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Returning 35 results for 'save chairs'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Rantantar’s Wand This room serves as a parlor where Halaster entertains guests (infrequent though they may be). Furnishings. Ornate wooden chairs with padded seats and backrests line the walls
. Between the chairs stand alabaster busts of Halaster atop wooden pedestals.
Wand. Lying on the floor in the middle of the room is a 20-foot-diameter, frayed circular rug adorned with Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
27. Rantantar’s Wand This room serves as a parlor where Halaster entertains guests (infrequent though they may be). Furnishings. Ornate wooden chairs with padded seats and backrests line the walls
. Between the chairs stand alabaster busts of Halaster atop wooden pedestals.
Wand. Lying on the floor in the middle of the room is a 20-foot-diameter, frayed circular rug adorned with Halaster’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be found on the shelves. The den’s other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps. A secret door at the north end of the east wall can be pushed
the room must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire doesn’t attack. On its first turn, if it has not
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
be found on the shelves. The den’s other furnishings include rotted divans, broken chairs, overturned ottomans, and smashed oil lamps. A secret door at the north end of the east wall can be pushed
the room must make a DC 12 Dexterity saving throw, taking 22 (4d10) fire damage on a failed save, or half as much damage on a successful one. The fire doesn’t attack. On its first turn, if it has not
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
chairs are skeletal humans in tattered chainmail. If the beacon in area Q53 has been lit, the spirits of these revenants are laid to rest, leaving behind their inanimate corpses. If the beacon has not
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
chairs are skeletal humans in tattered chainmail. If the beacon in area Q53 has been lit, the spirits of these revenants are laid to rest, leaving behind their inanimate corpses. If the beacon has not
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
Benches coated with
called the Icon of Ravenloft (see appendix C). Any evil creature that touches the statuette must make a DC 17 Constitution saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
Benches coated with
called the Icon of Ravenloft (see appendix C). Any evil creature that touches the statuette must make a DC 17 Constitution saving throw, taking 88 (16d10) radiant damage on a failed save, or half as much
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
staircases has an iron door at its center.
The ceiling is braced by four wooden pillars, between which are set four pairs of stocky wooden chairs facing inward. Each chair is bolted to the floor and fitted
with two lengths of rope. Four of the chairs have people in custodial uniforms tied to them—two half-orcs, a half-elf, and a dwarf.
Four Livestock cultists have tied themselves into the chairs in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
staircases has an iron door at its center.
The ceiling is braced by four wooden pillars, between which are set four pairs of stocky wooden chairs facing inward. Each chair is bolted to the floor and fitted
with two lengths of rope. Four of the chairs have people in custodial uniforms tied to them—two half-orcs, a half-elf, and a dwarf.
Four Livestock cultists have tied themselves into the chairs in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
elsewhere, Maddgoth’s oversized homunculus is flipping tables, knocking over bookshelves, throwing chairs, kicking chests, and tearing rugs into strips with its teeth.
Junk. Stuff that the faerie
must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Treasure. The items gathered here include dozens of porcelain
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a hit. Any creature bitten by a snake must make a DC 13 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. After each snake makes
underrated actress and singer. She isn’t able to control the golem once it goes berserk, and she retreats to area 7 if things turn bleak. 8c. Masters of Disguise Bandits. Sitting in chairs around a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
a hit. Any creature bitten by a snake must make a DC 13 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one. After each snake makes
underrated actress and singer. She isn’t able to control the golem once it goes berserk, and she retreats to area 7 if things turn bleak. 8c. Masters of Disguise Bandits. Sitting in chairs around a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ornate, high-backed chair on clawed feet sits before each table. Slumped in one of the chairs is a bugbear dressed as a green dragon from the neck down. On the floor nearby are the fake dragon head and
destroyed, poison gas billows up from its shards, filling the room. Each creature in the room must make a DC 11 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. The gas doesn’t spread beyond this room and dissipates quickly.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
elsewhere, Maddgoth’s oversized homunculus is flipping tables, knocking over bookshelves, throwing chairs, kicking chests, and tearing rugs into strips with its teeth.
Junk. Stuff that the faerie
must make a DC 15 Dexterity saving throw, taking 10 (3d6) bludgeoning damage on a failed save, or half as much damage on a successful one. Treasure. The items gathered here include dozens of porcelain
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
ornate, high-backed chair on clawed feet sits before each table. Slumped in one of the chairs is a bugbear dressed as a green dragon from the neck down. On the floor nearby are the fake dragon head and
destroyed, poison gas billows up from its shards, filling the room. Each creature in the room must make a DC 11 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one. The gas doesn’t spread beyond this room and dissipates quickly.
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tables and copper slot machines. Just south of the game tables are two cashier booths. Just north of the games area is a secluded lounge that holds a small bar as well as chairs and couches. Security
Mirrors. A security mirror hangs in the southeast corner overlooking the games area. Another security mirror hangs on the north wall, above the chairs in the lounge area. A3: Dis This section contains
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is barred shut from the inside. A large dining table stands in the middle of this hall, surrounded by tall-backed wooden chairs. Suspended above the table are two chandeliers fitted with wax candles
chairs, and a sideboard. Hanging above the mantelpiece is a framed portrait of two stern, well-dressed, middle-aged tieflings: a short, pudgy fellow and a tall, thin woman. The surrounding walls bear
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
each chair can be adjusted to accommodate a Small or Medium creature. Between the two chairs is a bronze periscope that can be raised or lowered whenever the submarine is detached from the Eyecatcher
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
tables and copper slot machines. Just south of the game tables are two cashier booths. Just north of the games area is a secluded lounge that holds a small bar as well as chairs and couches. Security
Mirrors. A security mirror hangs in the southeast corner overlooking the games area. Another security mirror hangs on the north wall, above the chairs in the lounge area. A3: Dis This section contains
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
wall lead into the vault.
