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Returning 32 results for 'stone smelling'.
Other Suggestions:
score smelling
stone stealing
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
pit beneath it. Now the floor is gone and the dungeon has been turned into a garbage pit and latrine filled with foul-smelling waste and swamp water to just a few feet below the level of the doorway
. The floor above is badly rotted and large portions have collapsed. Through the gaping holes in the second floor, you can see that the third floor is still in good condition. But to reach the stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
tentacles entwining around and through bleached human skulls embedded in the stone.
Slime Pool. In the middle of the floor is a shallow oval pool filled with dark, foul-smelling slime. (The slime
31. Illithid’s Assistant This room was reserved for Arcturia’s mind flayer assistant, which met a grisly end in area 29. It has the following features: Decor. The stone walls are sculpted to resemble
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the west wall. This 30-foot-high room has the following features: Statue. A deformed granite statue stands on the east side of a large stone column, facing eastward.
Staircase. West of the statue
north.
The statue is life-size and depicts a dwarf king standing atop a 3-foot-high stone pedestal. Sprouting from the king’s neck is a deformed, mostly featureless second head with an elongated
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->Waterdeep: Dungeon of the Mad Mage
10. Detention Facility The mind flayers use this detention facility to hold “cattle” — the term they use to describe humanoids they consider a food source. The door to the cell block is made of stone
Locks”).
Prisoners. Three prisoners are locked in separate cells when the characters arrive: a foul-smelling troglodyte, a young male human veteran wearing the uniform of a City Watch constable of
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
. At the chamber’s center, a thick, foul-smelling mist billows from a shallow pool of brackish liquid. Something large and scaly lies within. Beyond it stands a sculpted pillar and a broad stone table
skin shed by the spirit snake Chimagua. The stone table bears two empty stone candle holders. Tainted Mist. The same tainted mist from area A3 fills this chamber and the tunnel leading back to the
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Occult Ritual 3 Sacred Spring 4 Sparring Sprites Hermit’s Hut After a couple hours of hiking, you happen on a humble hut made from sheets of sturdy bark and blankets of moss. Sweet-smelling smoke
the stone idol. Four human figures in occult robes gather around the statue, chanting ominously.
Four Cultists conduct a ritual around this ancient statue. They belong to the Cult of Chaos, a
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
heaped in another.
A great deal of wood has been sorted into one large mound of badly burned scraps. In the center of the ruins is an opening, and as you move nearer, you see a stone staircase
pallet of rags and sacks covers the center of the room.
The old wine cellar serves as Ogmund’s private quarters. All the kegs and bottles are empty. A careful search of Ogmund’s foul-smelling pallet
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
. Rubble piled in the northwest corner contains nothing of interest. D16. Flooded Crypt Murky, foul-smelling water surrounds an open stone sarcophagus resting in the middle of this crypt, its stone
manicured shrubbery. The yard is decorated with white marble benches and stone fountains, each in the form of a smiling nymph tipping a jug that spills water into a circular stone basin.
An invisible
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
destroy the interlopers. 23a. Smoke-Filled Hall This chamber is heavily obscured by smoke billowing out of two stone braziers. The night hag uses the smoke to deter students from entering her sanctum. The
-smelling slime in the case of Cephalossk the mind flayer). Embedded in the stuffed chest of each doll is one of the night hag’s toenail clippings, signifying and enabling her secret power over the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
drink. Arrival at Telemy Hill Telemy Hill is skirted in mist. When the characters pass through the mist and see the hill for the first time, read: You are greeted by the scent of sweet-smelling fruit
characters find Jingle Jangle’s den: a cave with an entryway shaped like a keyhole. Obtaining the Silver Key If one or more characters enter Jingle Jangle’s den on the hilltop, read: Worn stone steps
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
-hewn and natural passageways leading away from the entrance and into the unknown. Beside each of these tunnels is a grotesque face carved into the stone. Though each face is slightly different—one has
stone. Whenever a creature enters the area marked on the map, the trap magically triggers. That section of the ceiling rapidly drops, crushing anything in its path. Creatures in that area must make a DC
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tomb Locations The areas of the tomb are keyed to map 7.3. Dyson Logos Map 7.3: Tomb of Wayward Souls View Player Version T1: False Entrance This wide corridor ends at two stone doors with metal
creature that steps inside the corridor triggers a trap. When the creature touches the corridor floor, the floor tiles depress, and a slab of stone lodged in the ceiling lowers to the ground, sealing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
larger ones lying on the floor in the center of the chamber. Those four are made of stone, and the northern two have likeness of fire giants carved into their lids, while the southern two are blank. Of
the sarcophagi that line the walls, half are made of stone, six are crafted from bronze, two are brass, and two are iron. All of them bear likenesses of fire giant kings and queens. Examination will
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
the falling rubble. N8: Forked Tunnel The tunnel splits three ways: north toward a tight crawlspace, west toward a stone door, and south toward a foul-smelling chamber.
At the end of the west
downward slope, bringing the characters 20 feet beneath street level. N2: Half-Collapsed Chamber The soft lapping of water echoes through this wide chamber. Wood and stone debris from collapsed
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Room This acrid-smelling room is littered with decrepit wooden tables bowed under the weight of heavy jars. In the corner, rotten winding cloths fill a stone bin.
