue of an angelic female stands on a raised dais in the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
have invaded ancient dwarven vaults and throne halls and turned these chambers into their lairs. Frost Hills The southernmost spur of the Spine of the World, the Frost Hills combine with the Evermoors
, with a base measuring 50 feet in diameter and a crown soaring to a height of over 350 feet. Around this ancient tree are two rings of raised earth. The innermost ring has four normal-sized oak trees