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Returning 35 results for 'vials stone'.
Other Suggestions:
vile stone
vial stone
vines stone
vials score
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
laboratory contains a work table, a desk, a case of shelves lined with vials, and a dome-shaped oven. All furnishings are made of zurkhwood except the oven, which is made of stone. The lower level is 10 feet
Strength check. The room east of the door is empty except for an iron ladder that climbs 60 feet to a stone trapdoor embedded in the ceiling. The trapdoor is unlocked, and above it a narrow, spiraling
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Lower Level (M17-M19) M17. Alchemical Laboratory The air here smells of astringent chemicals. Long wooden tables stretch across the room, laden with vials, beakers, and flasks holding various liquids
alchemical materials. In addition, two of the vials contain potions of healing. Puzzle Book. The puzzle book with the letter B on its spine is propped up against a large beaker. M18. Summoning Room This dark
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
with a rusty built-in lock. Just beyond the chest, the tunnel opens up to a huge, dark chamber.
The chest (area 54A) is the trigger for a trap. When the chest or its lid is lifted, a heavy stone ball
(area 54B) tumbles down the stairs. Adventurers fleeing the stone ball stumble into a hidden pit (area 54C). 54A. Treasure Chest The lock on the chest can be picked with a successful DC 10 Dexterity
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
2. Watchtowers Seven stone watchtowers stand along the village perimeter. Each tower is 20 feet tall, with a roof enclosed by crenellated battlements. Inside each tower is a wooden ladder that leads
Snokk are searching the tower for treasure. Treasure. Larv carries a sack filled with stolen utensils (worthless) and three vials of perfume (worth 5 gp each). Snokk carries a sack containing a stuffed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
traders. Six gargoyles perch on natural ledges overlooking the fungi grove. They attack any creature unaccompanied by a drow that approaches the stone double doors leading to the drow warehouse (area 4b
against a stone column at the edge of the fungi grove is a cowardly deep gnome named Flink. He suffers from a form of indefinite madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
canvas, with a shoddy gray cloak draped over its shoulders. Dozens of cloth eyes have been sewn into the cloak.
Table. The puppet looms over a stone table covered with dusty alchemical equipment and
vials of various solid and liquid substances, but nothing valuable or dangerous.
The puppet responds to any movement within 20 feet of it and threatens any creature that comes closer, shouting in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
summarizes the coffers’ contents: Coffer Contents 1 Three vials of human blood, three strips of flesh, and a pouch of bone dust (animate dead) 2 Iron filings (antimagic field) 3 Three patches of
grave dirt, a small clay pot filled with brackish water, and a black onyx stone worth 150 gp (create undead) 10 Three lodestones and a pouch of dust (disintegrate) 11 A pouch of sand, a jar of ink, and a
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
from these materials, as well as up to three vials of antitoxin and two potions of healing. W2. Observation Hut A The small hut in this clearing has a heavily thatched roof and a rickety door that
table’s cabinet inside the hut reveals a pest mascot (see chapter 7) gnawing on a cracked, strange-looking stone. The pest is one of the mascots the characters must catalog for Professor Sharpbeak, as
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
door contains a mechanical trap with a magical sensor. When a creature enters this area, giant spring-loaded gears hidden in the walls cause blocks of stone on either side of the hall to slam
scratches on the floor, that the walls are movable blocks of stone, but there’s no way to identify the trap’s trigger or the method of bypassing it without experimentation or the use of divination magic. A
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
is lit by magic candles and floored in black stone, engraved and inlaid with magical diagrams in silver and gold. A female drow stands in the center of one magic circle, hands resting on her hips
. Behind her, shelves and cabinets hold ceramic pots, glass vials, and other arcane paraphernalia, while a tome bound in black leather lies open on a lectern, its pages covered in spidery glyphs. The only
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
open pits.
This area is noisy with the sounds of hammering and stone cutting coming from the west (areas 8 and 10). If the umber hulks are digging, a rumbling can also be heard to the east. But even
periodically climb down into this pit, then later return with vials of bright-red blood (claimed from Nolzur in area 7) to be mixed into new pigments. Manipulating Time Having a mechanical guide spend 1
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
This worked stone room is full of laboratory equipment: vials of colorful liquids, glass lenses, and live mice in cages. Books crowd shelves and overflow into the floor.
