Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 31 results for 'noises carved revelation pdf'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        nobles carved revelation pdf
                                    
                                
                                    
                                        noises called revelation pdf
                                    
                                
                                    
                                        nobles called revelation pdf
                                    
                                
                                    
                                        noises charged revelation pdf
                                    
                                
                        
                    
                
                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                    8. Bandit Headquarters Dominating the area is a throne hall (area 8a). Side chambers (areas 8b and 8c) serve as a base for members of the Undertakers, who investigate loud noises in the throne hall
                                                
                                            
                                                
                                                     south end of this 70-foot-high vaulted room, marble steps form a dais upon which stands a large, high-backed throne made of interwoven, bleached bones. Each of the throneâs bone armrests is carved to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     (Perception) scores to determine whether they react to noises. Flickering oil lamps provide dim illumination. Thin mattresses of straw covered with badly cured furs form small beds that are haphazardly
                                                
                                            
                                                
                                                     and amulets are carved from bone, soapstone, wood, and ivory. The workmanship on most of them is terrible, but four have a unique, if vicious, artistic flair. These are worth 50, 60, 70, and 100 gp respectively if sold to a collector of artistic oddities. To any other merchant, they are worth 10 gp each.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     (Perception) scores to determine whether they react to noises. Flickering oil lamps provide dim illumination. Thin mattresses of straw covered with badly cured furs form small beds that are haphazardly
                                                
                                            
                                                
                                                    -themed talismans and amulets are carved from bone, soapstone, wood, and ivory. The workmanship on most of them is terrible, but four have a unique, if vicious, artistic flair. These are worth 50, 60
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
                                                    
                                                
                                            
                                                     area has four entry points, each with its own collection of items. The shadow demons in area T3E investigate any loud noises coming from the neighboring areas. T3A. Southeast Entrance The floor of this
                                                
                                            
                                                
                                                    . Northwest Entrance This open cave and its walls hold racks of weapons and spellcasting foci, including orbs, animal fetishes, carved stones, and the like.
 The spellcasting foci stored here arenât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     her chest. The caryatids face inward.
 Modron. Circling the caryatids counterclockwise is a quadrone with its bow at the ready. It makes clicking and clacking noises as it walks.
 Bas-Reliefs. The
                                                
                                            
                                                
                                                     walls are carved with bas-reliefs of unicorns and bare-branched trees.
 A detect magic spell reveals an aura of abjuration magic around the pillars. Touching a pillar while speaking the proper command
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     out of the wall.
 Nildar (see area O6) investigates any loud noises in this area. Once summoned, he stands next to the lever and waits for one or more intruders to move into the chokepoint, whereupon
                                                
                                            
                                                
                                                     immunity to poison and psychic damage. O6. Commanderâs Quarters A stone-carved bed and desk occupy this drab room. Atop the desk are several shards of dark crystal, as well as a crumpled-up piece of paper
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                    -five feet high in the center. The ground is flat and scuffed with muddy tracks, and the walls are marked with initials and names carved into the stone. Tunnels lead deeper into darkness to the east and
                                                
                                            
                                                
                                                     find the initials âC + Pâ carved into the stone and circumscribed by a heart. A character who studies the wall and succeeds on a DC 14 Intelligence (Arcana) check determines these initials werenât
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     Shrine Tapestries. Two beautiful tapestries hang on the walls.
 Carving. Carved into the floor is a stylized, 15-foot-diameter disk-shaped engraving of Tiamat, her five chromatic dragon heads spewing
                                                
                                            
                                                
                                                     egg is recovered. 12e. False Hoard Loud noises in this area alert the denizens of areas 12f and 13, who remain where they are but canât be surprised. Illusion. A 20-foot-wide, 4-foot-high pile of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     against the south wall. Atop the dais is a misshapen throne crudely carved out of black crystal. Small, crackling flames burn in braziers that occupy the roomâs corners.
 Slumped near the east wall is a
                                                
                                            
                                                
                                                    . Loud mechanical noises come from behind the west wall.
 Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     mazelike troughs carved into the boxâs surface. She then tips the box so that the liquid flows in certain directions through the mazelike patterns â until the boxâs horn inlays pop loose and it breaks
                                                
