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Returning 35 results for 'before being detected ceiling race'.
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Species
Basic Rules (2014)
head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Lasting Institutions
Where a
seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
some 3 feet square. At the place it turns east there is a plug in the ceiling, which can be detected only with magic or if a character has sense enough to check for secret doors. A character who
upward or downward has any results. Moving them up opens a small trapdoor in the center of the ceiling 10 feet above. Pushing them simultaneously down opens the entire floor to a 100-foot-deep pit with
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Library and Scriptorium Dwarves only rarely commit words to paper, making this dwarven library a rare find. Characters who make no effort to conceal their approach are detected by the creatures in
this room, which has a 20-foot-high vaulted ceiling. The room contains the following: Shelves. Scrolls bound in copper wire line stone shelves embedded in the east and west walls.
Monsters. Four
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
floor-to-ceiling glass tanks, four of which are filled with a light-blue fluid in which the body of an elderly male human is suspended. Three of the bodies appear lifeless and inert. The fourth looks
Door Located at the back of an empty tank, this locked door leads to area 9. It can be detected with a successful DC 14 Wisdom (Perception) check. Without the key carried by Andras, its lock can be
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Exemplars of Ambition Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power
to beat a meal in a halfling home, as long as you don’t crack your head on the ceiling—good food and good stories in front of a nice, warm fire. If halflings had a shred of ambition, they might really amount to something.”
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
25. Pillared Throne Room You look upon an enormous chamber colored in pastels. A forest of massive, many-hued columns support the ceiling.
Aura. Each of the 3-foot-diameter pillars radiates an
aura of transmutation magic when such is detected for. Upwardly Mobile. Any character who touches a pillar with or without intent will uncontrollably float upward (as if affected by a levitate spell
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
creature can examine the trapped area and make a DC 11 Wisdom (Perception) check, detecting the trip wire and the unstable section of ceiling on a successful check. Once detected, the trip wire can be
collapse an unstable section of ceiling. The trip wire is 3 inches off the ground and stretches between two weak supports that topple when the trip wire is pulled. The first creature that crosses the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
the ceiling directly above the pit, a thin slab that looks like ordinary stonework conceals a sloping tunnel that leads upward. The slab can’t be detected or manipulated from this side.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
alert if it isn’t already. Giant Spider This giant spider crawls along the walls or ceiling. It ignores the characters unless they take hostile action against it, in which case it attacks. Invisible
(your choice of race) are on an errand for their drow mage master when they run into the party by accident. If the characters state that they have legitimate business in Sorcere, the slaves answer
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
found sanctuary in Undermountain, hid from the green dragon, and made peace with the archdruid Wyllow. Story time ends as soon as intruders are detected. Six of the werebats assume hybrid form before
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
dismiss the horses with a second command word (“Arvesh”). The horses can be dispelled (DC 15) but not harmed. The wagon has a hidden trapdoor in its underbelly that can be detected by a character who
looped around it, and the wire is connected to a flask of alchemist’s fire hanging from the wagon’s ceiling. When the door is opened, the flask falls and explodes, igniting one hundred more flasks of
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->Phandelver and Below: The Shattered Obelisk
cascade down either side of the sanctum’s entrance, casting eerie light on the vaulted ceiling. At the opposite end of the sanctum looms a towering statue of a dwarven woman. Cracks race along her arms
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor to prevent the cover from opening. The cover can also be held in place using an arcane lock spell
all the way to the ceiling of the space that contains it. A teleport trap is invisible to the senses, and a permanent Nystul’s magic aura spell prevents divination spells such as detect magic from
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
columns that support the twenty-foot-high ceiling. Two arched wooden bridges span the chasm.
The guardian of this cave is a nothic—an insane subterranean monster that hungers for flesh. The creature
using telepathy. If detected, it prefers to negotiate and isn’t above betraying the Redbrands for the right incentive, such as the promise of food. When roleplaying the nothic, consider speaking in
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
sets down his lantern and hides. The following descriptive text assumes this is the case: An enormous chamber with a twenty-foot ceiling has been carved out of the rock here. A lighted lantern rests
chamber floor to levitate stone in contact with it, so the floor’s magic can be detected with detect magic (transmutation school). A moderate impact on the floor, such as a dropped object weighing at
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
: 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
uneven ceiling is roughly 20 feet above water level. M35: Damp Stairs A flight of damp, rough-hewn stairs leads down from the bodyguards’ quarters (area M25) to a dark, partially flooded cave (area M34
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
dimensions is carved into the ceiling directly above the slab. Scattered about it are skeletal remains intermingled with shards of glass.
