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Returning 35 results for 'this floor direct'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki-rins are celebrated far and wide as harbingers of destiny
1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair.
Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of stone or metal that
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants.
5
or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss, or featuring larger
Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Fizban's Treasury of Dragons
dragons, but we are superior beings and should not lower ourselves to direct conflict.
4
I have no interest in going to the surface world. It’s where one sends one’s servants.
5
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Monsters
Fizban's Treasury of Dragons
experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than you do … or than any of
down through the floor of the lower level, but the dragon’s magic warps space within the lair. Moving up past the upper level brings a creature to the lower level again, while moving down from
Monsters
Fizban's Treasury of Dragons
foundations of creation.
5
To experience a thing is to truly understand it. Direct and personal experience is the most valuable form of knowledge.
6
I see a far more kaleidoscopic reality than
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Atmosphere Bring a place to life by adding touches of atmosphere, such as a lingering smell of ash, tiny beetles skittering along the dungeon floor, or blue flowers blossoming in the otherwise
desolate and gloomy graveyard. Pick a couple of senses (sight, hearing, smell, touch, or taste) to highlight. Describe changes in the environment to direct your players’ attention. For example, a bird alighting on a gravestone might draw the characters’ attention to it.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
magical field around the statue attracts metal objects of any kind (not just ferrous metal). Any metal object that comes into direct contact with the shield disintegrates, showering the floor with
8. Magical Attraction A rusting statue of a knight stands at the west end of this hall, gripping a large iron shield. Shards and flakes of rusted metal cover the floor around the statue’s feet.
A
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
parallel to the floor 20 feet below. Nested inside this ring is a circular iron disk of slightly smaller diameter with a symbol of the sun embossed on one side and a symbol of the moon on the opposite side
underside. When the disk rotates, half of it swings up into the dome-shaped concavity in the ceiling. The lower half swings downward, with 10 feet of clearance between its outer edge and the floor. A
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
be found, as he has already reported to the castle. When the characters arrive at Castle Kalaman, any guard can direct them to Marshal Vendri’s office on the second floor (see “Within the Castle” for
they please from the armory on the castle’s first floor. Several people from Vogler have offered to lend Vendri their aid. She’s currently determining how best to use these enthusiastic conscripts
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
for themselves out of old furnishings and things salvaged from garbage piles. The squatters aren’t looking for trouble. For some food or coin, a squatter can direct or lead characters to the locked
Beyond the door is nothing more than a hole in the floor from which rises a terrible stench. W4. Weak Ceiling/Floor Area W4a is directly underneath area W4b. The floor of the upper chamber collapses under
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
enter the first floor of the tower, a cloud giant wizard named Zephyros descends from the second floor (using a levitate spell) to greet them. Zephyros is an eccentric cloud giant with windswept white
the North. That is the extent of his involvement. The planar entities with whom Zephyros has spoken via the contact other plane spell warned him against taking a more direct hand in events. The party’s
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K30. King’s Accountant Dusty scrolls and tomes line the walls of this room. More scrolls and books lie scattered on the floor, around four heavy wooden chests fitted with study iron locks. The only
unobstructed floor space is directly in front of the doors on the east and west walls. In the center of this clutter stands a great black desk. A figure crouches atop a tall stool, scratching on a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high cave.
Blood. Bloodstains on the floor hint at violent skirmishes that took place here in the past.
Descending Tunnel. A tunnel to the west slopes steeply downward to level 4, area 1.
House
Azrok hold it currently, and the hobgoblins’ orders are to defend it against drow incursions. The captain, Kliyuse the Skull Cleaver, has further instructions to direct adventurers northward to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
extremes outlined above (automatic detection of a direct approach or no detection of a silent and dark approach from the seaward side), you must judge the circumstances, decide on the probability of
, 10 feet square with 3-foot-high wooden walls. Opening a 2-foot-square hatch in the floor lets out the rope ladder that descends to the main deck. A single crew member (bandit) occupies this area
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
walls and paint them with bright, colorful murals. Other artisans are covering the floor in an elaborate mosaic featuring a distinct winding path of red tiles, some of which cross over a series of
identifies the ingredients as including impossibly bright-red blood. If questioned, the muralists talk of working in the tomb in the service of its art, which transcends all other concerns. They direct the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
13. Ice Toad Workplace Giant ice toads serve Arauthator as overseers at Oyaviggaton. They manage the labor of the kobolds, direct the Ice Hunter villagers to provide the lair with food and other
here, scribing strange writing into the ice of the walls, or onto weathered parchment and stone tablets. A few toads transfer parchments and tablets into and out of floor-to-ceiling cubbyholes cut
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
13. Ice Toad Workplace Giant ice toads serve Arauthator as overseers at Oyaviggaton. They manage the labor of the kobolds, direct the Ice Hunter villagers to provide the lair with food and other
here, scribing strange writing into the ice of the walls, or onto weathered parchment and stone tablets. A few toads transfer parchments and tablets into and out of floor-to-ceiling cubbyholes cut
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
small one, are lying on the floor next to her. Siren will converse in a friendly fashion, asking how characters are and if they find the going hard in the tomb. Because of the enchantment, she will
answer any direct questions with an evasive reply: “I cannot say,” “That is unknown to me,” “Possibly,” and so forth unless she is freed. She knows nothing of the tomb in any event. If the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
leader of the smugglers is as charismatic as he is cunning. Sanbalet is a plotting nemesis who prefers manipulation to direct action. It is no accident that his gang occupies the old house, since the
been laid in places on the floor, negating some of the slope’s slipperiness.