                                            
                                                
                                                     revelation that she collapses onto the floor and weeps for Elturel. Bound to the city by the Creed Resolute, she feels the imperative to return to it. âIf Zariel wants my soul,â says Reya, âsheâs welcome
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     of Ten-Towns and its environs. Mounted to the top of a thin iron stand on the table is a 6-inch-tall dragon figurine carved out of chardalynâa miniature version of Xardorokâs chardalyn dragon, its
                                                
                                            
                                                
                                                     wings outstretched. The figurineâs stand is attached by an iron rod to a groove carved into the table, allowing the figurine to move across the map from one settlement to another. If a lever on the west
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     columns carved in the likeness of two women, a human and an elf. Black letters across the arch read, âEnter in Peace.â
 The doors are ten feet wide, thirty feet high, and made of silver. They have no
                                                
                                            
                                                
                                                     tomb (area P12). Disturbance. Sounds of combat or other loud, alarming noises in this area draw the attention of Juliana and Orlando in area P6 as well as Argus and Hamish, a pair of former adventurers
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     least one characterâs dream-self escapes from the sludge. Dream 5: Revelation Characters who are conscious when the fourth dream ends proceed to the fifth and final dream, which is as follows: Lulu
                                                
                                            
                                                
                                                     ornately carved tripod.
 Lulu awakens and looks peacefully around her. Seeing the spyglass, she approaches it, pressing one eye against the eyepiece. Lulu then steps back suddenly, eyes wide, mouth
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    , with two entrances carved into the cliff face and secured with heavy iron portcullises.
 Eighty prisoners (commoners) labor here under the watchful eyes of ten duergar. The duergar pay little mind
                                                
                                            
                                                
                                                     Darkness, the prisoners start another riot and overcome their captors. B5: Inner Yard This empty yard is hemmed in by a rocky cliff on its eastern edge. A flight of stairs has been carved into the cliff face
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
                                                    
                                                
                                            
                                                    -hewn and natural passageways leading away from the entrance and into the unknown. Beside each of these tunnels is a grotesque face carved into the stone. Though each face is slightly differentâone has
                                                
                                            
                                                
                                                     of the carved faces is magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels leaving the chamber, the face beside it animates and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     entrance and into the unknown. Beside each of these tunnels is a grotesque face carved into the stone. Though each face is slightly differentâone has flap-like ears, another protruding tusks, and a third
                                                
                                            
                                                
                                                     drooping wattlesâall are strange and doleful.
 The carved faces are magical. They are immune to all damage and speak a few programmed messages. When a creature approaches one of the tunnels, the face
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     giants.â The adventurers fight their way up the ordning until their final confrontation with the fire giant kingâand the revelation that the giants are merely pawns in the schemes of some sinister drow
                                                
                                            
                                                
                                                     the sigil sequence for a teleportation circle. 4 An enormous stone archway is carved with symbols that, when touched in the correct sequence, activate a portal. 5 A strange map shows a road where no
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the Great Blue Devil A relief of a scowling, fiendish face made of azure mosaic tiles spans the hallwayâs back wall. The faceâs mouth is open, revealing a black maw, and its eyes are carved from
                                                
                                            
                                                
                                                     repeating message carved in Celestial along the shelvesâ edges: âA septet of libations I present to you,
 But only one will help you escape this tomb.
 Six drinks are magic; one is mundane.
 Those marked
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     middle one is carved from a solid chunk of obsidian, has four blue dragon skulls affixed to its base, and floats 1 foot above the floor. Characters who succeed on a DC 18 Intelligence (Arcana) or
                                                
                                            
                                                
                                                     search of the room yields four quarterstaffs carved from sunken ship masts, a large barrel holding six tridents, an open crate containing ten coral-encrusted rocks, and a storm giant-sized mannequin
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
                                                    
                                                
                                            
                                                     Dexterity saving throw, taking 16 (3d10) bludgeoning damage on a failed save, or half as much damage on a successful one. Softer noises or visual clues could give warning of the unstable ice. 4. Small
                                                
                                            
                                                
