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Returning 35 results for 'before both descent ceiling refuses'.
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Human
Legacy
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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
tall and have green or brown eyes, but these traits are hardly universal. Humans of Chondathan descent dominate the central lands of Faerûn, around the Inner Sea.
Chondathan Names: (Male) Darvin
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
through the lower levels of the house as it makes its descent. Thick cobwebs fill the shaft and reduce visibility in the staircase to 5 feet. The secret door and shaft don’t exist until the house
. Rooms are 8 feet tall and supported by thick wooden posts with crossbeams. The only exception is area 38, which has a 16-foot-high ceiling supported by stone pillars. Characters without darkvision
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
springs up and takes off at a full sprint.
K’Tulah runs for the hatch in the ceiling of area F1. She tries to evade anyone who stands in her path but fights them if necessary. If she reaches the hatch
, she attempts to force the door. When that doesn’t work, she demands that Varnyr open it, but Varnyr refuses. Unless K’Tulah is subdued, she attacks Varnyr to get the key. A character can try to calm
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
must then attempt a Dexterity saving throw or fall off the ice platform; see area 16 for more information. A creature that jumps into the chute on purpose takes half damage from the descent and has advantage on the saving throw to stay on the ice platform.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
8. Library The master of the house used to spend many hours here before his descent into madness. Red velvet drapes cover the windows of this room. An exquisite mahogany desk and a matching high-back
chair face the entrance and the fireplace, above which hangs a framed picture of a windmill perched atop a rocky crag. Situated in corners of the room are two overstuffed chairs. Floor-to-ceiling
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
yawning pit in the floor that twists down into darkness, and above which a heavy iron hook is anchored in the ice of the ceiling. A five-foot-wide walkway extends around both sides of the pit, connecting
must then attempt a Dexterity saving throw or fall off the ice platform; see area 16 for more information. A creature that jumps into the chute on purpose takes half damage from the descent and has advantage on the saving throw to stay on the ice platform.
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
entire temple shudders. The frost giant scowls, dodges the dragon, and strikes the statue once more, this time breaking off a large chunk. This act of desecration causes cracks to form in the ceiling, and
in area 6 must make a DC 20 Dexterity saving throw, taking 21 (6d6) bludgeoning damage from falling debris on a failed save, or half as much damage on a successful one. Harshnag refuses to leave and
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
its turns. After 10 rounds, the gas valves close and the stone block rises back into the ceiling. Any puzzle cubes still in their cavities are pushed out, and the trap resets. Any character searching
the tunnel for traps spots the raised stone block with a successful DC 16 Wisdom (Perception) check. The weight of the block makes it impossible to hinder its descent. Any character who examines the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
20. False Tomb Nested in the ceiling of the western tunnel is a stone block. A character who searches the tunnel spots the block with a successful DC 15 Wisdom (Perception) check. The block is part
of the room’s trap (see “Trap” below). This room smells of wine. On a checkerboard marble floor, a gilded coffin sparkles in sunlight streaming down from the chamber’s vaulted ceiling, which arches
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caldera drop away from the edge of the cone, making a 60-foot descent to the lava below. The rough rock of the caldera is not overly difficult to climb, but the area grows increasingly hot as
creatures descend. Pillared Hall. The dragon sleeps in the large hall on the left edge of the map, where a row of crumbling pillars supports the ceiling and a narrow channel of lava keeps the hall hot. Hoard
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
) The following locations are keyed to map 5.2. Stacey Allan & William Doyle Map 5.2: Maze of Mists View Player Version P13: Welcome Room This octagonal room has a domed ceiling and smells faintly of
magnetic trap within the chamber’s ceiling. Each creature in the room wearing metal armor is pulled up to the 30-foot-high ceiling, as are any metal objects or weapons that aren’t being worn or carried
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
and his entrails hanging out like frayed ropes. Despite its intimidating presence, the apparition has a cringing light in its eyes. “Why do you invade my home? Begone, I beseech you!” Strahd refuses
the rubble in 4 hours, and multiple characters working together can reduce the time proportionately. The cellar is a 30-foot-square room with mortared stone walls, a 10-foot-high ceiling supported by
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the room. (Unless they’re destroyed, most of them will mature into full-size giant spiders in a matter of weeks.)
Web Cocoons. Stone pillars hold up the 30-foot-high arched ceiling, which is concealed
.
T’rissa is as malevolent as the demonic god she worships and refuses to speak to non-drow, let alone negotiate with them. T’rissa stabilizes dying characters so that they can be implanted with spider
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
focus on the goristro while they take out the soldiers on its back. Nykaia knows about the Red Belvedere but refuses to provide any more information until the characters help with the goristro. If
machine rules found in Baldur’s Gate: Descent into Avernus. Driving. The helm of an infernal war machine is a chair with a wheel, levers, pedals, and other controls. The helm requires a driver to operate
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. King Melair’s Lost Tomb The dwarves have left many surprises here to prevent tomb robbers from reaching their king’s resting place. 29a. Second False Tomb Ceiling. This tomb has a 10-foot-high
, vaulted ceiling.
Sarcophagus. A black marble sarcophagus flecked with gold stands close to the south wall, its lid carved in the likeness of a dwarf king.
Crystal Panels. Ten glittering panels are
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
broke in half during its descent, its bow section gone missing but its stern plunged backward into the seafloor like a spike.
