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Returning 35 results for 'more stairs with only about for for located'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Velkynvelve The drow outpost is located high in a cavern, built 100 feet above the rocky floor. The outpost consists of a series of small caves in the cavern walls and four “hanging towers
” — hollowed-out stalactites connected by walkways, stairs, and rope bridges. The towers are concealed by the thick webs of giant spiders stretched below them, so that only the lowermost parts of the stalactites
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
1. Cellar Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands
descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
travel. He also gives the characters a sheet of parchment that shows all six circles and their sigil addresses (show the players figure 3.1). The circles are located in Everlund, Loudwater, Mirabar
teleportation circle spell prepared instead of cone of cold. Everlund Circle The teleportation circle in Everlund is located inside a circular chamber in Moongleam Tower. An arcane lock spell has been cast on the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
character who succeeds on a DC 12 Intelligence (Investigation) check while searching the collection finds several annotated books about the Caerdoon region, located a few miles from the badlands. The
in two piles of six—are still valuable. The university would pay 500 gp for their safe return. T3E. East Entrance Ineptly painted portraits of Murgaxor hang on the walls of this shadowy cave. Stairs
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
THE ALL-FATHER: GENERAL FEATURES
The following features are common throughout the temple.
Ceilings. Interiors have 60-foot-high ceilings.
Doors. The double doors located throughout the complex
scuttle under and clamber over giant-sized furniture, treating them as difficult terrain.
Stairs. Staircases within the temple are sized for giants. Each step is 5 feet tall and 5 feet wide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
1. On Your Mark! Get Set! Go! A broad set of stairs descend to a large chamber with the following features: Pillars. Four stone pillars support a 35-foot-high, vaulted ceiling strung with cobwebs
there. Covered Pit This 40-foot-deep hidden pit (see “Covered Pits”) is located between the two northernmost statues. Halaster has cast a glyph of warding spell at the bottom of the pit, set to trigger a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
“Elder Runes”). A creature that passes through the gate appears in area 17c on level 8, in the closest unoccupied space next to the identical gate located there. 25c. Entrance Stairs. Stairs carved
out of a stone ramp descend 40 feet to the floor of a vast natural cavern (area 30).
Guards. Standing guard at the top of the stairs, facing westward, are two male drow mages named Gorthax Auvryndar
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of twenty arrows each. S4. Central Stairs A single spiral stair runs through the tower’s center, with landings at each floor. The stairs have a handrail along the outer edge. S5. Initiate Dormitory
, contemplate philosophy, or train in this room. Several barrels of fresh water are located around the perimeter of the room. S8. Great Hall This great hall spans half the diameter of the tower. Between the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
weight of Sansuri’s castle, the altitude and movement of which is controlled using a navigation orb (see appendix B) located in area 30. The general features of the castle and the cloud are summarized
.
Cloud. The cloud upon which the castle rests is opaque, buoyant, and semisolid, with the consistency and coldness of slush. One can sculpt the cloud to form stairs and other features, and a creature
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Temple of Tharizdun The temple of Tharizdun, depicted in map 8.3, is located near Frother’s Lamp in the Low Quarter. At sunset, the shadow of the abandoned lighthouse stretches out to point in the
arrive. T6. Watery Descent A wide flight of slippery stairs stands at the end of this antechamber, leading down into a pool of slimy, murky water. The shape above the stairs is a rotting shark’s
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
feigns acceptance and tells them that they may “proceed below,” indicating the stairs leading to area M21. When the majority of the party is on the steps, he pulls the lever and dumps the party into area
, realizing that they are magical and can’t be copied. Characters who take the time to sort through the books find that twenty have value to noncultists. They’re worth 25 gp each. M11. Stairs Stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
east wall.
Stairs. A spiral staircase climbs to area 18.