                                                     and other humanoid bodies. 21. Ice Cavern A warning carved into the icy floor in Giant with Dwarvish runes clearly shows that this place is to be shunned. Ten feet beyond where the passage turns to the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     ruby is fake, worthless, and magically trapped to release a violent electric shock. W2: Lolth Shrine This semicircular chamber forms a natural alcove. Shelves carved into the wall from floor to ceiling
                                                
                                            
                                                
                                                     hold small, repulsive items, including bloody baubles, shriveled fingers, and idols carved from bone. Two figures crouch before the shelves.
 Two agents of Lolth have come to pray at this shrine
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
                                                    
                                                
                                            
                                                     tomb. The sides of the sarcophagus bear a relief depicting two women gazing lovingly over a field and a city, and the lid has a faintly distinguishable family crest carved into it. Old weapons and
                                                
                                            
                                                
                                                     the symbol of Vecna, a powerful lich and god of secrets known and feared on many worlds. Any loud noises here awaken the cultists in area N13, who investigate at once. N13: Cultist Quarters If the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     incorporate runic letterforms, for example). Stone giants also make extensive use of the carved word through âspeaking stones.â A speaking stone is an upright stone cylinder into which writing is carved
                                                
                                            
                                                
                                                     yet, since the revelation of that fact would herald Annamâs return. Ever since Ostoria fell and Annam abandoned his children, no sole king or emperor has ruled over giantkind. According to legend, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     gold-colored engravings. Three small ornately carved benches stand near the table, and a seaweed bed fills the southeast corner.
 This is the chamber of high priestess Thadrah. She is currently in
                                                
                                            
                                                
                                                     side of the center.
 An altar is built against the northern wall of this chamber. Its stone base is covered in carved shark eyes that stare out in all directions. The startlingly realistic eyes are
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     noises in this area. During the day, two yakfolk warriors (see appendix C) are here, quietly overseeing a pair of shield dwarves (commoners) who shovel flour into burlap sacks, which are then taken to
                                                
                                            
                                                
                                                     carved from wood and decorated with semiprecious gemstones. The masks are worth 250 gp each. 5D. Family Hut This hut contains two yakfolk warriors (see appendix C), day and night. One moon elf (commoner
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     terrain thereafter. Regular doors are made of soft, rotting wood. Each door is a Medium object with AC 15, 5 hit points, and immunity to poison and psychic damage. Secret doors are carved to look like
                                                
                                            
                                                
                                                     bereft of decor. Carved into each of its three doors is a full-figure depiction of one of the Dead Three. A character recognizes all the figures with a successful DC 10 Intelligence (Religion) check. East
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     Wards. The arcane markings carved into hidecarved dragonsâ scales are magical protections, intended to make the dragons more resilient against the threats they might face in carrying out the lauthâs
                                                
                                            
                                                
                                                    : Dragonsight Revelation. The dragon can add half its proficiency bonus, rounded down, to any ability check it makes that uses a skill with which it lacks proficiency.
 Reverence for Sardior. A central tenet of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     safe. Developments Any loud noises here attract the attention of the goblins in area 7. One goblin comes to investigate the disturbance. If it doesnât return, or if it spots trouble and sounds the
                                                
                                            
                                                
                                                     figures are sculpted along the roomâs upper reaches, looking down on the floor below. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     the rubble appears dangerous, the tower is stable and the eastern passage is safe. Development. Any loud noises here attract the attention of the goblins in area C7. One goblin is sent through the
                                                
                                            
                                                
                                                     roomâs upper reaches, overlooking the floor. To the north, heavy curtains block a matching pair of archways. Between the archways is a cracked but ornately carved stone brazier.
 This chamber is home to a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    . Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
                                                
                                            
                                                
                                                     chapter). High-Backed Chairs. One of the chairs has a smiling quasit carved into its back, near the top. If anyone other than Zybilna sits in this chair, the quasit magically shouts âThis is not your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     where carved or painted stars cover the ceiling of a cave. On the planes that have hosted one of these rare events, elf priests consecrate and maintain temples devoted to the Mysteries. Often these
                                                
                                            
                                                
                                                     illuminated and what remains mysterious. Trunks and branches reach high into the expanse of the mind and the realm of revelation, while roots sink deep, anchoring themselves in the known and
                                                
                                            
                                        