The sandy bed around the wreckage is scattered with partially buried
unnatural colors permeates this underwater cavern. The stern of the ship has broken through the cavern’s fifteen-foot-high ceiling near the center of the area. The nauseating light reveals a hideous
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->Princes of the Apocalypse
feet of the ceiling. The following boxed text assumes that the characters can see underwater: Through the water looms a colonnade supporting an arched pediment above a long portico. Behind the
characters to the pit. P8. Sloping Cave Stalactites cover the ceiling of this cave, which slopes down toward the south. Embankments skirt the edges, and small, flat stones rise from the water, which is about
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
the character refuses the offer, the altar emits smoke that coalesces into a hulking figure. This hostile figure uses the clay golem stat block, but it is an Undead instead of a Construct. If the
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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
effort (see “Resisting the Rhyme”). After a few minutes, Ebder begins humming the melody as well, though he is unaware of it at first. Moments later, the hatch in the ceiling of the upper floor (area
all the commotion interferes with his work. Crinkle and Gailby are not present. Varnyr refuses to speculate about the “malaise,” since she’s not a spellcaster and doesn’t want to guess at the cause
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->Vecna: Eve of Ruin
creature that steps inside the corridor triggers a trap. When the creature touches the corridor floor, the floor tiles depress, and a slab of stone lodged in the ceiling lowers to the ground, sealing
damage on a successful one. The stone slab seals off the corridor until the next dawn, when the slab rises into its ceiling cavity and the trap resets. In the meantime, a creature can use an action to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
ceiling hung with stalactites and clumps of slender, luminous crystals that bathe the cavern in a soft, violet light. Passages lead east and west. To the east, the tunnel ascends. The western passage is
hangs from the ceiling above the debris. It ate several cultists before the others started avoiding the area. Eager for more humanoid flesh, the roper attempts to subdue as many of the adventurers as
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->Ghosts of Saltmarsh
oppressive hallway reeks of mildew and rotting fish. The walls are severely stained, and the ceiling sags where pockets of water and fungus weigh it down. The sounds of creaking wood and dripping water
the group. T5. Dark God’s Chapel This cavernous room smells of decaying fish and seaweed. The walls, floor, and ceiling are covered with carvings of complex spirals and smeared with blood. Crude chairs
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
reaches to the cavern’s ceiling, forming a vast fungal tower.
Two myconids approach the site in awe, not minding the carpet of rot under their feet. You sense their minds come alive in wonder, and
merchant stalls, where the duergar hands the gem to a svirfneblin for appraisal. The gnome refuses to return the gem, instead giving it to one of her svirfneblin apprentices. The young apprentice skulks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Each scroll is a sheet of parchment measuring 3 feet wide and 6 feet long. C3. Armory This room is missing its ceiling. Stone racks along the walls hold giant-sized morningstars, shields, warhammers
. The chest contains two potions of healing (greater) and a rusty iron sphere (iron bands of Bilarro). C4. Mess Hall This room’s ceiling is mostly intact, except for a portion to the south. This room
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
into darkness.
A stalagmite rises from the floor in the center of the room. A similarly sized stalactite hangs from the ceiling directly above it. The space between the two is occupied by a
leave with the final piece of the rod. She explains that the Material Plane is partly her creation—and she refuses to let an overzealous archlich unmake it. The Dragon Queen then commands the characters
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
continue to kill—these “invasive species” that disturb Onyari’s plants. Duskwalker will let the characters pass so long as they promise not to disturb the trees. The treant refuses to aid the characters
the east, this large hall narrows to a raised area with an altar. The north side of the building is a tangle of fallen stone and beams. The south side holds two doors.
The ceiling here is 20 feet
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, affording an unobstructed view of area U2 as the characters complete their descent. Wall of Stone. When the countdown timer reaches zero, a wall of stone magically appears on the stairs at the point marked
underside of the tower above this area and protrudes down through the ceiling. The embers falling from the rocket fill the area with bright orange light. At the bottom of the stairs, a thirty-foot-diameter
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
creature is either disguised in plain sight as a cloak or hiding on the ceiling. The cloaker uses hit-and-run tactics against the characters, rather than risking itself in a drawn-out fight. Treasure The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Features”). B10: Stalagmite Field Pools of bubbling liquid surround stalagmites in this cave. The center stalagmite extends toward the stalactite-covered ceiling.
The center stalagmite is actually a
ceiling; when combat begins, theyjoin the fight, trying to envelop the characters in magical Darkness. All four creatures here fight to the death. Roleplaying Sablewing. Captain Sablewing has no
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
stairs has the word “HAVEN” and a crude picture of a quill scratched into it, left by Machil before he made his descent. A narrow spiral staircase descends fifty feet from the ruins on the surface. A
, 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
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
-wide wooden rolling pin falls from the ceiling at the north end of the hall and rolls the length of the hallway, flattening creatures in its path. Each creature in the hallway must succeed on a DC 15
doll smugly. “Kitchen’s cwosed.”
The doll, Bubba Wugga, is positioned in front of the double door and refuses to let visitors enter the kitchen (area C10), per Uncle Nibblecheek’s instructions
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
ceiling, filling a large pool that covers the floor of this chamber. A hunk of scab floats in the blood.
Three invisible barlguras cling to the walls of this chamber, their claws digging into the soft
walls. The demons wait for prey to enter the room before attacking. They hungrily pursue more elusive prey. The barlguras tore the floating chunk of scab from the center of the ceiling, causing blood






