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Returning 35 results for 'before based during ceiling rations'.
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Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
not intrinsically interesting. In the tabaxi’s eyes, gathering wealth is like packing rations for a long trip. It’s important to survive in the world, but not worth fussing over.
Instead
on a particularly interesting item when an owner refuses to sell or trade it.
Tabaxi Names
Each tabaxi has a single name, determined by clan and based on a complex formula that involves astrology
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
reveals that the opulent bed is only an old straw mattress, and the delicious treats are just ordinary rations. The walls, floor, and ceiling of the room are quite bare. A dispel magic spell will
13. Snarla’s Sanctum Unlike the room you just left, this place is beautifully decorated. The floor is covered by fine rugs, the walls by erotic tapestries and shimmering curtains, the ceiling by an
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
a ruin based on how well the players resolved the day’s top card. If you’re using cards that have a different meaning when they’re upright versus upside down, ignore the cards’ orientation. Rewards
and don’t need to consume any of their rations. They eat well that night, and each character begins the next day with inspiration. Reduced Travel Time. The characters find a shortcut that reduces the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Characters without water and Rations can stave off dehydration and malnutrition by gathering food and water as they travel. A foraging character makes a Wisdom (Survival) check once per journey stage
much food (in pounds) the character finds per day of the journey stage, then repeat the roll for water (in gallons). Do Players Need to Track Rations?
You might decide that tracking Rations is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
gray sack holding 5 days of rations, and a large, empty gray sack to carry loot from the shrine. A character who interrogates a duergar captive and succeeds on a DC 20 Charisma (Intimidation) check
, green-skinned giant with glowing eyes and white-feathered wings.” Any character who succeeds on a DC 18 Intelligence (Religion) check realizes, based on this description, that Fazrian is a planetar
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pack are five torches too damp to light, a hammer, a tinderbox, a skillet, a half-empty water skin, and seven days’ worth of spoiled rations. 9b. Demon-Guarded Treasure Two barlguras crawled out of the
carved into the stone. The slot has the same width and depth as the pirate’s rusty blade. If this shortsword or one like it is inserted into the slot, a loose rock in the ceiling falls away, and with it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
furniture and garbage.
Chandeliers. Two iron chandeliers, once anchored to the 20-foot-high ceiling, have fallen — their ropes cut. One has crashed into a pile of debris. Pinned beneath the other
starved to death. The skeleton is clad in a chain shirt and wears a ring of swimming on one bony finger. Characters who search the armoire also find an explorer’s pack (minus water and rations). 19c
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
shelf.
4 Any pets or animals with the group hiss, bark, or back away from an empty corner of the room.
5 Any rations that the group carries with them suddenly spoil and rot.
6 A voice
that has fallen into ruin.
Ceilings. Ceilings inside the tower are 20 feet high and vaulted. The fourth floor is open to the sky, and a large portion of the third-floor ceiling has caved in where
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the
from the ceiling, giving the place a warm, cozy glow. (The lanterns might be magical or maintained by minions.) The floors are covered with plush sand-colored carpets.
Hoard Chamber. A small chamber in
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Blastoff! The characters can use the lever in area B4 to abort or delay the launch. If they fail to do that, you must determine when the launch occurs based on your estimation of how much time has
take off alone, the tower’s supply of rations keeps them fed for a year, after which they turn to cannibalism.
Monsters
Fizban's Treasury of Dragons
", "rollDamageType":"necrotic"} necrotic damage and is weakened until the end of its next turn. A weakened creature has disadvantage on Strength-based ability checks and Strength saving throws, and the creature
state but are hung with the dragon’s collection of nautical paintings, mirrors, and sun-colored tapestries. Numerous gold-and-glass hanging lanterns are suspended from the ceiling, giving the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
everyone else to fall asleep. Other party members’ rations are for their own consumption, not for sacrificing to dark forces. No more declaring, “The sacrament is complete!” at the conclusion of
a warlock of the Celestial, you meld the powerful magic of your class with the heavenly attitude of the Upper Planes. Your light-infused, radiant-based power makes it easy to establish trust among
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the lower deck (areas 13b through 13h). The ceilings on the lower deck are 10 feet high. The ship sits in a 5-foot-deep pool of ooze in an immense cavern, the ceiling of which varies from 30 to 50 feet
(25 gp each), a black coral necklace (250 gp), and a mummified elven hand wearing two gem-studded gold rings (250 gp each). Crates 1 through 3 contain poisoned rations. A character who inspects these
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Wall of Rust and Bones Bisecting this room is an 8-foot-high, 2-foot-thick wall of hobgoblin skeletons and rusty armor, with a 2-foot gap between the top of the wall and the ceiling. A Tiny creature
leader of the evil adventuring party known as the Fine Fellows of Daggerford. Despite hearing rumors about the dangers of Undermountain, Rex assumed (based on the success of Durnan and other capable
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
werebats (see appendix A) hang from the ceiling in bat form, asleep. In this form, they are indistinguishable from giant bats. They awaken if they are attacked or otherwise disturbed.
Niches. Three
priest’s pack without the rations, and a random trinket (roll on the Trinkets table in chapter 5 of the Player’s Handbook).
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Features The nexus has the following features: Ceiling. The ceiling is 30 feet high.
Light. The nexus’s elemental pools cast Bright Light.
