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Returning 35 results for 'some of rogues double version'.
monsters
Curse
1/Day Each: Greater Restoration, Raise Dead, Scrying, Spirit Guardians (level 8 version)The mysterious fortune teller Madam Eva shrouds herself in a carefully woven web of lies. Though she
the Land of the Mists. Few can rival her skill at interpreting omens, reading tarokka cards, or taming spirits during séances. While the fortunes she shares might have double meanings, they&rsquo
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Areas of the Mausoleum Rooms in the mausoleum have 8-foot-high ceilings, with 6-foot-high passages and doorways connecting them. The following locations are keyed to map 4.3. View Player Version M1
. Ground Level Unless the text of an encounter says otherwise, the stone double door to the mausoleum is locked. The lock can be picked by a character who makes a successful DC 15 Dexterity check using
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
broken stone braziers carved in the shape of spiders. The bones of interlopers slain by Muiral also litter the dungeon. The 15-foot-tall double doors found throughout this level are carved with web patterns, their features chipped and worn. View Player Version
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
succeeds on a DC 10 Wisdom (Perception) check discerns the charade. The double doors are heavy but unlocked. They can be pushed open to reveal a foggy courtyard (area S12). Map 8.3: Abbey of Saint Markovia - Upper Floor & CellarView Player Version
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
Using the Maps This book contains a number of interior maps and a fold-out, double-sided poster map. These elements are further described below. Interior Maps Maps that appear in this book are for
rendered. You can omit details that are not readily visible (such as secret doors and other hidden features) until the characters are able to detect and interact with them. Poster Map The double-sided poster
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->Lorwyn: First Light
The Aeghith’s Locations MIKE SCHLEY A1 A2 A2 A3 A4 A4 A4 A5 A6 A7
The Aeghith View Player Version MIKE SCHLEY The Aeghith View Player Version The following locations are keyed to the
are carved into the walls of this grand hall. A wide, green-painted double door stands open, leading north into the community hall. Narrow hallways lead to the east and west.
This area serves as
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. Chasms. Large chasms or rifts zigzag through this part of ancient Tyar
. 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
successful DC 15 Strength check. Double doors have iron hinges and swing open in one direction or the other, like normal doors. Canals. The lakes and canals in this area have a water level about 5
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
pivots. Opening a door creates two gaps, each about 3 feet wide. No locks remain operable, but some doors are stuck. It takes a successful DC 15 Strength check to force open a stuck door. Double doors
such treasure. Creatures that own individual treasure have 4d10 gp worth of mixed coins and other minor valuables. Map 4.1: Temple of Howling HatredView Player Version
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. Rogues prowl the dark alleyways of teeming cities such as Neverwinter and Baldur’s Gate. Clerics in the service of gods wield mace and spell, questing against the terrifying powers that threaten the land
makes an ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on the roll. A clever player might spend the inspiration to counteract disadvantage on a roll.
A character can have only one inspiration at a time.
Map of the Sword Coast View Player Version
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Gnoll Lair Locations The following locations are keyed to map J. Marc Moureau Map J: Gnoll Lair (DM’s Version) View Without Tokens View Player Version J1: Entrance Set into the west wall of this
natural cavern is a stone double door that is partly open. Bestial, high-pitched laughter echoes within.
The gnolls rigged the door with a makeshift alarm. Door Alarm. This simple alarm consists of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
THE ALL-FATHER: GENERAL FEATURES
The following features are common throughout the temple.
Ceilings. Interiors have 60-foot-high ceilings.
Doors. The double doors located throughout the complex
. Creatures of Large size and smaller treat the staircases as difficult terrain.
Map 4.1: Eye of the All-Father View Player Version
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
If It Exists In D&D, There’s A Place for It in Eberron … But It May Not Be the Place You’re Used To. Eberron draws on the core elements of D&D. It’s a world of wizards and rogues, a setting with
found his way to Eberron from the core cosmology. But the DM can always say “No, there is no version of Gruumsh in my Eberron.” This comes to a critical point. Nothing is set in stone. Like every
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C1-C9) Map 1.4: Keep at Caer-DinevalView Player Version The following locations are keyed to map 1.4. C1. Main Gate Two lowered iron portcullises and two sets of closed wooden doors
double door to the keep, with its unwelcoming row of arrow slits and barred windows on the upper floor. To the east of the double door is a small, single-story building with a slanted, snow-covered
Compendium
- Sources->Dungeons & Dragons->Ravenloft: The Horrors Within
omens, reading tarokka cards, or taming spirits during séances. While the fortunes she shares might have double meanings, they’re never wrong. She is renowned for revealing when best to enter the Mists
, Remove Curse
1/Day Each: Greater Restoration, Raise Dead, Scrying, Spirit Guardians (level 8 version)
Bonus Actions
Evil Eye (2/Day). Madam Eva casts Hold Person, using the same spellcasting ability as Spellcasting.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Dragon’s Roost Mike Schley Map 16.2: Dragon’s Roost View Player Version The summit of the hill was once crowded with buildings. All but a few were destroyed in the siege of the abbey centuries ago
the vaults. At the north end of the summit stands a gatehouse. The gatehouse’s stone roof and walls are intact, though the massive double door has collapsed. The gatehouse is home to two devas, angels
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Idyllglen Locations
Map 4.2: Idyllglen View Player Version The following locations are keyed to map 4.2. I1. Idyll Road Idyll Road is the only paved street in Idyllglen. It leads from the west
any aid the characters provide. Illumination. Torches burning in sconces brightly light the temple’s interior. Barred Entrance. An oak double door serves as the temple’s entrance and is barred from
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
customers from halflings to ogres, the club’s double doorways are 10 feet wide, and its ceilings are 15 feet tall. Hooks, shelves, handrails, and furniture are provided at three different levels and sizes