Close inspection of the floor reveals the shards of glass are
center of this chamber. Scattered around it are the skeletal remains of an elf. An inset in the ceiling above the slab holds a mirror the same size as the slab.
A detect magic spell reveals the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
7. Clammersham Palace Ceiling. This cavern has a 90-foot-high ceiling.
Palace. Atop a 20-foot-high plateau of twisted scrap metal rises a rambling palace made of jagged metal plates welded together
of the door so that it can’t be detected by anyone outside the palace. The glyph triggers when the door is opened by any means other than using the proper key. When triggered, the glyph erupts with
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
tunnels beneath the warehouse were dug as smugglers’ byways. Later, worshipers of That-Which-Endures (see the sidebar in the “New Race: Verdan” section in chapter 3) excavated chambers beneath the ground
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
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wisdom (Perception) check. To set an appropriate DC for the check, see chapter 8. Opening a Secret Door. Once a secret door is detected, a successful Intelligence (Investigation) check might be required
blocks a passage or archway until it is raised up into the ceiling by a winch and chain. The main benefit of a portcullis is that it blocks a passage while still allowing guards to watch the area beyond
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
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
room. Four cable towers support the bucket chain as it moves through this area. Hanging in midair, held in place by chains bolted to the floor and ceiling, is the helmed head and upper torso of the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
13. The Scavenger The Scavenger is a 290-foot-long, 50-foot-wide, 25-ton spelljamming vessel — a ship designed to travel through space. Halaster detected the vessel as it orbited Toril and lured it
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
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, where a broad sandstone rise is lit by sheets of green flame that scour the ceiling. Thin shelves of eroded rock emerge from the center of the rise to create a large central mesa. Ten other goblins
difficult terrain. Additionally, each flight of steps is trapped at its midpoint with a magical rune that can be detected only with a successful DC 13 Intelligence (Investigation) or Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
have transformed into spore servants. They silently observe the party but don’t attack the characters unless threatened. Escaped Slaves A group of 1d4 commoners (of any race) attempts to hide from the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
be detected with a successful DC 13 Wisdom (Perception) check. Pushing against the sculpture causes a secret door to swing open into area A6. A6. Secret Vestry This room is hidden behind two secret
. Cult Gathering. An hour before a cult gathering, five human cultists are here donning their regalia. A7. Ceremonial Hall This hall has a 30-foot-high vaulted ceiling and a pair of 20-foot-high
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
escape, but it serves its purpose by impeding intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a
trap can break it and free the captive. Examples include a bear trap, a cage that drops from a ceiling, and a device that flings a net. Slay. Some traps are designed to eliminate intruders, plain and
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thick fog clings to the floor, which is covered in putrid waste. The black ceiling is moving. The catacombs fill an area roughly 110 feet east to west by 180 feet north to south, and the floor is covered
in several inches of bat guano. The catacombs are made up of 10-foot-wide arched walkways running between 10-foot-square crypts, which serve as pillars that support the 20-foot-high ceiling. The area
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, chairs, and lecterns fill this chamber. Three smooth, one-foot-diameter crystal hemispheres protrude from the ceiling, evenly spaced along the center of the room from east to west.
A concave wall on
dark when the characters enter. Any creature in the room that speaks the command word “candesca” causes the three crystal hemispheres in the ceiling to glow, filling the room with bright light. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of these figures melt away, and they become three shadows until dawn. Characters who succeed on a DC 13 Dexterity (Stealth) check can cross the yard without being detected. Otherwise, Hurv and his
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: Dragon Heist
DC 25 Strength (Athletics) check. Secret Door. The secret door to the library (area C3) can be detected by a character who makes a successful DC 18 Wisdom (Perception) check. The character discovers
handsome tapestries festoon the walls. Along the west wall, windows with crimson drapes stretch from the floor to the ceiling. Despite its grandeur, this ballroom seems strangely dismal without anyone
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
convince Extremiton to let them back into the real world.
Unconscious Humanoids Eight of the humanoids in the psipods are commoners of mixed race, alignment, and ethnicity. Their names are Daundarak
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Cargo Hold This hold contains the following features: Large grilled doors in the ceiling open to allow goods to be moved to and from this hold using the cargo elevator. A 15-foot-by-10-foot section
of floor opens to reveal the lower cargo hold (area J17 aboard the Eyecatcher or the Hellraiser; area J19 aboard the Heartbreaker). Crates and barrels stacked to the ceiling are tied down to ensure






