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Returning 17 results for 'both barriers diffusing ceiling replica'.
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both barriers diffusing calling replicate
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
sculpted rock. Anyone who has seen the castle recognizes this replica for what it is. The ceiling here is 15 feet high. A secret door in the south wall can be pulled open to a staircase landing (area X21
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
to walk on ceilings and climb over the tops of doorways. Furnishings that weren’t securely bolted to the walls or floor lie in disarray, or in shards, on the ceiling. Illumination. All rooms
, corridors, and staircases are lit by continual flame spells cast in sconces. The flames still point toward the ceiling, betraying their magical nature. They give off no heat. Room and Door Heights. All rooms
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
features. Light. The basement is dark. Torch sconces and hooks for lanterns can be found in each room, but no lanterns or torches are present. Ceiling. The ceilings in areas 1 through 3 are 10 feet high and
flat, while the arched ceiling in area 4 is 20 feet high to accommodate the mechachimera there. Walls and Floors. The basement is all worked stone, but the walls and floors have begun to crumble in
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
reveals them, which can happen in one of two ways: The characters find Strahd’s letter in the secret room behind the library (area 9). The characters find the replica secret door in the attic of the
. 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->Tales from the Yawning Portal->a3
24. Sandbox The two thick lines on the map mark the boundaries of a trap. A character who examines the ceiling 20 feet overhead as the party passes under one of the marked areas and makes a
copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
room. The polished walls gleam in the light of hanging lamps shaped like celestial bodies, and the ceiling is painted with constellations. On the east wall is a long stage with red velvet curtains
takes up two floors, with a 50-foot-high ceiling and a balcony that is accessible from the upper floor. If the characters arrive here during Quill’s party, see “Quill’s Party” later in the adventure for
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Noteworthy in the scene is the replica of the enormous sculpture hanging from the ceiling above the stacks (see area F1 for a description of the sculpture). Shemshime Medium undead
Armor Class 13
burst forth from the book like steam from a kettle, collecting along the ceiling until wisps of darkness outline a vague humanoid figure. Meanwhile, the scenes inside the book transform, creating an
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
), then bounce gently around on the ceiling, 30 feet above, just as a helium balloon. To stop this effect, a dispel magic or remove curse spell must be placed upon each such individual. There seems to be a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
barriers to gain access to the tunnel. As with the tunnels between chambers, escape tunnels are usually a steep climb or nearly vertical to make it difficult for non-flying creatures to follow. A tunnel
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->Icewind Dale: Rime of the Frostmaiden
he moves the lever to trigger a trap. Trap. When the lever is pulled, iron spikes spring out from the floor and ceiling to form barriers across each doorway. A creature in either opening must succeed
the spikes, but the gaps aren’t big enough for a character to slip through. The barriers of spikes grant three-quarters cover to creatures behind them. Each barrier has AC 15, 18 hit points, and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
dimensional barriers that prevent fiends from teleporting or summoning other demons within the sector. Fiendish Arena In this zone, a vampire named Issem culls the weakest demons using arena combat. When
signs of frescoes that once covered the walls here. A half-dozen ruined chandeliers hang from the cracked ceiling. In the northeast corner is a black gate.
Creatures. A vampire spawn keeps watch here
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
leading to a stone portico. Oil lamps hang from the portico ceiling by chains, flanking an oaken double door.
The double door opens into an empty antechamber. On the south wall is a shield emblazoned with
mahogany desk faces the fireplace of this private library, and two overstuffed chairs fill the room’s corners. Floor-to-ceiling bookshelves line the south wall. A rolling wooden ladder allows access
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
running through these tunnels end at a pair of wooden barriers. Three pillars of black basalt support the ceiling. The bucket chain passes through gaps in the western and eastern walls, its iron
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
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, Ooze Grottos, Predator Pools, Golem Laboratories, and Temples of Extraction. Zones are also labeled on the map. Areas are identified by numbers. Map 5.1: The Doomvault Dimensional Barriers Magic
or ethereal creature can’t pass between zones. A detect magic spell can’t penetrate the structure of the Doomvault to sense the dimensional barriers. Magic Gates Two types of magic gates, white and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
endless loop. The modrons are indifferent to other creatures and ignore creatures they trample or creatures that try to communicate. If faced with barriers, the modrons create simple structures (like
thin vapor drift through the space, emanating from narrow cracks in the floor and several giant holes in the ceiling. Through the space echoes the clangor of thousands of metallic feet. Countless modrons
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
the vaulted ceiling of this unlit chamber. East of the pillars, a duergar encased in an exoskeletal construct stands before a lowered iron portcullis. A similar creature stands in an alcove to the north
, hand-shaped indentation on its face. The plaque can’t be removed from the wall. If the fingers and palm of Xardorok’s gauntlet are placed in the indentation, the portcullis rises into the ceiling
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
below. Three-foot-high barriers line the causeway’s edges, funneling travelers toward the gatehouse of Vrakir’s imposing fortress.
The bridge crosses the lava river at its narrowest point, spanning 300
first layer of the Nine Hells. B25: Audience Chamber Pillars of writhing flame wrought in stone hold up the vaulted ceiling of this great hall. In the center, a magnificent, gilded throne gleams like the