Smugglers who fled from earlier encounters with the characters wait at the end of this passage, firing ranged weapons at the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, padlocks, and keys lie discarded on the floor outside them. Inside each cell are fragments of the shell of a bluish-white egg that must’ve been as large as a halfling. Any character who examines these
into the form of a woman, but the image is fleeting.
A detect magic spell reveals a powerful aura of abjuration magic around the 3-foot-high stone brazier, which rises naturally from the floor and is
Compendium
- Sources->Dungeons & Dragons->Divine Contention
creature on the main deck speaks the statue’s command word (“Artemis”), the statue animates and obeys the creature who animated it. As a bonus action, the creature can direct the statue to move up to
boxed text aloud: Silk pillows and discarded robes surround a central two-foot-high table attached to the floor. At the back of the room, a small wooden chest is built into the wall.
The inside lid of
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
deals 20 (4d8 + 2) bludgeoning damage (half damage on a successful save, as normal). When an air elemental is destroyed, the gold coins contained within it tumble to the floor (see “Treasure”). The
most prized treasures of Iymrith’s hoard are contained in six stone sarcophagi buried 10 feet under the sandy floor and scattered about the room. Each sarcophagus has a sequester spell cast upon it
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
identified on map 5.9. Map 5.9: Predator Pools Pools. The saltwater pools in this sector are 50 feet deep, and the surface of each pool is 1 foot below the surrounding floor. It takes 5 extra feet of
movement to move from a pool onto the floor. Unless otherwise noted, transmutation magic in each pool keeps the water clean. The pools also exude enchantment magic. Living in the water causes hypnotic
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
its bottom. The water within 10 feet of the surface is a lightly obscured area, and deeper water is heavily obscured. Water Globes. Floating 5 feet above the floor, these magic water globes are 15
higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10 Intelligence check, the controller can direct the globe to move
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
unfurnished and polished to a metallic sheen. In the center of the floor rises an eight-foot-wide clockwork dome.
The dome in the center of the floor is a maschin-i-bozorg (see appendix B). It remains
nothing more than to add this “sky-stone” to their collection. The gnomes are brief and direct in their negotiations. In return for the star, kagu-svirfneblin agree to give the characters the contents of
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
locations are identified on map 6.2. Map 6.2: Sahuagin Lair Level 2 View Player Version 20. Large Hall After descending the stairs, you find yourselves in a large open area. Stone pillars rise from floor to
ceiling, two each to your left and your right.
This area is empty, quiet, and peaceful. 21. Blademaster’s Quarters Dark green tiles cover the walls and floor of this room, and the ceiling is tiled
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
floor has been hewn to create a pit. This pit is covered with the gory remains of past bloodshed.
Creatures. Issem, a pale human vampire in lavish clothes, is normally in this area, watching battles
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
mimicking the sound of creaking doors and floorboards, and bodies being dragged across the floor. Personality Trait. “The Scarlet Sash gives me all the love I need. I don’t need any more.” Ideal
dragged across the floor, which sounds like it’s coming from whichever area is directly above or below the characters. 5 Vinique mimics a laughing child, which sounds like it’s coming from the attic
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
that way.) Eight heavy pillars surround a well in the floor and support the ceiling around the shaft. AASTERINIAN
Like many greatwyrm dragons, Aasterinian is sometimes seen as a god. In fact, she is a
direction as the creatures do, remaining interposed between them and the direct glare of the sun, and grants them advantage on saving throws to resist the effects of extreme heat (see the Dungeon Master’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
) check hears distant chittering. Light. None. The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of demonic faces are
are set like oversized stepping stones.
Demonic Faces. The mouths of these relief carvings are the source of the magical breeze. Insect Floor. The floor is 2 feet below the level of the doors and
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
, Belephaion, who holds some secret power. If asked about dangers above, the devil notes the next floor has a chamber filled with dangerous energy. The characters can pass safely by speaking the Istarian
hemispheres. Etched into the floor between the consoles is an elaborate symbol radiating orange light.
This room monitors the tower’s magic and its connection to the city beyond. Consoles. A
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
with each other.
Two Bugbear Warriors squabble about how best to infiltrate the keep. One asserts that a stealthy approach would be best, while the other insists on a direct assault aided by a local
. Scattered among the furs on the floor are 25 GP and one magic item; roll once on the Magic Items table in appendix A (rerolling duplicates) to determine the item. H6: Boss’s Chamber A heap of thick animal
Compendium
- Sources->Dungeons & Dragons->Mordenkainen Presents: Monsters of the Multiverse
Ki-rin Ki-rins are noble, celestial creatures. In the Outer Planes, ki-rins in service to benevolent deities take a direct role in the eternal struggle between good and evil. In the mortal world, ki
cube. The objects materialize 1 minute later in unoccupied spaces of the ki-rin’s choice on the floor of the lair. Create Stone and Metal. The ki-rin conjures up one or more temporary objects made of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
coming from areas 7d and 7e.
Circle. In the middle of the floor is a 10-foot-diameter circle of entrails surrounded with ghastly script written in blood (see “Abyssal Circle” below).
Furnishings. Four
the following information in exchange for her freedom: House Auvryndar’s main stronghold in Undermountain is in Muiral’s Gauntlet (level 10) and is under the direct command of her mother, Vlonwelv
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. The Red Wizard has a glyph key attuned to this zone. White Gate. The eastern corridor holds a white gate that leads to the Clay Golem Kilns. 88. Black Prison A large stone block on the floor between
. The bottoms of these unlocked cages hang 3 feet above the floor. Necromancy magic on the cages restores 20 hit points per hour to an undead creature in a cage. A non-undead creature in a cage takes the