View Player Version Shady Nightclub Adventures The Shady Nightclub Adventures table offers reasons for the characters to enter one of these dangerous places. If the characters have a Boromar patron
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
enough to accommodate the dragon’s body, and they typically loop around and reconnect with themselves so the dragon can double back without having to reverse direction. Map 5.6: copper dragon lair
View Player Version Copper Dragon Lair Features The copper dragon lair shown in map 5.6 is a network of tunnels and large chambers dug beneath dry, rocky hills. The dragon’s acid breath has left the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
of Fireballs Weapons +1 Ammunition, +1 Longsword Wondrous Items Bag of Holding, Boots of Elvenkind Armor An item in the Armor category is typically a magical version of armor from the Player’s
. 36–90 Both potions work normally. 91–99 Both potions work, but the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
deans wing View Player Version L1. Main Hall The double door leading into the Deans’ Wing from outside is locked, but it can be opened with a successful DC 25 Dexterity check using thieves’ tools. A
double door opens onto a stately, carpeted hall hung with unlit lamps and fine portraits. There are doors to either side of the entrance, a double door in each wall halfway along the hall, and a single
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
ghost hair silk, small golden bell, scroll covered in prayers When the inhabitants of I’Cath fall asleep, they enter an alternate version of the city they call home—a city dreamed into being by the
domain’s Darklord. In time, these poor souls can’t remember which version is the real I’Cath and which one is the dream. In the physical world, I’Cath’s surreal, knotted streets echo with their
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
faculty throughout. Map 3.4: captain dapplewing’s manor View Player Version C1. Veranda A mahogany roof covers this porch, which is bounded by a low rail and outfitted with fine wicker furniture
. Above the double door hangs a sign done in fine calligraphy: “Captain Dapplewing’s Manor.”
A search of the veranda and a successful DC 15 Wisdom (Perception) check turns up a key to the front door
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Guildhall Locations The following locations are keyed to map 11.1. Mike Schley Map 11.1: Moonstalker Guildhall View Player Version 1: Crescent Antechamber The curved southeast wall of this room has
one permanent door, which leads to the guildhall’s tavern entrance. Across from it stands a double door guarded by two werewolves and two werevultures (see chapter 21 for the werevulture stat block
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
pours over the cliff at the overlook (area A10) and empties into a larger body of water below. The following locations are keyed to map 2.2. Map 2.2: DM’s map View Player Version A1: Docking Area The
beyond the curtain: Phlegethosian Spa. The northernmost chamber is where patrons receive therapeutic massages (10 gp for an hour) or relax in the wood-sided sauna for free. A locked double door in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Underlevel Locations The following locations are keyed to the map of the underlevel. Map 11.2: under the barn door View Player Version U1. Descending Staircase This hidden staircase can be reached
the adventure for their stat block). They have orders to attack anyone approaching the double doors who is not a Livestock member. They break off their attack if the characters take one or more
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tomb of Amun Sa The following locations are keyed to map 5.5. Stacey Allan & William Doyle Map 5.5: Tomb of Amun Sa View Player Version P65: The Pharaoh’s True Way The characters can enter this room
around exuberantly. This corridor ends in a set of elegant bronze double doors.
After 10 minutes, the water returns to its normal downward flow. The water enters the shaft from a hole just below the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
their initial bet, and those who bet on the second-place steed receive double their initial bet. To simulate a race, have each participating character place a bet on a single number from 1 to 6—each
Version One pit fiend serves as security for the area. The six nightmares (named Chicanery, Far Gambit, Blinx, Cursed Cavalry, Sunshroud, and Retribution) stamp impatiently in their stalls, and a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Metalworks Confrontation The metalworks looks abandoned, and no employees are on site. Map 4.2 represents the structure. A double door is barred from inside, but Itzmin left a smaller door unlocked
rooms.
Map 4.2: abandoned metalworksView Player Version Scrap Piles These large piles of scrap metal await separating and sorting and are difficult terrain. A character who studies or moves over a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Gate of Illumination Locations The following locations are keyed to map 8.1. Map 8.1: gate of illuminationView Player Version I1: Cave Entrance A 30-foot-long tunnel leads from the entrance of the
the ages receiving blessings from the gods. A stone double door stands at the far end of the room, while stairs rise to the west and another hall opens to the east.
People who bring their offerings to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
takes 3 (1d6) bludgeoning damage. Maps 1.2 and 1.3 show the layout of the caverns and chambers beneath the fissure.
Map 1.2: Areas 1, 2, 3, 4, and 5 View Player Version 1. Rats When the first
submerging themselves within. At the far end of the chamber stands a double door with a large, ornately carved lock.
The pools represent the trials the characters must undertake to pass the test of
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
devoid of other students or staff. Map 3.1: the biblioplex View Player Version B1. Main Entrance Enchanted marble steps lead up 5 feet to a small plaza at the Biblioplex’s entrance. The double door’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
carrying a rod of the Vonindod and accompanied by 1 hobgoblin captain and 3d6 hobgoblins dragging a Huge fragment of the Vonindod that weighs 2,500 pounds Map 8.1: Ironslag View Player Version IRONSLAG
enclosed by 20-foot-high walls of mortared stone. The walls require a successful DC 15 Strength (Athletics) to climb. Double doors made of thick, ironbound oak are set into the walls. The doors are
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Area Locations The following locations are keyed to the Nest of the Eldritch Eye map. Marco Bernardini Map: Nest of the Eldritch Eye View Player Version N1: Entrance Tunnel The tunnel proceeds at a
takes damage. N11: Door of the Eldritch Eye A double door made of green-tinged stone seals off further progression into the catacombs. Facing the double door is a large carving of a grinning skull; one