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Returning 35 results for 'presented about and his carved'.
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preserved about and his called
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the caps of trillimacs in Undercommon. A sample haiku is presented below. My Queen of Spiders, Dark diamond of the Abyss, Snare me in your web. Arch Gate to Level 6 A character entering the cave
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the caps of trillimacs in Undercommon. A sample haiku is presented below. My Queen of Spiders, Dark diamond of the Abyss, Snare me in your web. Arch Gate to Level 6 A character entering the cave
through the arch gate automatically becomes stuck in the webs (see “Dungeon Hazards” in chapter 5 of the Dungeon Master’s Guide). Carved into the arch are six stone niches, each one containing a small
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are built over natural gas vents in the floor and never go out.)
Guards. Two spectators float 15 feet above the floor.
Supplies. Carved into the north wall are stone shelves with blank spellbooks
presenting a written note from the headmaster. If such a note is presented, the spectators study it closely; they can recognize a forgery with a successful Wisdom (Perception) check contested by the forger’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
are built over natural gas vents in the floor and never go out.)
Guards. Two spectators float 15 feet above the floor.
Supplies. Carved into the north wall are stone shelves with blank spellbooks
presenting a written note from the headmaster. If such a note is presented, the spectators study it closely; they can recognize a forgery with a successful Wisdom (Perception) check contested by the forger’s
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Find the Path 6th-level divination Casting Time: 1 minute Range: Self Components: V, S, M (a set of divinatory tools—such as bones, ivory sticks, cards, teeth, or carved runes—worth 100 gp and an
traveling there, whenever you are presented with a choice of paths along the way, you automatically determine which path is the shortest and most direct route (but not necessarily the safest route) to the destination.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Puzzle Features Dolora can’t leave the hall and avoids the alcoves. Alcoves The hall is lined with six alcoves, each one with a unique numeral between 1 and 6 carved above it. A verse scratched into
the back wall of each alcove is made visible by the candlelight. Each verse is presented below, accompanied by a parenthetical explanation that shouldn’t be shared with the players or their characters
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Puzzle Features Dolora can’t leave the hall and avoids the alcoves. Alcoves The hall is lined with six alcoves, each one with a unique numeral between 1 and 6 carved above it. A verse scratched into
the back wall of each alcove is made visible by the candlelight. Each verse is presented below, accompanied by a parenthetical explanation that shouldn’t be shared with the players or their characters
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
center of which stands a heavy wooden table. An iron chandelier hangs above the table, which is surrounded by six high-backed chairs with wood-carved dragons perched atop them. Slumped in five of the
all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khyber can take many forms. The daelkyr create living tools, including symbionts (see chapter 5), but any magic item could be presented as an organic creation: a living cloak of the mountebank that
dark iron 4 A small journal with leathery pages; any words you write in it slowly disappear 5 A four-sided die carved with strange markings 6 A cameo with the silhouette of an unknown species 7 A
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Khyber can take many forms. The daelkyr create living tools, including symbionts (see chapter 5), but any magic item could be presented as an organic creation: a living cloak of the mountebank that
dark iron 4 A small journal with leathery pages; any words you write in it slowly disappear 5 A four-sided die carved with strange markings 6 A cameo with the silhouette of an unknown species 7 A
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
center of which stands a heavy wooden table. An iron chandelier hangs above the table, which is surrounded by six high-backed chairs with wood-carved dragons perched atop them. Slumped in five of the
all the information presented at the start of the chapter concerning Argynvost and the rise and fall of the Order of the Silver Dragon. Neither he nor the other revenants can help the characters in any
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sample Traps The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. Collapsing Roof Mechanical trap This trap uses a trip wire to collapse the
on the statue destroys the trap. Pits Mechanical trap Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Sample Traps The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. Collapsing Roof Mechanical trap This trap uses a trip wire to collapse the
on the statue destroys the trap. Pits Mechanical trap Four basic pit traps are presented here. Simple Pit. A simple pit trap is a hole dug in the ground. The hole is covered by a large cloth anchored
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Treasure”). His morningstar is nonmagical and made for a Huge creature. Characters close enough to touch the cloud giant’s corpse or the morningstar notice a rune-inscribed circle carved into the floor
run the final chapter of that adventure, which is an appropriate challenge for a party of 7th-level adventurers. Also see the information about Blagothkus presented in the “Tyranny of Dragons” section in appendix A of this book.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
“Treasure”). His morningstar is nonmagical and made for a Huge creature. Characters close enough to touch the cloud giant’s corpse or the morningstar notice a rune-inscribed circle carved into the floor
run the final chapter of that adventure, which is an appropriate challenge for a party of 7th-level adventurers. Also see the information about Blagothkus presented in the “Tyranny of Dragons” section in appendix A of this book.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
uniform, and a pouch containing 15 gp Feature: Quandrix Initiate You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Quandrix within it. In addition, if you have the
itself 3 A model hypercube carved from green crystal, showcasing the fourth dimension 4 A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
uniform, and a pouch containing 15 gp Feature: Quandrix Initiate You gain the Strixhaven Initiate feat (presented later in the chapter) and must choose Quandrix within it. In addition, if you have the
itself 3 A model hypercube carved from green crystal, showcasing the fourth dimension 4 A crumpled test on the theory of gravity manipulation, with a failing grade on the front and the name of a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. The trial requires magical talent but carries none of the dangers of the Test of High Sorcery. It provides a foundation for the real test. The goal is to complete the challenge presented in the room
the door, read the following text: The door opens into a wide rotunda with black stone floors and walls carved with elaborate runes. The interior is empty save for a single pedestal at the room’s center
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
. The trial requires magical talent but carries none of the dangers of the Test of High Sorcery. It provides a foundation for the real test. The goal is to complete the challenge presented in the room
the door, read the following text: The door opens into a wide rotunda with black stone floors and walls carved with elaborate runes. The interior is empty save for a single pedestal at the room’s center
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
remember how you made them feel. Clerks’ Ward Locations Presented here are some noteworthy sites in the Clerks’ Ward. Civic Festhall Jared Blando Map 2.1: Elloweth Theater in the Civic Festhall
. Sensates sequester these and other restricted sensations in a demiplanar sanctum accessible only to trusted members. Calder Moore Intricately carved fountains and crystal pools decorate the grounds
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
remember how you made them feel. Clerks’ Ward Locations Presented here are some noteworthy sites in the Clerks’ Ward. Civic Festhall Jared Blando Map 2.1: Elloweth Theater in the Civic Festhall
. Sensates sequester these and other restricted sensations in a demiplanar sanctum accessible only to trusted members. Calder Moore Intricately carved fountains and crystal pools decorate the grounds
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
the east. A triangular symbol is carved into the center of the room’s western wall.