If the characters discover the lich here, see the “Roleplaying Ezzat” sidebar for guidelines on determining his reaction. The characters
gain no XP for defeating Ezzat unless they also destroy the lich’s phylactery (located in area 23). Ezzat has the forcecage spell prepared instead of plane shift, and he wears an amulet of proof against
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
he claims to be “limited magical ability.” Encounters You can use the poster map of the world of Greyhawk for this adventure; the temple is located near the southern edge of the map, in the Amedio
attack at the same time. The rest of the journey passes without incident. The Ruins. For the ruins, use the western half of the ground floor of the Dungeon Hideout map in Appendix B, and ignore the stairs
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Player Version Lightning Rail Stations Lightning rail stations, where passengers and cargo can be disembarked or loaded, are located in or just outside villages, towns, and cities along the conductor stone
pulls into the station, loading ramps are moved into position beside each cargo cart, and stairs by each passenger cart. The cargo is unloaded from one side of the train and the passengers from the other
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
.
Stairs. Two stone staircases rise on either side of the north entrance, climbing to the balcony.
If any creature disturbs the bones in the alcove, or if Muiral commands them to rise, they coalesce into
Runes”). A creature that passes through the gate appears in area 6b on level 12, in the closest unoccupied space next to the identical gate located there. Casting speak with dead on one of the skulls
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
platform in a random direction. The insects die and fall to the ground immediately after their attack. White Gates. A white gate is located west of this area at the junction of the corridors that
zone. White Gate. A white gate is located in the south branch of the corridor that leads east from this area toward the Swine Run. 18. Barracks Rough cots scattered across the floor contrast with the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Alarms” below for more information). The alarms are located as follows: The front doors to area V1 At the bottom of the stairs in area V1 In each hallway leading from area V1 to area V3 On the doors
flank the front desk in area V1 and the statue next to the stairs in area V12 can animate after hours to attack intruders. These statues use the animated armor stat block. Causing a statue to animate
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
were born. The stairs descending into this dwarven home collapsed, so the gemmules can’t escape. The ruin’s floor is 20 feet down, and its ceilings are 9 feet high. Use map 6.1 when the characters
: Marthungrim’s Home View Player Version Three encephalon gemmules (see appendix A) linger amid the rubble of the collapsed stairs. If attacked from above, they retreat into the surrounding rooms. Marthungrim’s
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Hashutu’s Location Voalsh’s Location 4 Area A1 Area A2 Area A4 5 Area A1 Area A4 Area A4 6 or 7 Area A4 Area A4 Area A4 A1: Anima Entry Brian Valeza Chishinix Stairs descend from a high platform to a
fragments, the fanatic takes the same amount of damage dealt to the obelisk. This backlash affects one fanatic each time the obelisk takes damage no matter where the fanatic is located, even if all the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
stairs, the yakfolk built a village. In the centuries that followed, clans of dwarves eager to plunder the mines made numerous failed attempts to conquer the yakfolk village before concluding that
the yakfolk village. Normal horses and ponies are reticent to climb the staircase. Coaxing such a creature to climb the stairs requires a DC 15 Wisdom (Animal Handling) check. Magically summoned mounts
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
poison and psychic damage. Pool. Stairs lead down into the pool from one corner of the surrounding walkway. Bavlorna tries to bathe in the pool once a day to keep her skin from drying out and cracking, but
pincushions is mounted on a tiny wooden rocking horse; the other has a pair of wooden wings. The pincushions represent Bavlorna’s sisters, Skabatha and Endelyn. B4. Rickety Stairs A flight of stairs
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
quaggoths follow Thonot Krob who, in turn, obeys Xardorok Sunblight. The noises heard coming from behind the west wall originate from the elevator located in area X22. X21. Treacherous Guards This room
depression.
Overlooking the forge are four twenty-foot-tall guard towers with gray-skinned dwarves standing behind their low battlements. Stone stairs provide access to the tops of the two towers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
table is a silvered quarterstaff. 6c. Stairs Up Frescoes. The walls are carved with frescoes depicting exchanges of gifts between dwarves and elves.
Staircase. A stone spiral staircase in the
northwest corner curls up 10 feet to area 6e and continues up another 10 feet to area 6h.
