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Returning 35 results for 'page area'.
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The Wild Beyond the Witchlight
);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Abyssal Rift"}. Iggwilv opens a momentary Abyssal rift within 120 feet of her. The rift is a 20-foot-radius sphere. Each creature in that area must
and across planes to escape the worst of them. She eventually took a page from her mother’s book and sequestered herself in the Feywild, where she assumed the guise of an archfey and carved out
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secured to the lectern with sovereign glue, preventing it from being easily removed. The eight-page book contains an eight-line nursery rhyme written by the Sewn Sisters in Infernal, with each page
of the secret compartment open, revealing a brass lever inside. If the lever is pulled, the octagon seal on the skeleton gate in area 71 rolls aside, revealing an octagonal keyhole behind it. The
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
secured to the lectern with sovereign glue, preventing it from being easily removed. The eight-page book contains an eight-line nursery rhyme written by the Sewn Sisters in Infernal, with each page
of the secret compartment open, revealing a brass lever inside. If the lever is pulled, the octagon seal on the skeleton gate in area 71 rolls aside, revealing an octagonal keyhole behind it. The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs open on one hinge. Strahd’s soldiers forced open the iron door that once sealed Argynvost’s vault (area Q41). They also took every book in this study but one. (Many of the books taken from here can
against Strahd came from that empire — now lost beyond the mists. Journal Page As the characters cross the room, read: You hear the soft flapping sound of wings, but can’t discern its origin. A single
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
hangs open on one hinge. Strahd’s soldiers forced open the iron door that once sealed Argynvost’s vault (area Q41). They also took every book in this study but one. (Many of the books taken from here can
against Strahd came from that empire — now lost beyond the mists. Journal Page As the characters cross the room, read: You hear the soft flapping sound of wings, but can’t discern its origin. A single
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Province Scale For the most detailed areas of your world, use a province scale where each hex represents 1 mile. A full-page map at this scale represents an area that can be covered in one day’s
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaign’s starting area (see “Creating a Campaign,” later in this
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Province Scale For the most detailed areas of your world, use a province scale where each hex represents 1 mile. A full-page map at this scale represents an area that can be covered in one day’s
travel in any direction from the center of the map, assuming clear terrain. As such, province scale is a useful scale for mapping a campaign’s starting area (see “Creating a Campaign,” later in this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
assembled by Cyrus Belview (see area K62), are held together with wire frames and hung on pegs. They pose no threat. The staircase descends to area K62. The east door leading to the courtyard is swollen
in its frame and requires a successful DC 10 Strength check to force open. The north door is cracked and hangs loose on its hinges; beyond it lies another dust-filled chamber (area K24). The ancient
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
assembled by Cyrus Belview (see area K62), are held together with wire frames and hung on pegs. They pose no threat. The staircase descends to area K62. The east door leading to the courtyard is swollen
in its frame and requires a successful DC 10 Strength check to force open. The north door is cracked and hangs loose on its hinges; beyond it lies another dust-filled chamber (area K24). The ancient
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Appendix A: Random Dungeons This appendix helps you quickly generate a dungeon. The tables work in an iterative manner. First, roll a starting area, then roll to determine the passages and doors
found in that area. One you have initial passages and doors, determine the location and nature of subsequent passages, doors, chambers, stairs, and so on — each of them generated by rolls on different
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Appendix A: Random Dungeons This appendix helps you quickly generate a dungeon. The tables work in an iterative manner. First, roll a starting area, then roll to determine the passages and doors
found in that area. One you have initial passages and doors, determine the location and nature of subsequent passages, doors, chambers, stairs, and so on — each of them generated by rolls on different
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
73. Trial of the Square The door to this area has a square carved into it. When the characters open the door, read: This room is filled with flying sheets of parchment, with writing on the pages
character can use an action to grab a page as it flutters past with a successful DC 10 Dexterity check. Written on the page is a random spell; roll a d6 to determine the spell’s level, then randomly choose a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
73. Trial of the Square The door to this area has a square carved into it. When the characters open the door, read: This room is filled with flying sheets of parchment, with writing on the pages
character can use an action to grab a page as it flutters past with a successful DC 10 Dexterity check. Written on the page is a random spell; roll a d6 to determine the spell’s level, then randomly choose a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the ceiling. An arcane lock spell seals the hatch (see “Prison Features” page 155), which opens onto the roof. R13. Storeroom Supplies are stored here in crates and other containers. At present, the
to carry the buckets outside and dispose of the waste. R15. Hexagon This corridor allows guards and visitors to access the outermost rooms of the prison while avoiding the panopticon (area R16) and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the ceiling. An arcane lock spell seals the hatch (see “Prison Features” page 155), which opens onto the roof. R13. Storeroom Supplies are stored here in crates and other containers. At present, the
to carry the buckets outside and dispose of the waste. R15. Hexagon This corridor allows guards and visitors to access the outermost rooms of the prison while avoiding the panopticon (area R16) and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
found here was a rolled-up map of Barovia and a burned page from van Richten’s journal, which she took and hid in her wagon (area V1). The standing armor is a suit of animated armor. It is
