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Returning 35 results for 'bard barriers diffusing ceiling received'.
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Monsters
Icewind Dale: Rime of the Frostmaiden
feet of it and can use an action to pinpoint the location of any creature, object, or area in that range that bears magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler
communicate with one another by means of a humming sound created by skin vibrations.
Seekers of Magic. Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder
Bard
Legacy
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Classes
Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds
, create illusions, and even heal wounds. Music and Magic In the worlds of D&D, words and music are not just vibrations of air, but vocalizations with power all their own. The bard is a master
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
, ensuring that her companions’ words will be well received. Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds.
Bard Humming as she traces her fingers over an ancient monument in a long-forgotten ruin, a half-elf in rugged leathers finds knowledge springing into her mind, conjured forth by the magic of her
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to walk on ceilings and climb over the tops of doorways. Furnishings that weren’t securely bolted to the walls or floor lie in disarray, or in shards, on the ceiling. Illumination. All rooms
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
. The rest of the cultists at the Wayside Inn see Backes as their leader however, to be protected and obeyed in any circumstance. The local cultists have received orders to kidnap a local bard, Tarbin
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest corner
ceiling and onto the statue’s head, then into the basin. The long years have etched thin white lines resembling the tracks of tears across the statue’s face. The goddess Eldath still listens at this
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
them. If the characters received the garlands from the druid and place them on the elves, this automatically convinces them to safely flee. Forgotten Shrine An ancient shrine stands in the southwest
ceiling and onto the statue’s head, then into the basin. The long years have etched thin white lines resembling the tracks of tears across the statue’s face. The goddess Eldath still listens at this
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
isn’t moving. Strahd had this human bard suspended from the ceiling as a test to see how long he could keep his head above water. The man weakened and drowned. On the floor of the cell, below the hanging corpse, is a smashed lyre. K75h. Empty Cell This cell contains nothing of interest.
K75. South Dungeon The rusty iron door connecting this hall to area K73 is submerged in 5 feet of water and requires a successful DC 10 Strength (Athletics) check to open. A mold-covered ceiling
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
24. Sandbox The two thick lines on the map mark the boundaries of a trap. A character who examines the ceiling 20 feet overhead as the party passes under one of the marked areas and makes a
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
one another by means of a humming sound created by skin vibrations. Seekers of Magic. Tomb tappers received their colloquial name from their habit of burrowing into the depths to plunder tombs, temples
magic. This sense penetrates barriers but is blocked by a thin sheet of lead.
Tunneler. The tomb tapper can burrow through solid rock at half its burrowing speed and leaves a 10-foot-wide, 20-foot-tall
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
crushing ceiling trap +1 Recovered the treasure +1 L5: Grotto Attacked the pechs −1 Improved the pechs’ mood +2 Refused to douse any bright lights −1 L6: Fungal Cavern Disturbed the crickets −1 L7
or drink −1 Defeated Kashem the dao +2 Saw through Kashem’s illusions before she attacked +1 L18: Black-Water Lake Gathered all the garnets on the island +1 Received an insult from Iggwilv +1 Used
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Smelting Kalista recently received a cartload of battered and rusted weapons seized by the keep’s defenders. She asks the characters to help melt them down. The disarmament process takes 1 hour. To aid
wilderness.
When the characters arrive at the shop, read the following boxed text aloud:
Dusty rays of sunlight stream into this general store through small windows near the ceiling. Barrels
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
The Sewers at Plaza West Characters heading west of the plaza on a tip they received earlier might look for a sewer grate that is out of place. It takes 1 hour and a successful DC 10 Wisdom
The tracks end at another maintenance shaft in the ceiling of the tunnel. A cord dangles down from the shaft; pulling on it releases a folding ladder that can easily be climbed. The shaft terminates
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
creatures with dangling tentacles feed from the troughs. A dark circle in the ceiling is wrinkled like scarred skin.
When the characters arrive, three grells are feeding from the troughs. Grells without
bitter but nutritious, but any character who consumes more than a mouthful must succeed on a DC 12 Constitution saving throw or have the poisoned condition for 10 minutes. The circle in the ceiling is a 3
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
amber, a floor of red marble, and a rough-hewn shaft in the center of its ten-foot-high ceiling. Three amber sarcophagi stand in alcoves, and above each sarcophagus floats a human skull wreathed in green
flame. Three flameskulls guard this room. They attack intruders on sight. The shaft in the ceiling is 10 feet wide and 20 feet long, with abundant handholds. No ability check is required to climb it
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the ceiling coating the floors and
during combat, and share a language in common with Ven’delen, the bard. If conversation transpires, it is certainly possible for the adventurers to learn that the illithid made a deal with a powerful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
they fight, the duergar continually shout out, “Tokens!” in an angry tone. They can be convinced to calm down or surrender if they are shown and promised the tokens the characters received in Horn
rectangular object hanging from the ceiling fifty feet farther down the tunnel. This “trap” can be disabled with a DC 14 Dexterity check using thieves’ tools. Stepping on the pressure plate or failing to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
until the trick is reset by shoving the prop back into the coffin, which also contains the jester’s ashes. Ramp. A portion of the ceiling can swing down on a hinge, forming a ramp leading from area
B14 to this chamber. A small handle bolted to the ceiling of this room allows the ramp to be easily raised and lowered by a creature that can reach it. B28: High Priest’s Burial Room Scorch marks from a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
signs of frescoes that once covered the walls here. A half-dozen ruined chandeliers hang from the cracked ceiling. In the northeast corner is a black gate.