6d. Hall of the Forest Kingdom A flight of stairs connects this room to the lower floor. The room is empty except
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
reeks of garbage and has the following features: Ankle-deep refuse fills the chamber. Black scorch marks stretch from floor to ceiling along the walls and the stairs, which lead up to area K10
teleportation circle that his lieutenants can activate using special rings. The gargoyle doesn’t know where the teleportation circle is located, nor does she know why Duhlark transferred her consciousness into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Locations on the Dungeon Level The following locations are identified on map 6.2. 1. Marshaling Area At the bottom of the stairs that lead from area 18A on the upper level is a room where prisoners
guard room are two bugbears, initially located in the eastern end of the area. If not engaged immediately, they will raise an alarm by striking a large brass gong that hangs near the door. If they are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
real sahuagin. Treasure. None of the lizardfolk here have valuables. The queen and the subchief carry the keys to the chests located in their quarters. 41. Thick Gate A wooden gate bars your way
, reaching from floor to ceiling. It is hinged at the walls and locked in the center.
One of these gates is located on each end of the corridor that allows access to the eastern section of the lair. A
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
. In a wood just a few miles west of the city, he came upon a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of
of cemeteries outside the city. The largest of the latter is Cliffside Cemetery, located in the Tumbledown neighborhood and employing many local residents as gravediggers, stonemasons, morticians, and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
a cylindrical stone building, its open doorway revealing stairs leading down into the forest floor. Atop the building, a smaller statue of Balduran stared back the way he had come. Prevented from
is Cliffside Cemetery, located in the Tumbledown neighborhood and employing many local residents as gravediggers, stonemasons, morticians, and professional mourners. Long ago, the graveyard was an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
has been worn through the rubble, winding between double doors to the west and a rough flight of stairs rising to the larger and lit open space to the east.
Path. Except on the path, the ground in
a glyph key attuned to every zone in this sector. The troll has a glyph key attuned to this zone. White Gates. A white gate is located in the corridor to the south, leading to the Warren of Eyes. Another white gate is in the passage to the north that connects with the Hall of Necromancy.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
opened eyes that glow with a faint, magical light. Characters feel as though they’re being watched as they descend the stairs, and the feeling doesn’t go away once they enter the beholder’s lair. The
a staircase that climbs 20 feet to the Guts & Garters Inn, an establishment located in the subterranean town of Skullport, which is under Xanathar’s control. See Waterdeep: Dungeon of the Mad Mage
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
are located at the points marked “V1” on map 1.5, and are circling the yard counterclockwise. The guards attack anyone who trespasses onto the estate without the consent or prior notification of Duke
. Stairs Down This room contains a barrel of fresh water and a brick-walled staircase that descends 15 feet to area V20. V8. Parlor While entertaining visitors in this room, the duke likes to sit in an
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Master’s Guide). Secomber This town of farmers, fishers, brewers, and stonecutters is perched on three hills located near the confluence of the Unicorn Run and the Delimbiyr River. Beneath these hills
through Turnstone Pass perilous. Only heavily armed travelers have any hope of making it from one end to the other. Uluvin This dry, dusty village is located south of the High Forest, on the old Iron Road
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, revealing several piles of stone blocks on the floor.
A contact stone is located in the eastern corner of the room.
Glowing Archways. Any creature that steps through one of the four archways that open
these materials, which weigh 30 pounds, are worth 5,000 gp. Glyph Key. The Red Wizard has a glyph key attuned to this zone. White Gates. At the top of the stairs to the south is a white gate that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, availability of maps, or other conditions. Giant Stone Statue. A 100-foot-tall stone statue has stairs and rooms carved within its interior. When a character sits at the helm located in a room within the
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
and unwilling to cede claim to the tome — which it hasn’t yet located — the nothic is full of secrets from both its spying and its weird oracular abilities, and might be willing to sell them for the
tithes are carried in solemn procession down crumbling, moss-covered stairs that cling to the outside of the temple and descend into the murky water. The waveservants disappear below the water for a few