Obsidian Construction. The nexus is made from obsidian bedrock
based on its pool’s associated element instead of Bludgeoning damage, as indicated in the Para-elemental Pools table below. Each minion also has Resistance to the same damage type that its weapons
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
black dragons are circling above the Mere of Dead Men, the red dragon is near Waterdeep, and the green dragon is clearly rampaging among the High Forest elves, based on the mountains in the background
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
20. Queen of Dragons Chamber A roaring fireplace churns out heat and light at one end of this spacious, 30-foot-high chamber, the ceiling of which is buttressed by ten wooden pillars carved as
dragons are circling above the Mere of Dead Men, the red dragon is near Waterdeep, and the green dragon is clearly rampaging among the High Forest elves, based on the mountains in the background. Tiamat
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the 20-foot-high ceiling.
Orc Bones. Near the base of each pillar are the skeletal remains of two orcs. (Adventurers killed and robbed these four orcs long ago, leaving nothing of value.)
One of
academy on level 9, for spell theft and for being a suspected agent of the Arcane Brotherhood (a society of renegade wizards based in Luskan). Halaster killed the tiefling as a precaution and hung
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
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
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
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
the Cerulean Hall The Cerulean Hall is home to games of strategy and intellect, such as dragonchess and three-dragon ante. The room is divided into three sections based on skill: an amateur players
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, 15 feet below the ceiling and 60 feet above the pit floor. A detect magic spell or similar magic reveals auras of abjuration and transmutation around each platform. Each disk is wide enough that
addition, the winds cause creatures in the room to suffer disadvantage on all Strength-based skill checks, including checks made to jump to and from the floating platforms and checks made to climb the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
16. Central Cavern This 180-foot-diameter spherical cavern has a domed ceiling and a bowl-shaped floor. Along its perimeter are stone ledges (area 16a) that don’t quite encircle the chamber. Any
be other creatures and objects that are unaffected as well, based solely on the Mad Mage’s whims. 16a. Ledges These ledges are 90 feet above the cavern floor and safe to traverse. 16b. Cavern Floor
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
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
claws. They also maintain rough maps of the Sea of Moving Ice based on reports from the Ice Hunter villagers. At regular intervals, their temporary records are transferred to more permanent form. See
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
brilliantly lit indoor garden. The room’s domed ceiling glows with warm light, giving life to the lush plants along the stream. Nestled among the ferns, flowers, and palm trees in the garden are two
enormous bronze bowls filled with leafy pomegranates, pears, figs, and dates.
Sunlight beams down from this room’s ceiling. Secret Doors. The foliage hides secret doors: one in the southwest alcove
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
and personal effects. Atop each desk are a sturdy lamp, a Dragonchess set, and playing cards. 6. Storeroom This room is packed to the ceiling with crates of rations, barrels of fresh water, and casks
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
catch ground-based creatures, a beholder creates or positions certain traps so that they’re effective against flying intruders. Practically any kind of trap could be a feature of a beholder’s lair. A
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->Tyranny of Dragons
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
claws. They also maintain rough maps of the Sea of Moving Ice based on reports from the Ice Hunter villagers. At regular intervals, their temporary records are transferred to more permanent form. See
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
blood, and the scent of iron hangs thick in the air.
Twenty stirges hang from the ceiling of this cave. Bright light or any noise louder than a whisper disturbs the stirges, causing them to attack. L3
side of the cave.
The ceiling of this soiled cave is 50 feet high. This cave once hosted dozens of bats, but a cloaker that dwells here devoured them. The hungry creature hides among the
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
: Brewer’s Supplies Thirty Candles One hundred Rations Ten loaves of Bread Ten wedges of Cheese M29: Wine Cellar Seven wooden barrels line the south wall of this cellar.
Each barrel contains forty
: Partially Flooded Cave Three natural pillars of rock support the uneven ceiling of this partially flooded cave.
The water is 20 feet deep in the western half of the area and 15 feet deep otherwise. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
lanterns hang above each desk from chains anchored to the ceiling.
Manager. A hobgoblin wearing cracked half-moon spectacles sits behind a stone lectern and greets all those who enter, directing each new
21l. After showing the characters to their quarters, the goblin tells them where they can buy adventuring gear (area 21a) and rations (area 21t). 21o. Goblin Orphanage The sound of screaming goblin
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
55. Unkh’s Tomb Four marble columns support the ceiling of this grand tomb. Twin staircases ascend to an upper gallery, where a carving in the form of a giant maze adorns the wall. On the floor of
ceiling, and when you look up, you see a distorted view of the room you left behind.
Characters standing near the wall carving can see characters trapped in the maze but can’t hear them. Similarly
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
pick a tale the characters haven’t heard yet. Barthen’s Provisions The shelves of this general store stock most ordinary goods and supplies, including backpacks, bedrolls, rope, and rations
company based in the city of Yartar over a hundred miles to the east. The company ships finished goods to Phandalin and other small settlements throughout the region. The master of the Phandalin post is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Athletics) check. The tower’s ground floor smells of old books and has walls lined with floor-to-ceiling bookcases. Wood-framed doors set with small, diamond-shaped panes of glass keep the books secure on
the shelves, each section of which has a rolling ladder anchored to a ceiling rail.
Three custodians are working here, sweeping the floors: a human, a gnome, and a half-elf.
After Kandlekeep
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. An ancient wooden table surrounded by matching benches stands at the room’s center, near an ornate spiral staircase that climbs through the ceiling above. To the north are statues of githzerai
, their incarnation appears in one of these rooms. The ladder to the north leads to area W6. Supplies. The kitchen has been plundered, but 14 days of rations remain. These mostly consist of pickled