Creatures. A vampire spawn keeps watch here
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
must pass through them to hit its target. The northern and eastern gantries are unlit. The ceiling is 40 feet above the gantries, the floor 50 feet below. The rattling of the bucket chain fills the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Forest Within this painting’s extradimensional space, the walls are painted to depict a forest of trees and shrubbery, the floor is covered with a thin layer of dirt, and the ceiling is painted to
opens the window. Quill doesn’t know this and doesn’t have a magic weapon. Roc Within this painting’s extradimensional space, the walls, doors, and ceiling are painted to resemble thick clouds. The air
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
thin vapor drift through the space, emanating from narrow cracks in the floor and several giant holes in the ceiling. Through the space echoes the clangor of thousands of metallic feet. Countless modrons
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
ice. The arched ceiling is covered with icicles.
This chamber is lit by a permanent dancing lights spell that can be dispelled (DC 17). Characters who succeed on a DC 10 Wisdom (Perception) check spot
an inscription on the ceiling, but the ice covering it renders it unreadable (see “Inscription” below). The central brazier is enchanted. A single spark created inside it causes it to blaze with
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
received no response. Nonetheless, they still hope to be sent reinforcements, laborers, and material for rebuilding the abbey. They typically keep watch on the Skull Dunes during the day, but have grown
Bayleaf (LE male elf bard; see appendix C) is a mercenary who works for the highest bidder. He was hired by the abbey as a training instructor for the guards. If the party does not attack him immediately
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
save DC 14, +6 to hit with spell attacks). He has the following bard spells prepared:
Cantrips (at will): mage hand, mending, minor illusion, vicious mockery
1st level (4 slots): cure wounds
type. The City Watch has received reports of a figure who haunts the rooftops of Waterdeep — a hulking shadow that glares from its perch, rains down death in the form of long black arrows, and slinks
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
spell on the door. Invisible Maze. If the characters move more than 5 feet toward the pedestal, they run into an invisible wall. The wall extends to the ceiling and is part of an invisible, shifting
the city of Kalaman near Vogler. The characters have already received their invitation to Ispin Greenshield’s funeral, and Kalaman is conveniently nearby. Rovina tells the characters they must take
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
adventures or hear about how the characters plan to free Vallaki from the burgomaster’s madness. Rictavio. The lone guest of the Blue Water Inn at present is a colorfully dressed half-elf bard who goes
illuminate the rafters and cast ominous shadows on the peaked ceiling. The balcony floor is 15 feet above the taproom floor. A secret door at the south end of the western wall can be pushed open to reveal a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
is only vulnerable from a single direction. A3. Machine Chamber Two massive stone pillars thread holes in the floor and ceiling of this vast chamber. Stone crossbeams pierce the pillars to form spokes
cultists stop playing. Frustrated with the mediocre initiates, Windharrow asks if the characters are skilled musicians and if they would like to audition for the band. If a bard character or a character
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the vaulted ceiling of this unlit chamber. East of the pillars, a duergar encased in an exoskeletal construct stands before a lowered iron portcullis. A similar creature stands in an alcove to the north
, hand-shaped indentation on its face. The plaque can’t be removed from the wall. If the fingers and palm of Xardorok’s gauntlet are placed in the indentation, the portcullis rises into the ceiling
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
here. Iron braziers in alcoves dimly illuminate the hall. Pillars and basalt partition-walls support the 50-foot-high, vaulted ceiling, from which hang heavy iron chandeliers, their candles draped in
behind the bed. An iron chandelier hangs from the ceiling over the center of the room, near the foot of the bed. A chain connected to the chandelier is snagged on an iron hook mounted to the east
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
pool of steaming water. The walls, floor, and ceiling of the compartment are thick and shiny with condensation and mildew.
This area is difficult terrain because of the moisture and slime
streams down the walls and drips from the ceiling.
Water and slime make this area difficult terrain. The last two skum (see the “Skum” sidebar and appendix C) that serve Mr. Dory lurk in this room






