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Returning 35 results for 'before bad diffusing ceiling railing'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
going up and down. Hanging from the high ceiling is an iron chandelier with candle holders shaped like tiny silver dragons. The doors behind the throne lead to areas Q20 and Q21. A wooden railing surrounds the balcony, which is 20 feet above the floor of the chapel (area Q13).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X30. Preserved Library This stone library has twenty-foot-high walls and a thirty-foot-high vaulted ceiling. Covering the ceiling is a fresco that depicts angels being set ablaze in a hell. A black
marble railing encloses a gold marble staircase that spirals gently down a thirty-foot-wide, thirty-foot-deep shaft to the north. Against the gray walls stand six ten-foot-tall, black marble bookcases
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X4. Overlook A twenty-foot-wide balcony of black marble with a shattered railing overlooks a vast temple. Black marble staircases at each end of the balcony descend thirty feet to the temple floor
. The vaulted ceiling is thirty feet above the balcony. The walls and ceiling are covered in an amber glaze, lending the gloom a golden sheen. A set of amber doors stands closed at the west end of the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
-foot-high domed ceiling. A balcony runs the length of the west wall, fifty feet above the floor. In the center of the balcony, two dark shapes are slumped in tall chairs.
Benches coated with
more information on the icon and Gustav’s possessions. A sculpted stone railing cordons off the upstairs balcony, which is described in area K28. Treasure The statuette on the altar is an artifact
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the frost giant brothers in area 9. Both ends of the lodge are exposed to the air, and its roof is intact despite the amount of ice on it. The lodge’s interior is one big, open space with a ceiling
that stretches 80 feet above the ground floor and a 40-foot-high balcony with no railing that runs around the perimeter. A decrepit-looking wooden ladder with rungs spaced 5 feet apart offers access to
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
. It is made from hundreds of heavy leather strips, each about the width of a human hand. The strips are fixed to the ceiling and are long enough to drag on the floor. The curtain extends from wall to
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
. It is made from hundreds of heavy leather strips, each about the width of a human hand. The strips are fixed to the ceiling and are long enough to drag on the floor. The curtain extends from wall to
the dragon eggs hatch and the ravenous hatchlings emerge. The carcasses range from very fresh to several months old. The meat is only cold, not frozen, so the older items are slowly going bad. The smell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
2. Jibber-Jabber Ettin. An ettin inhabits this dripping cave.
Stalactites. Needle-sharp stalactites stud the 30-foot-high ceiling.
Fungi. Barrelstalk, bluecap, and ripplebark fungi grow in
aboleth and knows nothing about its conflict with the kuo-toa.) The water in the river has started to taste bad. (The ettin has not yet been poisoned by the water, which the aboleth has tainted with its
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2E. Rotted Floor The second level of the northwest tower is in bad shape. There are large holes where the floorboards have completely rotted away or fallen into the muck below, and the floorboards
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Cerulean Hall Blue crystal pillars reach toward this gaming hall’s ceiling. All is quiet except for the clinking of coins and shuffling of cards. Walking between tables is a lean, blue-scaled devil
paraphrase the following: “Not bad. You are clever—I acknowledge that much. But I wonder how you would fare against the master of this chamber. I hereby challenge you to a dragonchess match: winner takes
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
mention that his cantankerous father, Davian Martikov, owns the local winery and vineyard, the Wizard of Wines (chapter 12). There’s bad blood between Urwin and his father (whom Urwin and Danika refer
railing that encloses the loft are dozens of ravens. Any character who has a horse can keep it here for 1 sp per night. The gray mare is a draft horse named Drusilla, and she likes apples. The horse
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
umber hulk under the effect of a polymorph spell made permanent with a wish spell. The umber hulk reverts to its true form and attacks when its scorpion form is reduced to 0 hit points. 23b. Bad
Monster. A giant two-headed rat (use death dog statistics) is trapped here. This rodent is the size of a human and is hostile toward all intruders.
Meat Chute. In the ceiling near the north wall is a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
above the trip wire is in bad repair, and anyone who can see it can tell that it's in danger of collapse. When the trap is triggered, the unstable ceiling collapses. Any creature in the area beneath the
supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
bolted into the wall about three feet above the floor. Ten oiled chains are secured to the bars, leading up to a hole bored in the ceiling. Another solid stone door is in the middle of the east wall
stones, and make sure no one disturbs the Delvers, who are entombed here. The Believers watch the moving stones carefully, because it’s a bad sign when they move, and they have to figure out what it
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
features: Ceilings. The ceiling of the galley’s lower deck is 8 feet high. Light. Hanging lanterns cast bright light throughout the ship. Rigging. Rigging on the ship can be climbed without an
lower deck. Railing. A 3-foot-high rail is built around the deck’s perimeter, providing half cover for Medium creatures and three-quarters cover for Small creatures behind it. Rowboats. Eight rowboats
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
pale violet light brightens before you, revealing an opening in the vaulted ceiling and a spiral stone staircase with no railing, climbing up into darkness.
Around the stairs, the light reveals a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
turn there takes 3 (1d6) fire damage. After 1 minute, the pillars cool. Lava Passage. The northeastern lava flow is only 4 feet lower than the ceiling of the passage through which it flows
upward. A natural pillar is the only feature of the upper level. In the center the lower level, a vortex of flame jets from the floor toward the ceiling. Numerous exits head off in different directions
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
). Above the library is a loft with an improvised railing made from wood and wire that reaches partway to the ceiling. This is Ignis’s nursery (area 5).
