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Returning 35 results for 'section all carved'.
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Species
Mordenkainen Presents: Monsters of the Multiverse
glow. Earth genasi hair can appear carved of stone or crystal or resemble strands of spun metal.
Genasi
Tracing their ancestry to the genies of the Elemental Planes, each genasi can tap into the
determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions
Species
Mordenkainen Presents: Monsters of the Multiverse
and reforming without purpose or direction, until a creature exerts deliberate will to stabilize it. Through their potent psionic power, githzerai carved a home for themselves amid the chaos. As the
method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Chapter 13 – Secrets of the Spire Once the characters restore the Mosaic Mimir’s missing data, the magic device relates the information from “The Last Great Modron March” section in chapter 4. From
this, the characters learn that the missing modron, R04M, likely followed the march’s path to Dendradis, a rilmani community carved into the Spire. Upon traveling to Dendradis, the characters meet
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
sarcophagus is a human skeleton clad in bits of rusty mail. False columns along the walls are carved in the image of spreading oak trees. The double doors in the southeast corner are sheathed in tarnished
scarlet cloak of the Redbrands or speaks the password “Illefarn” (the name of an ancient elven nation, which once spread across much of the Sword Coast). The stone lid of each sarcophagus is carved to
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
haunted doors; see the “Haunted Zones” section for details. Lighting Unless otherwise noted, each room in the house is lit with bright light by oil lamps, a fireplace, or some other light source when
them from leaving. A creature that enters the Mists around Death House reemerges seconds later in a random room in Death House. Only Strahd can disperse the Mists (see the “Leaving the House” section
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
exiting through the window in the west wall of area 8, from where they can continue to the south. Seaside Entrance. At the south end of the walkway is a stone double door. The doors are carved with foaming waves that part in the middle, and they swing into area 11 on rusty iron hinges.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Observatories Observatories are structures that help astronomers and stargazers observe the cosmos. This section includes rules and adventure ideas the DM can use for an observatory in any campaign
. The simplest observatories are flat platforms on tall hills, sometimes with upright stone slabs with holes carved into them to aid in stargazing. A well-appointed observatory could boast resources
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
lower section in the middle. Carved stone stairs climb up to the ledges. Two large tables stand in the middle section, along with a pair of old braziers. A smaller table stands on the eastern ledge
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
—a discordant symphony of croaking frogs and singing birds.
The characters are on an isolated section of the Queen’s Way (shown on the accompanying map of Hither), which once was an elevated highway
feet wide and 100 feet above the swamp. The section supporting the characters is west of Slanty Tower on the map. Large, colorful shelf mushrooms cling to the lower half of each support pillar. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
frolicking nymphs carved into its front gates. Followers of the Dead Three have been seen coming and going from the bathhouse, and I’m told there’s a secret door inside that leads to a dungeon
below it. Make sure the characters advance to 2nd level before continuing the adventure. When the characters arrive at the bathhouse, proceed with the “Dungeon of the Dead Three” section.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
figurehead, which is carved in the likeness of a screaming woman with long strands of kelp for hair and waves breaking around her. Part of the ship’s aft castle lies nearby, on its side and lodged
a section of splintered railing still attached to the bowsprit is a tarnished silver holy symbol of Umberlee (25 gp). A character must dive underwater to find it, but it glitters in the light and is easily spotted. See handout D for an illustration of the holy symbol.
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
gemstones more appropriate to their size. They also harvested oversized pearls from giant clams. You can use the “Gemstones” section of the Dungeon Master's Guide to randomly generate different jewels
handsomely carved stonework, often adorned with tactile writing systems to accommodate visitors who aren't accustomed to the lightless depths such giants call home. Meanwhile, storm giant artwork
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, their faces chipped away by vandals. An inscription carved into the door’s molding has also been damaged, rendering it indecipherable.
