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Returning 35 results for 'before being down continues room'.
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Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K77. Observation Balcony Two large, wooden thrones rest on this balcony. Behind the thrones hangs a red velvet curtain thirty feet long. The ceiling here is ten feet high. The room continues behind the curtain an additional 10 feet to a wall that has a door in its center.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K31b. Shaft Access This ten-foot-square room overlooks a vertical shaft to the south that plunges into darkness and continues upward. This vantage point is 130 feet from the bottom of the shaft (area
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Shrieking Gas Spore Floating in the middle of this otherwise empty room is a gas spore that has the added defense of a shrieker. When bright light or a creature comes within 30 feet of the gas
spore, it uses its reaction to emit a shriek audible within 300 feet of it. The gas spore continues to shriek until the disturbance moves out of range and for 1d4 rounds afterward. The shrieking of the gas spore alerts the hobgoblins in areas 32c and 33, who come to investigate.
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
badly.
The “music” emanates from the boss’s room (area D4), where off-key goblins commemorate their leader in song. The singing continues for 1 minute, then ends with a din of celebratory yips.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the stone gears and the iron chains and pulleys. On the other side of the machinery, to the south, is a rectangular shaft that rises up from the darkness and continues past this room. Attached to the
K31. Trapworks The aromas of grease and well-oiled wood hit your nostrils as you pull open the door. This ten-by-twenty-foot room is filled with intricate machinery, except for small spaces between
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
8. Scintilmorn’s Rest Fog. The room is lightly obscured by fog.
Vision and Hilt. Any character who moves more than halfway into the room experiences one of the shadow dragon’s fleeting visions and
calls to us — can’t you hear it?” Waving the sword in the air like a lunatic, he continues, “Together we shall see the Moonstar name elevated to glorious heights my father could never dream of
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
are piled nearby, along with carts full of unrefined ore. The waterwheel sits in a ten-foot-wide channel cut into the floor of the room, but the channel is dry. Passages exit to the west, south, and
east. The empty channel exits to the north and east.
More than a dozen withered corpses are scattered around the room. These slain dwarves and orcs are still wearing the remnants of their armor
Kobold
Legacy
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Species
Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
room to dig, and ready sources of food. Although lairing in these locations puts kobolds in competition with surface-dwelling humanoids, their ability to avoid detection often means their warrens go
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
33. Illusion Classroom Powerful illusion magic has turned this unlit, 20-foot-high room into the courtyard of a Waterdavian villa lit by the warm midday sun. It has the following features: Decor
Figment and fails is targeted by a phantasmal killer spell (save DC 22) as the tiefling instructor briefly and vividly transforms into the target’s worst nightmare; then it calmly continues with “Now
Compendium
- Sources->Dungeons & Dragons->Rrakkma
Area Information Dimensions & Terrain This elongated chamber (fifty-five feet by eighty-five feet) has a twenty-foot high ceiling. The room may have once served as a guard station as hooks and racks
for weapons are arrayed throughout the room. The few weapons that remain resemble the glaive, though the blades are pitted, scored, and brittle. The wood that makes up their hafts is all but rotted
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
1. Determine surprise. The
order or their stated positions in the room or other location, the DM figures out where the adversaries are--how far away and in what direction.
3. Roll initiative. Everyone involved in the combat
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and
what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to area 6 and the other to area 12. See the “General Features” section above for more information
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
encounter, when everyone rolls initiative. Once everyone has taken a turn, the fight continues to the next round if neither side has defeated the other. COMBAT STEP-BY-STEP
Determine surprise. The
order or their stated positions in the room or other location, the DM figures out where the adversaries are — how far away and in what direction.
Roll initiative. Everyone involved in the combat
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
a wooden gear shaft that rises through the ceiling in the center of the room. A stone staircase continues up, toward the sound of loud cackling.
The old woman is Morgantha, a night hag. She doesn’t
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. He continues to sing the rhyme over and over for five minutes. During this time, Gailby runs into the room to try to help her father, terrified by his behavior. Crinkle follows her and tries to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
audible through the peephole, “You dare to pit yourselves against the Lord of Lance Rock? Death is your reward!” Then he continues to cackle as he retreats. Those in the room can make DC 10 Dexterity
L4. Dancing Dead The passage that leads to this room from the north can be described as follows: This narrow passage is about ten feet high in most places, with rough, irregular walls. Protruding
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
of Archais, Firewatch Island’s wizard. Virgil survived the slaughter of the garrison ten years before and has lived on the island ever since, nesting in the wizard’s tower room. It has avoided the
returned to its home. It continues to watch the party despite any attempts to shoo it away. Having observed the characters’ actions against the drowned ones, the ex-familiar believes that they might be the sort of heroes who could finish Archais’s work and end the undead menace.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
34. Zalthar’s Chambers Zalthar languishes in these chambers, shunning all other creatures except his sister. 34a. Zalthar Shadowdusk Furnishings. This room is furnished with several chairs and sofas
speaks Abyssal, Common, and Deep Speech. When intruders enter the room, Zalthar stands, draws his sword, and says, “Dezmyr foretold your arrival. I’ve been waiting for you.” He then tries to destroy
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
The Prize Taras Susak When the characters enter the room, adjust this text depending on whether the goblins are surprised. If they’re surprised, they are standing around the bowl and not looking at
room. The forge is currently stoked to a white-hot state. A silver bowl, about a foot wide, sits in the fire. Four goblins stand around the room admiring the bowl.
