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Returning 35 results for 'stone confined'.
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Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
once. If Zorhanna is alive, she materializes in an unoccupied space within 30 feet of the stone, as do any characters who were trapped in the stone with her. The Far Realm entity is nowhere to be seen
, and its presence can no longer be felt. The extradimensional energy released from the stone has the same effect as a staff of power’s Retributive Strike property, centered on the stone itself. The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
once. If Zorhanna is alive, she materializes in an unoccupied space within 30 feet of the stone, as do any characters who were trapped in the stone with her. The Far Realm entity is nowhere to be seen
, and its presence can no longer be felt. The extradimensional energy released from the stone has the same effect as a staff of power’s Retributive Strike property, centered on the stone itself. The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T11. Ritual Chamber Rusty shackles dangle from this chamber’s walls. In the middle of the room sit two stone slabs. Draped over the northern slab is a human skeleton wearing a dusty crimson robe and
confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies. Cells. All three cell doors are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone (the remains of petrified victims) litter the floor in the alcoves. The triceratops confined to the metal pen in the northwest corner is docile until threatened. The yuan-ti use it to pull
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
stone (the remains of petrified victims) litter the floor in the alcoves. The triceratops confined to the metal pen in the northwest corner is docile until threatened. The yuan-ti use it to pull
with green flames flicker on the walls, and the air reeks of dung. Two wagons are parked in one corner, and a triceratops is confined to a metal pen in another. To the west are a pair of dark alcoves
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T11. Ritual Chamber Rusty shackles dangle from this chamber’s walls. In the middle of the room sit two stone slabs. Draped over the northern slab is a human skeleton wearing a dusty crimson robe and
confined to the cells (see below) until they were sacrificed. After death, they would be brought back to this room, where the high priest would animate them as zombies. Cells. All three cell doors are
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
prevent a return to the horrors of the Last War 7 A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you 8 A mysterious voice on the other end of a speaking stone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into secret rooms on either side of the door, where six ghasts are confined (three per room). The stone door opens when a pint or more of fresh blood is poured into the mouth of each bronze serpent
51. Ghastly Door What appears to be a large stone door looms at the end of the hallway, but it bears no handles or hinges. Jutting from the wall on either side of the door are two matching bronze
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
passage. No roll is necessary in situations where the tracks are obvious. For example, no check is needed to track an army advancing along a muddy road. Spotting tracks on a bare stone floor is more
trail but can attempt to find it again by making a careful search of the area. It takes 10 minutes to find a trail in a confined area such as a dungeon, or 1 hour outdoors. Tracking DCs Ground Surface
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into secret rooms on either side of the door, where six ghasts are confined (three per room). The stone door opens when a pint or more of fresh blood is poured into the mouth of each bronze serpent
51. Ghastly Door What appears to be a large stone door looms at the end of the hallway, but it bears no handles or hinges. Jutting from the wall on either side of the door are two matching bronze
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
receive. Agency Contacts d8 Contact 1 A condescending career desk agent who views you as expendable tools 2 A bitter former field agent, now confined to a field office, who envies your work 3 A
prevent a return to the horrors of the Last War 7 A bored but effective manager who refuses to be impressed by anything you do or shocked by anything that happens to you 8 A mysterious voice on the other end of a speaking stone
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
an aura of transmutation magic around the shields. Only Ras Nsi can activate the shields, and the effect is confined to this room. Teleporter The engraved stone disk in the eastern alcove is one of
harp; a jeweled wine flask; pillows of silk; and fine clothes draped over wooden mannequins. To the east, an engraved stone disk is set into the floor of an alcove. To the west, a rectangular steel
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival As the characters approach Icespire Hold, read the following boxed text aloud to the players to set the scene: Clouds partly obscure a stone fortress situated atop the icy spur of a jagged
structures joined together by a stone bridge. A narrow, winding path corkscrews up the mountainside to the smaller of the two structures, and appears to be the only safe way to reach it by land. It’s an
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
8. Prisoner Pits An iron portcullis seals this chamber. The lever to raise it is located in area 6. Characters captured by the yuan-ti are confined here. If this is how the characters first arrive
over a pulley bolted to the ceiling and coils around an iron winch set into a nearby wall. Iron manacles dangle from hooks on the south wall. To the north, a faintly glowing stone disk covers the floor
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Arrival As the characters approach Icespire Hold, read the following boxed text aloud to the players to set the scene: Clouds partly obscure a stone fortress situated atop the icy spur of a jagged
structures joined together by a stone bridge. A narrow, winding path corkscrews up the mountainside to the smaller of the two structures, and appears to be the only safe way to reach it by land. It’s an
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
an aura of transmutation magic around the shields. Only Ras Nsi can activate the shields, and the effect is confined to this room. Teleporter The engraved stone disk in the eastern alcove is one of
harp; a jeweled wine flask; pillows of silk; and fine clothes draped over wooden mannequins. To the east, an engraved stone disk is set into the floor of an alcove. To the west, a rectangular steel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
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
dungeon with monsters. His old gates were destroyed by the Spellplague, but Halaster has replaced them with new ones, most of which have destinations confined to the dungeon. These gates are not subject
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->Lost Mine of Phandelver
3. Kennel The Cragmaws keep a kennel of foul-tempered wolves that they are training for battle. Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
(Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage. After 5 rounds, characters confined by the trap hear the sound of stone slowly
successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confined to a cell in area H8, waiting to stand trial. He is charged with multiple counts of theft (highway banditry) and assaults against Waterdavian citizens. Fenerus knew it was only a matter of time
turning over the Stone of Golorr to his Luskanite contact. Now, he plans to use the stone to escape imprisonment and wipe his criminal record clean. If the characters can get close enough to speak with
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
3. Kennel The Cragmaws keep a kennel of foul-tempered wolves that they are training for battle. Just inside the cave mouth, a few uneven stone steps lead up to a small, dank chamber on the east side
chained up just inside the opening. Each wolf’s chain leads to an iron rod driven into the base of a stalagmite.