Sean Macdonald Map: Holrow Homestead View
(Stealth) check. 2: Library This is the only room on the ground floor that is still intact. The ceiling is 8 feet high. This room was Arthur Holrow’s office and laboratory. Inside is a desk with scattered
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Ice Rink The staircase descends into a vaulted chamber. A nine-foot-high railing of sculpted ice hugs the staircase as it descends to the chamber floor, which, like the stairs, is smooth and gleaming. A
. From the ceiling to the floor, the stairs that lead up to area G6 are enclosed by thick, 9-foot-high railings of sculpted ice. The stairs, like the floor, are difficult terrain. When a creature
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
). In addition to his weapons, Izek carries an iron ring of keys that unlock the stocks in the town square (area N8). If the characters get on his bad side, the baron accuses them of being “spies of the
Framed portraits adorn the walls of this grand foyer, which features a wide staircase with a sculpted railing. A long, carpeted hall attached to the foyer stretches almost the length of the mansion and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
gemstones adorn almost every surface that can contain them.
A set of rungs on the south wall gives access to a hatch in the high ceiling. The hatch presumably provides access to the top of the
argument. Lighthouse Top The hatch in the ceiling of the fourth floor provides access to the top of the lighthouse. Magical shadow causes this area to be lightly obscured. When the characters arrive, read
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
one randomly determined creature within 10 feet of the ballista. N5. Maintenance Crystals protrude from the chitinous ceiling of this oddly shaped room. Some of the crystals are lit, and others are
tines resembling grasping claws protrude from the nearby walls and ceiling, stretching toward the sphere but stopping short of it. Along the walls are low-mounted control stations studded with knobs and
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
and a lot of noise. D5. Crane A narrow, rotting walkway with missing boards and no railing surrounds the rusting bulk of this ancient crane. The hull of the ship dangles from the crane’s arm, fifty
real danger on the walkway and the bridge comes from their uneven surface and the lack of a railing. A character who moves no more than 10 feet per turn and devotes all their attention to watching
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
anything in particular to the characters but feel like a bad omen. Lost and Found Prior to the vision, the characters were traveling to Vogler and had stopped to camp or rest near a forested path. After
tree visible from outside breaks through the ruin’s marble floor and stretches through the collapsed ceiling. Around it, broken statues line the remaining walls, standing in crumbling alcoves.
The
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
magical. G19. North Balcony A wooden railing encloses this balcony. Mounted on one corner of the railing is a copper spyglass.
A bandit stationed atop this balcony watches for trouble coming from the
(Investigation) check after studying the note for 1 minute. It reads, “Constantori in danger. Cognoscenti retaliation imminent. Be on high alert.” G22: South Balcony A wooden railing encloses this
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
and initiative count 10. Active Elements. The Path of Blades includes a set of whirling blades along the first 80 feet of the trap, crushing pillars that slam down from the ceiling to the floor before
rising back up to the ceiling in the next 50 feet, and a rune of fear in its final 30 feet. Whirling Blades (Initiative 20). The blades attack each creature in the first 80 feet of the hallway, with a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
level, which has a transparent but impenetrable ceiling. The following locations are keyed to map 7.2. Damien Mammoliti Map 7.2: Spaceship Level 2 View Player Version S31: Drop Tubes (Violet) These drop
broadcasted content in this theater. Ship lighting in this room has been disabled, but the glowing screen fills the room with dim light. The ceiling is 20 feet high. Two mind flayers dwell here. The
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
the ten-foot-high vaulted ceiling of this dry cellar, the walls of which are lined by a dozen barrels on wooden braces. Half the barrels have brass spigots tapped into them. The room also contains two
The Vanthampurs store animal carcasses and other fresh meat in this room. Hanging in the middle of the room from the 10-foot-high ceiling are six 3-foot-long chains, each ending in a hook. Flayed boar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. Balcony. Through the trees, the characters can see a large balcony (area G17) enclosed by an iron railing above the mansion’s main entrance. The balcony is 20 feet above ground level, and scaling
coming from the top of a wide staircase in the northwest corner (see area G13). Two iron chandeliers hang from the dark mahogany ceiling above a long dining table carved from red larchwood. Chairs
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
ceiling here is 10 feet high. The room contains the following features: Psipods. Resting in iron brackets along the curved walls are fifteen coffin-sized bronze cylinders with lids of transparent crystal
city limits, Extremiton creates situations to dissuade them: bad weather, a city-wide lockdown, a festival — whatever it takes. The ulitharid hasn’t researched areas outlying the city. Consequently
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
; there’s no danger in crossing it. Watery Peril. At the west end of the cavern, the ceiling lowers to meet the surface of the river. Any creature swept past this point by the current is trapped in a long
salted meat gone bad, sacks of flour or grain covered in russet-colored mold, tuns of cider turned to vinegar.
Two open archways in the east wall lead to a similar room, and two more openings are dimly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
while the characters traverse the tunnel. The tunnel continues for what feels like forever before the ceiling suddenly begins to rise. The walls frame an impossibly tall canyon that slowly widens, the
Intelligence (Investigation) or Wisdom (Perception) check to quickly assess Raah’s reading material determines that the ancient deep crow is highlighting everything, no matter how good or bad the
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
runs along the outside wall of the cottage, with wooden doors at the top and bottom of it. A rickety railing hugs the edge of the staircase, which looms above the foggy lake. A steady droning sound
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A