Demelin (currently in area
building has fallen into the cavern. Inside the collapsed structure are strewn wooden heads and decaying hats.
A stone golem hides under a pile of shattered wood and feathery hats. Demelin (see
Compendium
- Sources->Dungeons & Dragons->Monster Manual
, your dogs, or you.
—Feil Jenkins, Sage of Kirwak
Ankheg Tunnel Discoveries 1d8 Inside the Ankheg Tunnel Is... 1 Another tunnel (either natural or of worked stone) that extends into the
Underdark. 2 A buried ruin or grave exposed by the tunnel. 3 A cluster of 1d4 fresh ankheg eggs that can be broken and used as vials of Acid. 4 A dead ankheg and evidence of a deadlier subterranean predator
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
canopy as they climb a ring-shaped rise around the temple. Sloping stone stairs climb the rise, and on the other side, another set of stairs descends into the shallow water.
The neutral treant
the east, this large hall narrows to a raised area with an altar. The north side of the building is a tangle of fallen stone and beams. The south side holds two doors.
The ceiling here is 20 feet
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Barrow Entrance Embedded in the hillside south of the circular indentation is a stone door with no visible handles or hinges.
The door is snug and airtight. It can be opened only from the inside (by
a creature in area E6) or by using a knock spell or similar magic. E3. Marble Gazebo In the middle of the gazebo sits an unlit stone brazier, its bowl twenty inches in diameter. The brazier is full of
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
tirelessly until they unearthed a mysterious stone in the ruins’ depths. Soon after, workers at the site began transforming into scaled monstrosities. Unbeknown to everyone, the shard was imbued with the
power of the Spawning Stone—the source of the vicious monsters called slaadi. The Dragon Army evacuated the ruin, but not completely. The evil cleric Belephaion, Lohezet’s peer, was fascinated with
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Vault Locations The following locations are keyed to map 8.2. Map 8.2: DM’s Map View Player Version T1: Lobby This beautifully decorated lobby has stone floors polished to a mirror finish. To the
the semiprecious stones in the crates are worth a total of 1,000 gp. T4: Scrolls and Potions Room This room has four short bookshelves, each bearing eight glass vials of liquid. Several open barrels
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
depicting a red dragon devouring sheep. Near the west wall is a stone table on which a large iron brazier burns. The table has been scrubbed and scoured, but it has many odd discolorations and scorch
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
stench of preservatives with a hint of rot. Flesh golems in their first gruesome stages of assembly are on a few of the tables. Other tables contain only prepared body parts and bones.
A contact stone
. 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
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
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
near the pools, each of which comes equipped with a pair of brass faucets.
The faucets draw warm and cold water from pipes that run underneath the floor. A tight-fitting stone plug at the bottom of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
satchels (see “Treasure”) and four empty Vials. A character who examines the Vials as a Study action can make a DC 15 Intelligence (Investigation) check or an Intelligence check using Glassblower’s Tools
M2): Dim Light during the day, Darkness at night. The stone dock above is supported by twelve stone posts spaced five feet apart. Barnacles cover the posts.
Because the posts are so narrowly spaced
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. H2. Collapsing Room The walls of this chamber show cracks and other signs of stress from the weight of fifty feet of earth and stone above, but have so far remained standing. The floor is covered in
the far side of the room has a steel-banded stone door in the middle of it. Three sharp-edged glyphs are cut into the surface of the door.
Scholars and guests of the library once worked and taught
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
-life stone faces are mounted between the arches.