Ferry. A black gondola, its hull carved with leering eyes, is
commandeer the gondola — but without its proper pilot, the ship is attacked whenever it enters a section of the river marked with a wavy arrow. Roll a d6 and consult the following table to determine the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
contains a four-poster bed, its headboard carved in the likeness of a giant raven. A soft black rug covers the floor between the bed and the door. In the corners of the south wall stand two slender
wardrobes with a tapestry of a church hanging on the wall between them. Beneath the tapestry sits a handsomely carved rocking cradle. To the north, under a window, is a plain desk and chair. Other furnishings
Compendium
- Sources->Dungeons & Dragons->Divine Contention
arch must succeed on a DC 15 Dexterity saving throw. On a failed save, the creature slips and falls off the arch, taking damage from the fall appropriate to the section of the arch it fell from. The
carved moonstone dwarf is a sacred statue that can be possessed by the resident eidolon (see appendix A) of Dumathoin to deal with intruders. Until the statue is possessed, it is just an object carved to
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
regalia — the remains of long-dead thanes — stand in alcoves, their eyes wide and mouths agape. Set into the walls are three pairs of carved stone doors with simple stone hinges. The doors are 25 feet
the benefits of the Olach Morrah feature (see “The Great Stillness” section earlier in this chapter). They have used meld into stone spells to sink into the floor near the tunnels that lead into this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Approaching the Fortress To get to Xardorok’s fortress, the characters need to negotiate the Spine of the World. Use the rules in the “Mountain Travel” section to simulate the perils of getting
mountain wall rising more than a hundred feet before you. Carved high on the wall are rows of arrow slits with lights burning behind them and clanking sounds issuing from them. A narrow staircase
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Vault of Kings Large enough to enclose a small town, this high-ceilinged chamber rises above a network of bridges, stone towers, and sturdy walls carved from rock and sheathed in iron and mithral
gates and can be reached from there, though a system of smaller gates and checkpoints has been set up to keep potential invaders from reaching as far as the throne room. That section of the vault, where
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
gem cannot benefit from the Blessing of Dumathoin described in the “Purifying the Crypt” section earlier in this chapter. P9: Historian’s Tomb The walls of this room are carved with images of open
only. They have sworn vengeance against all living trespassers in the crypt. They don’t rejuvenate if the characters have put the crypt’s haunts to rest (see the “Purifying the Crypt” section). The
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Reaching Ironslag By Air If the characters have an airship (see the “Airship of a Cult” section in chapter 4) or flying mounts (see the “Fireshear” and “Hawk’s Nest” sections in chapter 3), they can
can travel 72 miles in the same amount of time. Flying characters who approach the south side of Mount Hamarhaast see the staircase carved into the mountain (area 1), the yakfolk village perched on
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
used this area as a refuge. Over time, they carved and painted the interiors with the story of their prince, the golem, the battle, and the vault containing the Nether Scroll. Within the last five
centuries, all the caverns except one have been reduced to rubble as the area fell under the sway of a purple worm. Only a small section of the old cavern complex now remains—the Hall of Rainbows. When the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Wyllow’s Tower Wyllow’s Tower is carved to look like a squat stone tree with twisted, stony boughs protruding from the walls. Thirteen giant bats hang from these crumbling limbs like ornaments
, on the south side, is a 12-foot-high arched double door made of carved stone. A rope hanging next to the door rings a bell when tugged. If the characters knock or ring before entering, Wyllow’s
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
The Iron Tabernacle The Iron Tabernacle is Gauntlgrym’s spiritual and cultural heart as well as its physical center. More than a temple, the tabernacle is an entire section of the city larger than
the absent dwarves. They defaced statues, tore down altars, and carved obscenities into the sacred tablets. Anything of value, such as silver or mithral trim, gold icons, and hallowed weapons, has
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
with the water of Athis (see the “Pyramid Features” section). P30: North Entry A compass rose is carved into the floor of this arched corridor. The compass rose is accurate and can help reorient
characters exiting the maze on the pyramid’s second floor. Water of Athis. An aqueduct fills half the corridor, carrying the water of Athis (see the “Pyramid Features” section) toward area P29. P31: Long Hall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Refectory Rampage The doors leading to this section of the dungeon have been smashed to pieces, and characters approaching the area can hear large creatures wreaking havoc within. 34a. Temple
.