Guards. Two guards watch the unlocked front door while sitting in the lobby’s chairs. Though suspicious of people trying to get in, they’re accustomed to confused people
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
elevated, 10-foot-high metal platform with a grilled floor, supported by two metal columns. Two padded swivel chairs are bolted to the deck, which is enclosed by a thin steel railing. The height of
each chair can be adjusted to accommodate a Small or Medium creature. Between the two chairs is a bronze periscope that can be raised or lowered whenever the submarine is detached from the Eyecatcher
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
is barred shut from the inside. A large dining table stands in the middle of this hall, surrounded by tall-backed wooden chairs. Suspended above the table are two chandeliers fitted with wax candles
chairs, and a sideboard. Hanging above the mantelpiece is a framed portrait of two stern, well-dressed, middle-aged tieflings: a short, pudgy fellow and a tall, thin woman. The surrounding walls bear
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
which screens the entrance to the queen’s private chamber. Inside this entryway are torches on the walls, and six chairs and three small tables along the hallway. At the end of the route westward is
, a table and two chairs, a stool, and a dressing table with a huge mirror of seeing (weighing 100 pounds) that functions similarly to a gem of seeing, so that even unseen creatures and objects are
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
which screens the entrance to the queen’s private chamber. Inside this entryway are torches on the walls, and six chairs and three small tables along the hallway. At the end of the route westward is
, a table and two chairs, a stool, and a dressing table with a huge mirror of seeing (weighing 100 pounds) that functions similarly to a gem of seeing, so that even unseen creatures and objects are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
wall lead into the vault.
Guards. Two guards watch the unlocked front door while sitting in the lobby’s chairs. Though suspicious of people trying to get in, they’re accustomed to confused people
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
, a table, two chairs, and a small cabinet. The cloud giant who is the current guest has just agreed to join the jarl as his chief henchman. Treasure. The chest holds 2,200 gp, and the giant wears a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
must make a DC 15 Strength saving throw. On a failed save, the creature is swept 60 feet downriver; on a successful save, the distance is halved to 30 feet. The river flows just as strongly through
door lock (see “Qualith Door Locks”). The ceiling is 10 feet high and flat. The room contains the following features: Grimlock. A stunned male grimlock is slumped in one of three stone chairs that face
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
of giant-sized furniture litter this place—the remnants of tables, benches, stools, and chairs. Soot-covered wall cressets hold burned-out torches. Three skeletons of frost giants are plainly visible
, a table, two chairs, and a small cabinet. The cloud giant who is the current guest has just agreed to join the jarl as his chief henchman. Treasure. The chest holds 2,200 gp, and the giant wears a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
must make a DC 15 Strength saving throw. On a failed save, the creature is swept 60 feet downriver; on a successful save, the distance is halved to 30 feet. The river flows just as strongly through
door lock (see “Qualith Door Locks”). The ceiling is 10 feet high and flat. The room contains the following features: Grimlock. A stunned male grimlock is slumped in one of three stone chairs that face
Compendium
- Sources->Dungeons & Dragons->Divine Contention
single spell or attack, it explodes in a 10-foot-radius sphere. Creatures in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on
, raising the ballistae and ammunition to the main deck via rising pillars. I8. Icingdeath Galley. Crew members converse, play games, and share meals around the table and eight chairs attached to the floor
Compendium
- Sources->Dungeons & Dragons->Divine Contention
single spell or attack, it explodes in a 10-foot-radius sphere. Creatures in the area must make a DC 15 Dexterity saving throw, taking 27 (6d8) fire damage on a failed save, or half as much damage on
, raising the ballistae and ammunition to the main deck via rising pillars. I8. Icingdeath Galley. Crew members converse, play games, and share meals around the table and eight chairs attached to the floor
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
portraits, the paintings target them with disconcerting magic. Each creature in the hall that can hear the whispers must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic
. L7. Dean Plargg’s Office A bronze nameplate on the door to this room reads “Plargg, Dean of Chaos.” A clean desk and several stiff-looking chairs fill this austere office. Behind the desk, between
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
portraits, the paintings target them with disconcerting magic. Each creature in the hall that can hear the whispers must make a DC 14 Wisdom saving throw. On a failed save, the creature takes 10 (3d6) psychic
. L7. Dean Plargg’s Office A bronze nameplate on the door to this room reads “Plargg, Dean of Chaos.” A clean desk and several stiff-looking chairs fill this austere office. Behind the desk, between
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
perilous, and each creature doing so must make a DC 14 Dexterity saving throw. On a failed save, a creature either tumbles down the stairs before being able to stop itself or pitches over the edge and
debris and dead insects coats the floor of this area, its contents remain largely intact. Four trestle tables, a side table set with what looks like cups, and two dozen chairs stand covered in dust