characters have collapsed the tower (see area V2), they find the treasure after 1d8 + 2 hours of searching through the rubble. For each hour they spend searching, they have a 10 percent chance of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
found here was a rolled-up map of Barovia and a burned page from van Richten’s journal, which she took and hid in her wagon (area V1). The standing armor is a suit of animated armor. It is
characters have collapsed the tower (see area V2), they find the treasure after 1d8 + 2 hours of searching through the rubble. For each hour they spend searching, they have a 10 percent chance of
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protectors Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its
name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protectors Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its
name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Protectors Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its
name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Protectors Prerequisite: Level 9+ Warlock, Pact of the Tome Invocation A new page appears in your Book of Shadows when you conjure it. With your permission, a creature can take an action to write its
name on that page, which can contain a number of names equal to your Charisma modifier (minimum of one name). When any creature whose name is on the page is reduced to 0 Hit Points but not killed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through the detritus on the floor. After a minute of searching, it finds a torn page on which is drawn a smiling dragon with butterfly wings. The homunculus shows it to the characters, tears the page
into tiny pieces, throws the scraps into the air like confetti, and gives the party a long stare. If the characters offer to kill the faerie dragon, the homunculus leads them to area 25b, reaches into
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
through the detritus on the floor. After a minute of searching, it finds a torn page on which is drawn a smiling dragon with butterfly wings. The homunculus shows it to the characters, tears the page
into tiny pieces, throws the scraps into the air like confetti, and gives the party a long stare. If the characters offer to kill the faerie dragon, the homunculus leads them to area 25b, reaches into
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Abyssal Prisons Originally an area containing summoning traps, this sector has been changed into a place for confining demons. Thayans break the will of imprisoned fiends and bind them into service
the demons fight, the battle can be heard in every chamber in this zone (see “Pit Battle” in area 2 to aid in narrating the noise). 1. Chandelier Chamber Scorched and shattered plaster shows faint
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Abyssal Prisons Originally an area containing summoning traps, this sector has been changed into a place for confining demons. Thayans break the will of imprisoned fiends and bind them into service
the demons fight, the battle can be heard in every chamber in this zone (see “Pit Battle” in area 2 to aid in narrating the noise). 1. Chandelier Chamber Scorched and shattered plaster shows faint
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
command words needed to operate it. Map 11.1: Van Richten’s Tower (Area V)View Player Version Anyone who sits in the driver’s seat and speaks its command word (“Drovash”) summons a pair of quasi-real
Barovia) A charred page from van Richten’s journal (show the players “Journal of Rudolph van Richten” in appendix F).
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
mirror in an oval wooden frame. This mirror is similar to the magic mirror in area D1 of Bavlorna’s cottage (see chapter 2). Hourglasses. The one hundred hourglasses in Endelyn’s collection are worth 25
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
horns and seems to read along with her scrivening. Without taking her eyes off the page, she says to you, “Get out.”
Other furnishings in this former storeroom include a red rug, a narrow bed, and a
plate embedded in the north wall. This lever raises and lowers the blue marble slab that seals off area C23. C23. East Cistern The dark cistern continues for another 40 feet beyond the blue marble
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
command words needed to operate it. Map 11.1: Van Richten’s Tower (Area V)View Player Version Anyone who sits in the driver’s seat and speaks its command word (“Drovash”) summons a pair of quasi-real
Barovia) A charred page from van Richten’s journal (show the players “Journal of Rudolph van Richten” in appendix F).
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
horns and seems to read along with her scrivening. Without taking her eyes off the page, she says to you, “Get out.”
Other furnishings in this former storeroom include a red rug, a narrow bed, and a
plate embedded in the north wall. This lever raises and lowers the blue marble slab that seals off area C23. C23. East Cistern The dark cistern continues for another 40 feet beyond the blue marble
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
then tumbling 20 feet to the floor in area M14. The treacherous fall deals 14 (4d6) bludgeoning damage, and if the orrery is operational, the creature takes lightning damage as well (see area M14 for
mirror in an oval wooden frame. This mirror is similar to the magic mirror in area D1 of Bavlorna’s cottage (see chapter 2). Hourglasses. The one hundred hourglasses in Endelyn’s collection are worth 25
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed, Dresser, and Chest. Against the far wall rests a comfortable bed, a handsome
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
headmaster’s office (area 15a), Wormriddle’s workshop (area 23c), the kitchen (area 27a), and the study hall (area 39).
Bed, Dresser, and Chest. Against the far wall rests a comfortable bed, a handsome
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door is connected to the lightning grid in area 7c. Unless the creatures in area 7c have been destroyed, the door emits a soft hum when approached. A creature that touches the humming door must make a
Entry. Tucked into the folds of the hammock’s moldy blankets is another page from Trenzia’s log. The only legible text reads as follows: “Day 3. I no longer trust the other apprentices. What they see
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door is connected to the lightning grid in area 7c. Unless the creatures in area 7c have been destroyed, the door emits a soft hum when approached. A creature that touches the humming door must make a
Entry. Tucked into the folds of the hammock’s moldy blankets is another page from Trenzia’s log. The only legible text reads as follows: “Day 3. I no longer trust the other apprentices. What they see