Hellenrae (see chapter 7), the Abbess of Stone, spends much of her daytime here, sparring with her monks or
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
therefore falls to Qarbo to interrogate any guests or recruits. If the characters are presented to him (perhaps because they claim they want to join), Qarbo questions them to determine how committed
the east. A triangular symbol is carved into the center of the room’s western wall.
Hellenrae (see chapter 7), the Abbess of Stone, spends much of her daytime here, sparring with her monks or
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
consciousness departs its normal body and enters that of a named caravan NPC. Go down the list of caravan NPCs in the order presented in the “Wedding Guests” section above, assigning each guest to a random
double doors set into the other three walls. Every surface of the walls, floor, and ceiling is exquisitely carved with runes and bas reliefs depicting dwarves at war. Grand pillars shaped like stone
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
consciousness departs its normal body and enters that of a named caravan NPC. Go down the list of caravan NPCs in the order presented in the “Wedding Guests” section above, assigning each guest to a random
double doors set into the other three walls. Every surface of the walls, floor, and ceiling is exquisitely carved with runes and bas reliefs depicting dwarves at war. Grand pillars shaped like stone
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Michel Sigil citizens prepare for trial on the steps of the High Courts, where the law is sacred Presented here are some noteworthy sites in the Lady’s Ward. Armory The Doomguard is headquartered in
historic Dragon Bar, a modest tavern named for the carved dragon head that watches over it. Beyond this reception area and its alert bouncers lies the casino proper. Casino. Games of chance line the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Michel Sigil citizens prepare for trial on the steps of the High Courts, where the law is sacred Presented here are some noteworthy sites in the Lady’s Ward. Armory The Doomguard is headquartered in
historic Dragon Bar, a modest tavern named for the carved dragon head that watches over it. Beyond this reception area and its alert bouncers lies the casino proper. Casino. Games of chance line the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Divination The walls of this thin tower are etched with intricate designs of hands and eyes. Silver light flickers from a high window, above which a large, carved eye animates and blinks. Part of the
action that would directly benefit one of their allies. Bewitched’s Script. The cursed character hears the voice of an imaginary fey creature whispering in their ear. Whenever presented with a choice, the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Divination The walls of this thin tower are etched with intricate designs of hands and eyes. Silver light flickers from a high window, above which a large, carved eye animates and blinks. Part of the
action that would directly benefit one of their allies. Bewitched’s Script. The cursed character hears the voice of an imaginary fey creature whispering in their ear. Whenever presented with a choice, the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to have created basilisks, medusas, gorgons, cockatrices, and other monstrosities and aberrations with the power of petrification. Orlassk’s citadel is carved into the body of a gargantuan gargoyle
Khyber along with their creators. Today, beholders are solitary, egocentric creatures. Some have remained among the daelkyr and dolgaunts (presented later in this chapter), while others have
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
to have created basilisks, medusas, gorgons, cockatrices, and other monstrosities and aberrations with the power of petrification. Orlassk’s citadel is carved into the body of a gargantuan gargoyle
Khyber along with their creators. Today, beholders are solitary, egocentric creatures. Some have remained among the daelkyr and dolgaunts (presented later in this chapter), while others have
compendium
- Sources->Dungeons & Dragons->Grim Hollow: Player’s Guide
Spell Descriptions The spells are presented in alphabetical order. Arboreal Curse Level 7 Transmutation (Druid) Casting Time: Action
Range: 60 feet
Components: V, S, M (a cup of sap)
Duration
. [Tooltip Not Found] Illusion Cantrip (Bard, Sorcerer, Warlock, Wizard) Casting Time: Action
Range: Touch
Components: S, M (a stamp carved like the mark left by your calling card)
Duration