Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'promises areas and his contained'.
Other Suggestions:
promise area and his confined
promise arts and his confined
promise arena and his confined
provides area and his container
promise ares and his confined
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s Tower Encounters in Halaster’s tower (areas 22 through 36) are keyed to map 23. The tower is contained in a demiplane that exists outside Undermountain, yet all the normal restrictions to
magic apply (see “Alterations to Magic”). A portal connects areas 23 and 26, allowing passage to and from the tower. Ceilings in the tower are 20 feet high and flat. All interior spaces are lit by continual flame spells cast on gaudy iron wall sconces.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Halaster’s Tower Encounters in Halaster’s tower (areas 22 through 36) are keyed to map 23. The tower is contained in a demiplane that exists outside Undermountain, yet all the normal restrictions to
magic apply (see “Alterations to Magic”). A portal connects areas 23 and 26, allowing passage to and from the tower. Ceilings in the tower are 20 feet high and flat. All interior spaces are lit by continual flame spells cast on gaudy iron wall sconces.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden is a self-contained ecosystem with an artificial climate controlled by the weather machine in area S54. By default, these areas are balmy and brightly lit. Garden Encounters. When a random
features, replacing those in the “Spaceship Features” section as necessary: Ceilings. The ceiling over the garden and exhibits is 80 feet high. All other areas have 20-foot ceilings. Climate Control. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden is a self-contained ecosystem with an artificial climate controlled by the weather machine in area S54. By default, these areas are balmy and brightly lit. Garden Encounters. When a random
features, replacing those in the “Spaceship Features” section as necessary: Ceilings. The ceiling over the garden and exhibits is 80 feet high. All other areas have 20-foot ceilings. Climate Control. The
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Fiendish Incursion Encounters and Storm Giant Encounters tables (see chapter 3), and she promises Stronmaus’s blessing to those who help her. Inky Depths A shadow-corrupted kraken lairs in the deep
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
apparatus contained in the Thundering Observatory (in this chapter). A death giant reaper (see chapter 6) claims the deep with minions from the Death Giant Encounters table in chapter 3, but the giant
Fiendish Incursion Encounters and Storm Giant Encounters tables (see chapter 3), and she promises Stronmaus’s blessing to those who help her. Inky Depths A shadow-corrupted kraken lairs in the deep
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Cauldron Caves A cave network extends into the snow-swept cliffs along the shore of Lac Dinneshere. This complex once contained a sacred hot spring where elderly frost giants came to end their
the ice without impediment. High Ceilings. The caves have 50-foot-high ceilings. The tunnels connecting the caves are 30 feet high. Moonlight. Infrequent, naturally occurring breaks in the ceiling allow moonlight into the caves, causing areas of the complex to be dimly lit on clear nights.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
The Cauldron Caves A cave network extends into the snow-swept cliffs along the shore of Lac Dinneshere. This complex once contained a sacred hot spring where elderly frost giants came to end their
the ice without impediment. High Ceilings. The caves have 50-foot-high ceilings. The tunnels connecting the caves are 30 feet high. Moonlight. Infrequent, naturally occurring breaks in the ceiling allow moonlight into the caves, causing areas of the complex to be dimly lit on clear nights.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identical to the ones in areas 3 and 6. A hungry remorhaz is curled up in the alcove until one or more party members enter the room, at which point it uncoils and rushes forward to attack. The room is
warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventure There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the
intruders. This does not mean that you, as Dungeon Master, must surrender your creativity and become a mere script reader. You will have to make up certain details for areas and items that characters
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
identical to the ones in areas 3 and 6. A hungry remorhaz is curled up in the alcove until one or more party members enter the room, at which point it uncoils and rushes forward to attack. The room is
warm, dry, and brightly lit. The source of the light and the heat is a raging fire contained within a bowl-shaped basin in the center of the chamber. Natural gas escaping through holes in the basin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Running the Adventure There is considerable information contained herein with respect to what the players see as they explore the steading, and what the inhabitants do if they become aware of the
intruders. This does not mean that you, as Dungeon Master, must surrender your creativity and become a mere script reader. You will have to make up certain details for areas and items that characters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
appendix A) are encased in transparent crystal stalactites in areas 2, 3, and 6. While encased, these githyanki remain aware of their surroundings but don’t require air, food, or water. Until the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, wants to see Yaveklar stripped of her command for incompetence. QUALITH DOOR LOCKS
Mounted on both sides of every door in the mind flayer colony (areas 9 through 20) is a burnished plate of dark, alien
. A creature that touches a Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained in it. A non-illithid that wants to understand a Qualith inscription
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, wants to see Yaveklar stripped of her command for incompetence. QUALITH DOOR LOCKS
Mounted on both sides of every door in the mind flayer colony (areas 9 through 20) is a burnished plate of dark, alien
. A creature that touches a Qualith inscription, however, can receive fragmentary insight into the multilayered thoughts contained in it. A non-illithid that wants to understand a Qualith inscription
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
knowledge contained in that place. I can direct you there, but first you need to show me you are worthy.” She promises to direct the wizard to the observatory after the characters help deal with the other problems on the island.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Main Cavern Githyanki twins named Arbez and Surlock are contained within crystal stalactites in this cavern. 3a. Arbez’s Watch The creatures in area 3b investigate any disturbance in this portion
appendix A) are encased in transparent crystal stalactites in areas 2, 3, and 6. While encased, these githyanki remain aware of their surroundings but don’t require air, food, or water. Until the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