This room was used for embalming
one. After a blade swings, the trap resets. Rubble. Two stone slabs fell from the ceiling long ago, killing a thief and crumbling into rubble. The thief’s skeletal hand sticks out of the rubble. The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
instead: The passage opens into a large, dark cavern filled by a subterranean lake. At the east end of the lake, a torch illuminates a stone quay with a ten-foot skiff tied up alongside it. The west end
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Psipod Nexus I The doors to this room are made of stone and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. The
psipod is a byproduct of this connection. The residue is sticky and foul-smelling, but harmless. It dissolves after a few hours. Any creature that enters a psipod’s bronze cylinder must succeed on a DC
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
entrance and into the unknown. Beside each of these tunnels is a grotesque face carved into the stone. Though each face is slightly different—one has flap-like ears, another protruding tusks, and a third
(Perception) check notices bits of decayed flesh stuck to the ceiling, which is flat and made of stone. Whenever a creature enters the area marked on the map, the trap magically triggers. That section of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
the Lower City, where stone, slate-roofed houses stand (sometimes unsteadily), and the folk who have long performed the real work of the city reside. Baldur’s Gate depends on trade, and that trade flows
do those whose businesses are considered too troublesome, noisy, or foul-smelling to operate within the walls, so tanners, smiths, masons, dyers, and other tradesfolk abound. The city does woefully
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
hallway. Loose piles of stone form barricades at the front of each alcove, angled to defend against intrusion from the west. A path between the barricades leads to a wide, descending staircase to the east
behind the southeasternmost statue. It can be found with a successful DC 15 Wisdom (Perception) check. E4. Hidden Vault This vault contains two stone sarcophagi elaborately carved with Dwarvish runes and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
western end of the foyer lead up to the watch tower, where a hill giant guard is dozing, an empty flagon smelling of mead still in his hand. An iron hoop and a straight bar hang on ropes from a rafter
hill giant that fights as a stone giant, without Stone Camouflage. His AC is from splint armor. A cloud giant ambassador stands near the firepit. A stone giant visitor is seated at the head table
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
of the Long Road, just south of the inn’s stable yard, stands what looks like a grand stone mansion. Two wide wooden doors painted with the symbols of many gods stand open day and night. Inside is a
plain chapel with a stone altar. The Allfaiths Shrine is a wayside shrine used by many faiths and owned by none. Priests shuttle out from Waterdeep in pairs for month-long stays. Each pairing includes
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
stands open, its stone slab held ajar by the decaying body of a hobgoblin. A crossbow bolt protrudes from the corpse’s chest.
The corpse is that of an explorer who reached the ziggurat several weeks ago
characters enter, read or paraphrase the following text: A shriveled humanoid corpse in blue robes and a brass mask lies in the center of this stale-smelling room. The corpse’s stiff, wrinkled hand
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
, extending down into the mud like a cylindrical stone taproot. Here are the building’s legendary vaults, where the city’s patriars and merchants from across the world store items too valuable to be trusted
to lesser security. Only the most vetted of humanoid guards are allowed in the Counting House’s depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
into the mud like a cylindrical stone taproot. Here are the building’s legendary vaults, where the city’s patriars and merchants from across the world store items too valuable to be trusted to lesser
security. Only the most vetted of humanoid guards are allowed in the Counting House’s depths. Instead, stone golems patrol the twisting lower corridors, while water elementals circle the outside in
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
above the floor. As buckets of iron ore pass by, two orcs with hooked poles tip the buckets and dump their contents onto the floor. Two more orcs place the ore atop stone slabs, and two more orcs
obey fire giants and no one else. 23. Prisoner Pens Iron portcullises seal off this long, foul-smelling hall. Three black basalt pillars support the ceiling, and thirteen 10-foot-tall iron cages line
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
This large kitchen is in poor condition. Flies cover foul-smelling messes of several meals stacked on a worktable in the middle of the room.
The kitchen is in shambles. The half-eaten food on the
use an action to try to force open the locked secret door, doing so with a successful DC 20 Strength (Athletics) check. D24: Temple Four wooden pews face a stone statue in the middle of this torchlit
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
(Perception) score of 15 or higher notices the very top of the tunnel peeking above the pool. Statues. There are four stone islands in the largest slime pool that hold statues depicting the following
area: Small puffs of foul-smelling green gas emit from the nostrils of a titanic dragon with dull olive scales. The tips of her massive wings and the edges of the frills along her head and spine are
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
unarmed and unarmored. Their names and descriptions are as follows:
Anaïs Bellefleur (chaotic good tiefling) smokes foul-smelling cigars, has a bellowing laugh, and enjoys ale a bit too much.
Jetta
is thunderous, drowning out the noise from the casino. Above the waterfall is a stone overlook bounded by three-foot-high railings.
The waterfall is 100 feet tall and plunges into water that is 30
compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
Dungeon Palace, this is the guildhall of the Cult of Rakdos, and the lava-filled lair of the demon himself. An immense, crumbling, red stone staircase called the Demon’s Vestibule begins the journey
maintaining law is continually honed.
Whitestone Whitestone is an orderly neighborhood on the northern side of the precinct, named for its rows of alabaster stone houses. It was built up by the