Arch Gate to Level 12. A stone arch is embedded in the middle of the south wall. The arch is one of Halaster’s magic gates (see “Gates”). Carved into its keystone is an image of a hand pouring ale from
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
13. Skoraeus Stonebones The stone giants have carved the back wall of the canyon into a 150-foot-tall statue of their god, Skoraeus Stonebones, who looks like a powerfully built stone giant with
ground beside them. They haven’t performed the meditation ritual and thus don’t gain the benefits of the Olach Morrah feature (see “The Great Stillness” section earlier in this chapter). Characters who
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ophidian eyes.
Black Statue. The northwest section of the temple contains a black stone statue of a masked, hooded male humanoid dressed in leather armor and clutching a dripping dagger in each hand
. Harmless centipedes crawl all over the statue.
Green Statue. The middle chamber contains a statue carved of green stone, depicting a 15-foot-tall winged snake with its fangs bared. Harmless snakes
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Stygian Maze This area’s foyer is carved from glistening obsidian. An austere, fanged man in a high-collared cloak sits at an intricately carved desk, next to which is a simple stone doorway. Behind
the desk, a floor-to-ceiling window overlooks a stone maze shrouded in fog.
The man behind the desk is the maze’s pit master, the vampire Kaylan Renaudon (see the “Casino Pit Masters” section
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
4. Giant Doors A 40-foot-long flight of steps leading east ascends 20 feet to a landing, next to which stands a pair of 30-foot-tall granite doors carved with images of giant gods locked in battle
even allow the characters to take the giant relic from their spirit mound. Killing Wormblod also allows the characters to gain a supernatural gift from the couatl in Great Worm Cavern (see the “Great Worm Cavern” section in chapter 3 for details).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
to the restrictions outlined in the “Alterations to Magic” section. Opening a gate in Undermountain usually requires a special key, the casting of a spell, or some other act. Halaster likes to leave
the gates in Undermountain are arch gates. Mirror Gate. This gate consists of a wall-mounted mirror, ovoid or rectangular, encased in a carved stone frame. The mirror is 10 feet tall and 5 feet wide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tunnels leading north, west, and south. 2a. Demon Reliefs Bas-Reliefs. Every 10-foot section of wall has a 9-foot-high, 4-foot-wide, 3-inch-deep door-shaped recess containing a bas-relief carving of a
loudly as it hits the floor.
Warning. The words “Certain death this way!” are carved in Common on the southeast wall, with an arrow pointing toward the southern exit.
The bugbears detect the approach
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
appear in the “Sigil Gazetteer” section later in this chapter. The planes of existence are detailed in the Dungeon Master’s Guide. Planar Portals Destination
d100 Portal Anchor Sigil Other Plane
Sample Keys 01–03 Carved wooden arch Bottle and Jug Ysgard Stein, war horn 04–06 Revolving door Face of Gith Limbo Melting ice, red slaad egg 07–09 Shattered window Nowhere Pandemonium Brick from an
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
characters by Bannik (see the “Iggwilv’s Verse” section) hints the characters should turn their backs to Iggwilv’s Horn, meaning they should search to the south. From there, they can find the caves using the
hewn stairs slants down to the hideous, stone-carved faces of the entry caverns (area L1 of the lesser caverns).
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
black leather armor and robes. He clutches a black staff with a carved spider at the top and frowns as he sees you.
“It seems that I must deal with you myself. A pity it must end this way
surrender (although the drow won’t actually harm the doppelganger). See the “Roleplaying Nezznar” section for more information on the drow villain. Nezznar the Black Spider
Statue. The statue
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
immediately. ADVENTURE LOCATIONS
This adventure encourages characters to explore locations marked on the DM’s map of the Sword Coast. When the characters embark on a journey to a location, use the section
of this adventure that describes that location in detail. For instance, if the players choose to undertake the Iniarv’s Tower Quest, go to the “Iniarv’s Tower” section. Each location includes an