A wild profusion of plants grows on the upper terraces, and multicolored parrots and canaries flit and sing among them. To the north, a dilapidated
roofs fell. The roofs that remain intact have vines and roots hanging down from them. The covered tunnels are only 4 feet high and contain a foot of water. Stone Faces. The four stone visages staring
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of their blindsight (30 feet), and the blades can pass right through the wall of force. Green Crystal. This glowing crystal sustains the wall of force but has become loose in its stone fixture
creature that triggers the trap is targeted by a flesh to stone spell (save DC 17). A creature can’t set off the trap more than once. After it’s triggered three times, the trap vanishes. Draconic
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
set). Chest 3 contains six vials of stardust that radiate an aura of illusion magic under the scrutiny of a detect magic spell. An identify spell or similar magic reveals that the dust has a singular
20 Wisdom (Perception) spot a tiny hole at the base of the wall that separates this cabin from area 13d. Two feet above this hole, lodged inside the wall, is a sending stone. (The matching stone can be
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
her poison vials hidden in a 1-foot-deep, 1-foot-diameter hole in the ground covered by her sleeping mat. Creatures with a passive Wisdom (Perception) score of 14 or higher notice that the mat dips
slightly in the middle. A creature that moves the mat disturbs the swarm of poisonous snakes guarding the poisons. In addition to the snakes, the pit contains three vials of serpent venom, two vials of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
behind a bookshelf, and any character who searches the wall for secret doors finds it automatically. The secret door can be pulled open to reveal part of a stone bridge that used to connect to the
beautiful glass sculptures attached to stone pedestals. The sculptures include a red glass dragon unfurling its wings, blue glass waves crashing against a lighthouse, a delicate teal dryad laughing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in black armor sit around a stone dining table, playing Three-Dragon Ante (a card game). The table is set with silver. Eight moth-eaten banners hang from the walls. Each bears an arcane sigil that
. Tomes are packed into built-in stone bookshelves, with a tall alcove above each shelf holding a gargoyle. (Two of these sculptures are living gargoyles.) An in-progress game of Dragonchess sits on a
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
small glass Vials. A character who drinks the contents of a Vial gains the memory it contains (regardless of whose memory it was originally). The last thing any of the hags wants is to face a group of
Hellbloom Luke Eidenschink Falling water and birdsong echo through the ruined stone passages of this garden, mingled with eerie, distant animal calls. A prodigious flower blooms in the northwest corner
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
, including runes etched in stone or messages in frescoes or other displays. Decipher Treasure Map. This tool proficiency grants you expertise in examining maps. You can make an Intelligence check to
Modify a leather item’s appearance 10 Determine a leather item’s history 20 Mason’s Tools Mason’s tools allow you to craft stone structures, including walls and buildings crafted from brick
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Dexterity (Stealth) check. This check is made with advantage at night or in fog. V2. Stable House This stone building contains stables for four draft horses, plus a fully equipped smithy with an anvil and a
a hidden trapdoor in the floor. Any character who searches the area finds the trapdoor with a successful DC 15 Wisdom (Perception) check. The stone covers a brick-walled shaft and a wooden ladder that
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
returned with his corpse and tossed it back in the cell. Treasure. Four rare platinum coins (worth 15 gp each) covered in dirt and grime can be found in the north cell, as can three glass vials hidden by
desiccated and skeletal humanoid corpses litter the floor of this small chamber. The stone of the north wall has been etched with intricate runes, but the pattern ends abruptly.
Bodies and Runes. A closer
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
several high-ranking visitors: a cloud giant count named Vaal (neutral evil), a fire giant duchess named Tartha (lawful evil), a frost giant jarl named Hellenhild (neutral evil), and a stone giant thane
Hellenhild in melee combat, grant advantage on the check. Braxow. The stone giant thane fears the giant gods. If the character making the skill check claims to have spoken with the divine oracle at the Eye
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door. Masonry Debris. An expanse of crumbled masonry surrounds the entire citadel. Those attempting to cross it
collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in relief on it. The door has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
still searching for the Stone of Golorr in chapter 4, you can include in this journal a clue regarding the stone’s location. (If the Cassalanters have the stone, it’s hidden in area C6 when it’s not in
with a successful DC 18 Wisdom (Perception) check. It holds a holy symbol of Asmodeus crafted from solid gold (worth 250 gp). Stone of Golorr. If the Cassalanters have the artifact and aren’t using it