knowledge contained in that place. I can direct you there, but first you need to show me you are worthy.” She promises to direct the wizard to the observatory after the characters help deal with the other problems on the island.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
weight. The building is accessible by ramps from areas D3 and D5, as well as stairs that rise from the lake. A rickety wooden deck clings to the outside of the structure 6 feet above the water. Use the
following boxed text to describe the building’s interior: This room is a charred mess. Hazy smoke hangs over scattered piles of burned and broken shelves intermixed with whatever those shelves contained
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Despite its grandeur and immense proportions, the castle is fairly self-contained, and loud sounds in one area can easily be heard in other locations. Any adult giant who yells really loud
greenhouse and leave only if Thullen commands them to. 29 6 aarakocra simulacra The simulacra remain here to guard areas 30–area 33. If battle erupts here, the aarakocra simulacra in area 26 arrive here 2 rounds later. 32 2 invisible stalkers The stalkers remains here.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
weight. The building is accessible by ramps from areas D3 and D5, as well as stairs that rise from the lake. A rickety wooden deck clings to the outside of the structure 6 feet above the water. Use the
following boxed text to describe the building’s interior: This room is a charred mess. Hazy smoke hangs over scattered piles of burned and broken shelves intermixed with whatever those shelves contained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
45. Halaster’s Sanctuary These areas serve as Halaster’s private abode on this level, though the Mad Mage himself is not present. 45a. Spectral Skull The single door leading to this room opens inward
disappears while contained in an antimagic field. No other magic has any effect on it. If the skull sees any creature other than the real Halaster in the room, it screams, “You’re not me!” When this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
45. Halaster’s Sanctuary These areas serve as Halaster’s private abode on this level, though the Mad Mage himself is not present. 45a. Spectral Skull The single door leading to this room opens inward
disappears while contained in an antimagic field. No other magic has any effect on it. If the skull sees any creature other than the real Halaster in the room, it screams, “You’re not me!” When this
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
studied all the way from the entrance to where the path forks toward areas 5 and 6, the individual with such perseverance will be rewarded by suddenly understanding that a message is contained in barely
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Denizens Despite its grandeur and immense proportions, the castle is fairly self-contained, and loud sounds in one area can easily be heard in other locations. Any adult giant who yells really loud
greenhouse and leave only if Thullen commands them to. 29 6 aarakocra simulacra The simulacra remain here to guard areas 30–area 33. If battle erupts here, the aarakocra simulacra in area 26 arrive here 2 rounds later. 32 2 invisible stalkers The stalkers remains here.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Realm now suffuse the stronghold, casting it in dim light. Qualith Rooms in Illithinoch the mind flayer fanatics claimed as their own (areas X3, area X7, area X8, and area X14) are inscribed with
inscription, however, can receive fragmentary insight into the multilayered thoughts contained in it. A non-illithid who wants to understand a Qualith inscription in Illithinoch can make a DC 18
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Realm now suffuse the stronghold, casting it in dim light. Qualith Rooms in Illithinoch the mind flayer fanatics claimed as their own (areas X3, area X7, area X8, and area X14) are inscribed with
inscription, however, can receive fragmentary insight into the multilayered thoughts contained in it. A non-illithid who wants to understand a Qualith inscription in Illithinoch can make a DC 18
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
studied all the way from the entrance to where the path forks toward areas 5 and 6, the individual with such perseverance will be rewarded by suddenly understanding that a message is contained in barely
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
gateway again by exploring three Far Realm rifts around Illithinoch. (The rifts are in areas X4, area X5, and area X10, and they are further described in the “Far Realm Rifts” section later in this chapter.) The characters catch up to the fanatics in chapter 8.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell, but it vanishes if targeted by a successful dispel magic spell (DC 16). It also ceases to exist while contained in the area of an antimagic field spell. It otherwise looks and feels
reveal the way to King Melair’s true tomb. It promises (truthfully) to do so in exchange for its release from captivity. If the glabrezu is released, it casts dispel magic on the wall behind the tapestry
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detect magic spell, but it vanishes if targeted by a successful dispel magic spell (DC 16). It also ceases to exist while contained in the area of an antimagic field spell. It otherwise looks and feels
reveal the way to King Melair’s true tomb. It promises (truthfully) to do so in exchange for its release from captivity. If the glabrezu is released, it casts dispel magic on the wall behind the tapestry
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
in turn adopting new personalities that set them apart from their ilk. The fanatics’ plan hinges on the transformation ritual, as it promises to provide the beginnings of a new mind flayer empire on
gateway again by exploring three Far Realm rifts around Illithinoch. (The rifts are in areas X4, area X5, and area X10, and they are further described in the “Far Realm Rifts” section later in this chapter.) The characters catch up to the fanatics in chapter 8.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
an extremely dangerous creature will hatch from the egg unless it can be safely contained. Stealing the Murkmire Stone The Murkmire Stone is going on public display tomorrow at the Varkenbluff Museum
Museum of Natural History. She pretended to be a patron and recorded the museum’s layout, filling in what she knows about nonpublic areas, such as the basement. Dannell’s Map. Dr. Dannell gives the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
an extremely dangerous creature will hatch from the egg unless it can be safely contained. Stealing the Murkmire Stone The Murkmire Stone is going on public display tomorrow at the Varkenbluff Museum
Museum of Natural History. She pretended to be a patron and recorded the museum’s layout, filling in what she knows about nonpublic areas, such as the basement. Dannell’s Map. Dr. Dannell gives the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
, and he promises to help them fight the ghast and any remaining cultists. Nezzarum hasn’t searched the temple thoroughly enough to locate any other secret doors (besides the one in the base of the
the south wall lead to hallways (areas T9 and T10). The door on the west side (to area T9) is ajar and doesn’t require an ability check to locate. To the Vaults. Four secret doors hidden behind