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Returning 35 results for 'player are and his continual'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 22. View Player Version The following features apply throughout Shadowdusk Hold unless otherwise noted in an area’s
, as does bringing the body out of Shadowdusk Hold or into the area of a hallow spell. Sconces throughout Shadowdusk Hold flicker with torchlight created by continual flame spells. These magic torches are set in upside-down sconces, and their magical flames point downward.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Exploring This Level All location descriptions for this level are keyed to map 22. View Player Version The following features apply throughout Shadowdusk Hold unless otherwise noted in an area’s
, as does bringing the body out of Shadowdusk Hold or into the area of a hallow spell. Sconces throughout Shadowdusk Hold flicker with torchlight created by continual flame spells. These magic torches are set in upside-down sconces, and their magical flames point downward.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, with the following effects: For 1 minute, the sound of a klaxon blares throughout the prison, and all continual flame spells in the prison take on a reddish hue. The guards in area R19 don their
armor, arm themselves, and move to area R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. The warden and all prison guards gain the benefit of a see invisibility spell. Map 2.12: revel's end View Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Light. Cultists illuminate areas they use frequently with continual
gp worth of mixed coins and other minor valuables. Map 4.4: Temple of Eternal FlameView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Light. Cultists illuminate areas they use frequently with continual
gp worth of mixed coins and other minor valuables. Map 4.4: Temple of Eternal FlameView Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, with the following effects: For 1 minute, the sound of a klaxon blares throughout the prison, and all continual flame spells in the prison take on a reddish hue. The guards in area R19 don their
armor, arm themselves, and move to area R18. The warden does the same and commands the garrison from there. Members of the Absolution Council retreat to area R20. The warden and all prison guards gain the benefit of a see invisibility spell. Map 2.12: revel's end View Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.3: Temple of Black EarthView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
water level. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.2: Temple of the Crushing WaveView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
illuminate areas they use frequently with continual flame spells cast on torches in bronze wall sconces. The rest of the level is dark. Treasure. Many denizens of the temple carry small amounts of treasure
. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.3: Temple of Black EarthView Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
. Characters can use these openings to move between levels, but they’ll need ropes or magic to ascend or descend safely. Map 2.10: Lost Spire of NetherilView Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
. Characters can use these openings to move between levels, but they’ll need ropes or magic to ascend or descend safely. Map 2.10: Lost Spire of NetherilView Player Version
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
finds that the sides are smooth and slippery. It is very hard to cling to the wall or to climb out, unless a quay is nearby. Light. Cultists illuminate areas they use frequently with continual flame
water level. Treasure. Many denizens of the temple carry small amounts of treasure. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.2: Temple of the Crushing WaveView Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
reeks with scented perfumes, and bowls of fresh fruit can be found throughout. Oil lamps and braziers are kept lit on honor of Kossuth. Wakanga’s villa is lit with continual flame spells, and soft music
floor rug or hanging rug might be a rug of smothering in disguise. Zhanthi’s villa is decorated with standing suits of gold-plated armor and large potted plants, and the bejeweled skulls of Zhanthi’s ancestors rest in wall niches. Map 1.2: Merchant Prince’s Villa View Player Version
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
reeks with scented perfumes, and bowls of fresh fruit can be found throughout. Oil lamps and braziers are kept lit on honor of Kossuth. Wakanga’s villa is lit with continual flame spells, and soft music
floor rug or hanging rug might be a rug of smothering in disguise. Zhanthi’s villa is decorated with standing suits of gold-plated armor and large potted plants, and the bejeweled skulls of Zhanthi’s ancestors rest in wall niches. Map 1.2: Merchant Prince’s Villa View Player Version
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
include clammy skin, hair loss, and myopia (nearsightedness). A player character infected with the arcane blight gains the following flaw: “I don’t trust anyone.” This flaw, which supersedes any
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T1-T2) The following locations are keyed to map 6.2. Map 6.2: fortress badlands View Player Version Unless noted otherwise, entryways and ceilings in the caves are 10
feet high, and the caves are lit by continual flame spells cast on wall sconces. T1. Watchtowers Three of these rickety structures stand in a line running west to east, and each is 20 feet tall. Sentry
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Magical Effects The following magical effects are present throughout the necropolis: Continual flame spells illuminate street lamps as well as building interiors and exteriors. A powerful enchantment
include clammy skin, hair loss, and myopia (nearsightedness). A player character infected with the arcane blight gains the following flaw: “I don’t trust anyone.” This flaw, which supersedes any
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
staff. Map 3.2: firejolt cafe View Player Version F1. Study Tables These long benches sit atop two raised tiers with magic steps between them, affording easy access to the seating area below. Some