Three wolves are confined here. They can’t reach targets standing on the steps, but all
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Taraz the Fair Where the hallway bends to the northeast, it once again takes on the appearance of a stone corridor. Light shines out ahead as the corridor opens into a room set with comfortable
-looking oversized furnishings. In the center of the room, a red-skinned creature wearing armor of flame, bronze, and volcanic stone sits cross-legged on the floor, studying a chessboard.
The creature
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
22. Taraz the Fair Where the hallway bends to the northeast, it once again takes on the appearance of a stone corridor. Light shines out ahead as the corridor opens into a room set with comfortable
-looking oversized furnishings. In the center of the room, a red-skinned creature wearing armor of flame, bronze, and volcanic stone sits cross-legged on the floor, studying a chessboard.
The creature
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
confined to a cell in area H8, waiting to stand trial. He is charged with multiple counts of theft (highway banditry) and assaults against Waterdavian citizens. Fenerus knew it was only a matter of time
turning over the Stone of Golorr to his Luskanite contact. Now, he plans to use the stone to escape imprisonment and wipe his criminal record clean. If the characters can get close enough to speak with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
). A character can conceal a Tiny object from the Watch with a successful DC 12 Dexterity (Sleight of Hand) check. If the Stone of Golorr is found during a search, the Watch sergeant inspects it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Courthouse: Summer After obtaining the Stone of Golorr, the characters are arrested by the City Watch soon after they emerge from the sewers. Under Arrest The arresting force consists of twelve
). A character can conceal a Tiny object from the Watch with a successful DC 12 Dexterity (Sleight of Hand) check. If the Stone of Golorr is found during a search, the Watch sergeant inspects it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Auvryndar assumed control of it. The cavern has the following features: Ruins. The 30-foot-high cavern is a deathly quiet maze of crumbling stone buildings, many of which have partially collapsed. The
by the ankles are preparing meals under the watchful eye of three male drow guards named Raelphar, Rizryn, and Xebyl.
Furnishings. Stone counters are spread throughout the room. A large cauldron is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Auvryndar assumed control of it. The cavern has the following features: Ruins. The 30-foot-high cavern is a deathly quiet maze of crumbling stone buildings, many of which have partially collapsed. The
by the ankles are preparing meals under the watchful eye of three male drow guards named Raelphar, Rizryn, and Xebyl.
Furnishings. Stone counters are spread throughout the room. A large cauldron is
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
its rider. Malleon’s Gate used to be represented by the Bat, but twelve years ago they exchanged that mascot for the Gargoyle, whose colors are black and gray. The current Gargoyle is a stone-faced
the Stone Trees, part of the Cornerstone district, where the matches serve as both a spectator sport and a reason for gambling. Shifters created temporary hrazhak fields in the slums and warehouse
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
its rider. Malleon’s Gate used to be represented by the Bat, but twelve years ago they exchanged that mascot for the Gargoyle, whose colors are black and gray. The current Gargoyle is a stone-faced
the Stone Trees, part of the Cornerstone district, where the matches serve as both a spectator sport and a reason for gambling. Shifters created temporary hrazhak fields in the slums and warehouse
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Each hut contains a pallet for each yakfolk resident, a stone oven for baking bread and heating soup, and baskets used for storing food and other supplies. 5A. Millkeepers’ Hut This hut is unoccupied
the nearby barn (area 4A) is also present. One moon elf (commoner) cleans the hut during the day and is confined in a cage outside at night. Treasure. Characters who search the hut for treasure find a