One of the goblins wears topaz
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C20-C24) C20. Shrine to Levistus Frost covers the floor of this dark, fifteen-foot-square room. To your left and right are narrow tunnels, and across from the entrance stands an eight
. Avarice’s Quarters This room is the private quarters of an albino tiefling who sits at a small desk in the dark, writing in a book with white leather covers. An ink-black crow perches on one of her
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
rusty spikes. On the other side of this area, the corridor continues.
Hazardous Hatch. Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor
and takes 3 (1d6) bludgeoning damage as the wind emerges and fills the 15-foot chamber. Thereafter, it costs 3 feet of speed to move 1 foot in the room. The hatch can’t be shut, and the wind doesn’t die
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
marble staircase that started on the first floor continues its upward spiral to area D11. A cold draft flows down the steps. D7a–D7b: Servants’ Room and Closet An undecorated bedroom contains a pair of
furniture. Faint footprints lead to the cloakroom (area D2b). Encounter. Roll on the Death House Encounters table the first time a character enters this room. D3: Den of Wolves This oak-paneled room
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the common room of the inn (area 2), as if they had just walked through the main door. You are standing just inside the front door to the Dran & Courtier. Things are a bit different, however. The
fireplace burns with purple flame. Swinging from the chandelier above the center of the common room is a red-haired figure in a green shirt and red cape. He appears to be having a grand time.
Sigil the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Caer Locations (C10-C19) C10. Servants’ Quarters This room is for servants to rest, bathe, and clean their uniforms, and the furnishings reflect as much. After taking over the castle, the cultists
shut tightly. C12. Kadroth’s Bedchamber A large, gilded mirror covering most of the east wall is what made Kadroth want this room for himself. Other furnishings include an ornately carved wooden table
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
. 2. Guard Post This bare, spartan room has a stone bench along the south wall that continues around the angle to the west wall. A chain-and-pulley mechanism is mounted on the north wall, next to the
forced open by a character who makes a successful DC 18 Strength (Athletics) check. Once the characters are inside, read the following: You see a bare, spartan room. Ahead, a short corridor off the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
stat blocks in appendix C. This room contains wrecked furnishings that suggest it was once used as a frost giant’s bedchamber. A bitterly cold wind blows down a staircase to the east, at the bottom of
and destroy her. She normally occupies the room to the west but lurches toward the larger room to greet the characters as they arrive. The characters have no chance of surprising her. It takes almost
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
all three skeletons are defeated, grasping skeletal claws reach from the ground, making the entire hallway difficult terrain. M6: Flooded Tavern The ceiling of this room is 20 feet high. The tunnel
from area M5 opens into this room 10 feet above the surface of the water. Murals of dancing people cover the walls, and a small stone stage rises to the west. The lower southwest half of the room is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
these items from the room also causes them to vanish. Once it is used to summon food and water, the gong can’t do so again until the next dawn. If the gong is taken from this room, it loses its magical
property. 30b. Play-by-Play Generator This dusty room has a 10-foot-high ceiling. A 3-foot cube composed of equal parts adamantine and flesh sits atop a 3-foot-tall hexagonal plinth of carved stone
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
well are icy and require climbing gear or magic to scale. O3. Overlook The door opens into a large, nearly empty room. Snow has drifted into the corners, and frost covers the stone walls. Three barred
the walls of this room. In the southern end of the chamber, an open hatch reveals a route leading underground.
The armory holds equipment used by the duergar, including two suits of scale mail sized
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stall to the open air.
The round room in the center of the spire serves as a storeroom. It is filled with supplies. Any gear from the Player’s Handbook you want the characters to have can be found
Howling Hatred initiates, priests, hurricanes, and skyweavers sleep in this room on four double bunks. Most cultists spend their days in other parts of the spire. S6. Kitchen In this kitchen, sacks are
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
staircase come to a door 100 feet above the prison roof. The staircase continues beyond this door to the tower’s higher levels. The door opens into a room filled with wooden bunkbeds. Areas to the north
multiple crimes (has served 1d20 years of a life sentence)
R18. Surveillance Hub This hexagonal room is the base of the prison’s central tower. A spiral staircase connects it to the tower’s upper
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
staircase in the center of the room climbs to a ten-foot-high wooden balcony that clings to the south wall, which has four windows set into it at balcony level. Stacked against the wall underneath the
balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
northwest corner curls up 10 feet to area 6e and continues up another 10 feet to area 6h.
6d. Hall of the Forest Kingdom A flight of stairs connects this room to the lower floor. The room is empty except
on the dusty, tiled floor. All doors in the tower are made of carved stone. All ceilings are 10 feet high, except in area 6a. 6a. Wyllow’s Throne Room Detritus. Dead leaves and twigs cover the dusty
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
interior doors lead east and west. An interior courtyard lies just to the north of this room, visible through a pair of narrow windows.
The monks attack without warning if anyone attempts to leave through
Sacred Stone monk (see chapter 7). M3. South Dormitory This room is arranged as a very uncomfortable-looking barracks. Ten thin pallets are rolled up along the walls, beside neatly folded piles of






