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Returning 21 results for 'speaking all contents'.
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Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
room, filling the area with bright light. If anyone other than Gromph enters the chamber without speaking the word tyrnae (âquenchâ), a fire elemental appears and attacks the intruders. Casting dispel
magic (DC 15) on the door before it opens disables this trap, but the elemental canât be dispelled once it appears. If anyone tampers with the desk or the shelvesâ contents, or attempts to remove
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
floor. Determine its contents by rolling three times on the Items in a Giantâs Bag table in the introduction. Moog is here unless she has been lured elsewhere. If the characters wait her out, Moog gets
confronted. Her tower contains enough rubble that she wonât run out of rocks to throw anytime soon. Any character who tries to allay Moogâs concerns by speaking to her calmly and soothingly in Giant can make a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Stranger. Cells The Stranger The door to each cell opens into a 10-foot-square extradimensional space brightly lit by magic. The cells and their contents are as follows: Cell 1. This cell contains a
erinyes who recently helped an efreeti named Vrakir get his hands on the Book of Vile Darkness. Speaking with this prisoner might kick off âFire and Darkness,â another adventure in this book. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
character can unlock the door with a successful DC 15 Dexterity (Sleight of Hand) check using thievesâ tools. If the drawer is unlocked without first speaking the password, a magical glyph inside the
on a successful one. The glyph vanishes after it triggers, and the flame doesnât damage the contents of the room. Treasure. The desk drawer contains quills, ink, paper, a pouch holding 60 gp, and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, Krintaas, are here. Omit the second paragraph from the following boxed text if these NPCs are not present: Some effort has been taken to arrange the contents of this upside-down room, creating a
than one character succeeds on this save, the one who rolled highest is the one who catches it. If the flask shatters, its contents evaporate instantly. Only one such flask can be created, after which
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, or slashing damage to the rope causes it to snap. If the rope is cut, the bucket and its contents fall down the shaft, likely gone forever. A character in the bucket when the rope breaks can grab one
until the ghost shows itself (see âJanthâs Ghostâ below). Speaking in fluent Common, Trex explains that he and his fellow kobolds sought refuge in the mine after being chased out of the foothills of
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
surface of the mirror while speaking the command word, âbandersnatch,â causes the surface to become a swirling vortex of mist. A creature that steps into this vortex is instantly transported to the
mirrorâs surface and speaking the password again. Breaking the mirror renders it nonmagical and closes the portal instantly. The mirror is a Medium object with AC 13, 4 hit points, and immunity to
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, which is kept in the aviary (area P20). To free a creature frozen in time, one must touch it with a unicorn horn while speaking the creatureâs true name. (Thinnings knows that âZybilnaâ is not
napkins. The cart and its contents animate whenever someone sits at a table on the terrace (see area P19 for details). P19. Dining Terrace Bathed in twilight, this marble terrace offers a stunning view
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
sending property of the cave to arrange meetings with lesser giants and used the teleport property from time to time to send guests to far-flung destinations. If Serissa is on speaking terms with the
against the stronghold. They also use shark hide to fashion apparel and shark teeth to festoon their weapons (see area 20), Treasure The main cave contains two giant clams. The clamsâ contents are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
door, with one typically held by the enclave and a second by the owner of the vaultâs contents. When both keys have been turned in multiple locks, the door opens. While the wedding is in progress, Gorat
some point during the day. Rizwin knows the location, as does Ironbeard, Lady Kira, and Lord Zardak. The contents of all vaults are also noted in the vault records, a copy of which is kept in Ironbeardâs
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
there. The base of each statue contains a ladder down to the storeroom (area B2) and up into the statue above, which is also hollow. Each statue contains a speaking tube, as well as a series of rusty
are friendly toward the Guardians of Gorm but hostile to all others. If a character comes within 5 feet of the cage or disturbs its contents without first donning a mask of Gorm, the swarms erupt from
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
speaking to him). If the goblins heard the characters fighting the grick in area 8, they hide behind the altar and attempt to surprise the characters. Otherwise, all three goblins are kneeling before the
creature it sees in the doorway.
This room was once a library and workshop, but nothing of its original contents remains intact.
Developments If the characters open the door and stay out of the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
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
the room, nodding and moving his mouth as if speaking to unseen people. If the characters interact with the ghost, or after a few minutes of this one-sided silent conversation, it finally takes notice
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
terms of âleftâ or ârightâ rather than cardinal directions. The contents of the areas between the mists are detailed below. P14a. A leather sack containing 102 gp lies against one wall of this
litter the floor of this room, along with the tattered remnants of adventurersâ clothing. Five elves dressed in similar attire kneel over the bones, speaking solemn prayers in mourning.
The âelves
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
decor suggests as much. Its contents are as follows: Azrok and Lurkana. In the northeast part of the room, Azrok the hobgoblin warlord sits on a throne of bleached skulls, with one foot resting on an
are done speaking with Azrok, Lurkana takes them aside and offers them a quest (see âSide Quest: Retrieve Azrokâs Daggerâ). If they refuse, Lurkana scowls and kicks them out. If combat breaks out, the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
blocked or barred from the inside. The contents of the barrels and tuns have long evaporated. W8: Fungi Cavern Dense carpets of weird fungi cover large sections of the floor in this cavern. The growth
speaking Goblin and talking about how hungry they are. Old stone bunks line the walls of these quarters, which are lit and heated by a glowing iron brazier in the middle of the room. Six bugbears, including
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
uses this passage as an escape route.) If Xanathar (see appendix B) is here, itâs invisible and speaking affectionately to the fish while the dwarf, Ott Steeltoes, feeds it. Dwarf Fishkeeper. Ott
aura of divination magic around the mirror. Speaking the word âXoblobâ within 10 feet of the mirror causes its reflective surface to become a scrying sensor, showing the Old Xoblob Shop and the street
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of the hammocks.
Three lizardfolk warriors occupy the hammocks. The chest and its contents are their property. The lizardfolk were provided by the chieftain of their clan to help ensure that the
the bosunâs cabin. Oceanus shouts to attract their attention if he overhears someone speaking Aquan or Elvish. Treasure. The sea chest is unlocked and contains grubby garments of no value. Concealed by
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
franchiseâs tavern are inscribed with runes. Anyone who traces a rune while speaking a passphrase can access their choice of ten extradimensional rooms, 20 feet on a side. These rooms can function as
libraries, laboratories, meeting rooms, kitchens, prisons, private quarters, and more, with each roomâs setup and contents chosen when the rooms are first installed. Each roomâs initial furnishing and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into the sea if the stalker is slain. Development. If the hags are captured, they provide detailed accounts of the assault on the island, and cackle in delight when speaking of the drowned ones. The
unidentifiable heaps of mold.
This room served as a storeroom for mundane materials for the original garrison but has not seen any use since then. The contents of the barrels and crates mostly consist of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
at the foot of the dais, three adult sahuagin float with their backs to you. Two float with bodies held rigid, while the third pleads before the throne.
The sahuagin speaking to the baron is
archway to the east leads to another room, more brightly decorated.
From here, the characters can hear an argument taking place in area 45. Treasure. The contents of the coffer are partially spilled