the northern corners are lit by continual flame spells. Some twenty students are typically found here, using the tables to study quietly. F6. Quiet Room As with the fireside lounge, these rooms are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
staff. Map 3.2: firejolt cafe View Player Version F1. Study Tables These long benches sit atop two raised tiers with magic steps between them, affording easy access to the seating area below. Some
the northern corners are lit by continual flame spells. Some twenty students are typically found here, using the tables to study quietly. F6. Quiet Room As with the fireside lounge, these rooms are
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Fortress Badlands Locations (T1-T2) The following locations are keyed to map 6.2. Map 6.2: fortress badlands View Player Version Unless noted otherwise, entryways and ceilings in the caves are 10
feet high, and the caves are lit by continual flame spells cast on wall sconces. T1. Watchtowers Three of these rickety structures stand in a line running west to east, and each is 20 feet tall. Sentry
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Map 6.3: underground cave View Player Version Bare Stone. This cave looks naturally formed, but the stone has been shaped and smoothed by magic. The cave walls have shelves built
into them. Ceilings. The ceilings are 10 feet high and gently curved and smoothed like the walls. Light. All areas are lit by continual flame spells cast on wall sconces. Scry-Proof. Any attempt to
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
following features: Map 6.3: underground cave View Player Version Bare Stone. This cave looks naturally formed, but the stone has been shaped and smoothed by magic. The cave walls have shelves built
into them. Ceilings. The ceilings are 10 feet high and gently curved and smoothed like the walls. Light. All areas are lit by continual flame spells cast on wall sconces. Scry-Proof. Any attempt to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Revel’s End Locations The following locations are keyed to Revel’s End, as shown on map 4.2. Map 4.2: DM’s map View Player Version R1: Dock Ships dock here to offload prisoners and supplies. R2
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Revel’s End Locations The following locations are keyed to Revel’s End, as shown on map 4.2. Map 4.2: DM’s map View Player Version R1: Dock Ships dock here to offload prisoners and supplies. R2
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Revel’s End Locations The following locations are keyed to Revel’s End, as shown on map 4.2. Map 4.2: DM’s map View Player Version R1: Dock Ships dock here to offload prisoners and supplies. R2
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
Revel’s End Locations The following locations are keyed to Revel’s End, as shown on map 4.2. Map 4.2: DM’s map View Player Version R1: Dock Ships dock here to offload prisoners and supplies. R2
contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that illuminates each room can be suppressed or returned to its normal light
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
plane intersects it horizontally at the level of the docks and the base of the tower. Topalah’s Tower View Player Version As the tower comes into view, read: A crooked tower perches atop a small
need only grab hold of the rope and say “up” or “down” to be hoisted or lowered one floor as desired. Illumination. Continual flame spells bathe the interior in bright light. Topolah can suppress or
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
plane intersects it horizontally at the level of the docks and the base of the tower. Topalah’s Tower View Player Version As the tower comes into view, read: A crooked tower perches atop a small
need only grab hold of the rope and say “up” or “down” to be hoisted or lowered one floor as desired. Illumination. Continual flame spells bathe the interior in bright light. Topolah can suppress or
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
call on the planetar to look inward and judge itself, making a DC 26 Charisma (Persuasion) check as part of that action. If the player roleplays well, grant the character advantage on the check. A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
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
call on the planetar to look inward and judge itself, making a DC 26 Charisma (Persuasion) check as part of that action. If the player roleplays well, grant the character advantage on the check. A
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
great opportunity to allow the player of that character to make up a credible story; if the player accepts the challenge, award inspiration to that player’s character. The character also recalls that
to attune to this Wand of Orcus realizes it’s a fake, though it does emit magical light comparable to that created by a continual flame spell. The Dark Duchess is trapped in the ice—another victim of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
great opportunity to allow the player of that character to make up a credible story; if the player accepts the challenge, award inspiration to that player’s character. The character also recalls that
to attune to this Wand of Orcus realizes it’s a fake, though it does emit magical light comparable to that created by a continual flame spell. The Dark Duchess is trapped in the ice—another victim of
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
descending into the central portion of the catacombs level, just west of area H15.
Map 2.2: High Hall Cathedral View Player Version H4. Private Chapels These areas can be curtained off for small
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
forced open with a successful DC 20 Strength (Athletics) check.
Illumination. Areas within the cathedral are brightly lit by continual flame spells cast on wall sconces.
Walls. Climbing the
descending into the central portion of the catacombs level, just west of area H15.
Map 2.2: High Hall Cathedral View Player Version H4. Private Chapels These areas can be curtained off for small
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
inside. The ancient door here opens into area E1. Map 5.4: wakenreth View Player Version Wakenreth Features The mystical tower has the following features: Ceilings. Wakenreth’s ceilings are 20 feet
high. Doors. All doors are made of rusty iron. They are unlocked and open easily, though noisily. Lighting. Areas E1 and area E2 are brightly lit by continual flame spells cast on wall sconces. In