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Returning 35 results for 'ceiling continue'.
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calling continue
ceiling continues
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Monsters
Fizban's Treasury of Dragons
connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s
the air is cool and slightly damp.
Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys
Monsters
Fizban's Treasury of Dragons
ceiling, casting dim light in a 30-foot radius.
Chimneys. Two chimneys connect the main caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
skeletons. The triangular pillar’s apex points toward the pit. Scratches on the floor and ceiling, scribing short arcs on either side of it, are easy to see. Someone who examines the pillar notices that it
examines the floor or the ceiling finds scratches that scribe an arc from one corner to the other. Pushing on one side of the apparent dead end causes the triangular pillar to pivot as noted above. If
Compendium
- Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
footprints you’ve been following continue through these caves. In the center of the floor in the first cave is a human-sized boot.
The ceiling is 15 feet high, but the webs cover the top five feet of
for several minutes before the passage turns north and leads up a set of natural stone steps. A group of caverns continues out ahead of you.
The ceiling of these caverns is choked with webs, and the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Baphomet and Yeenoghu is a maze of passages that grant access to the deeper passages of the Labyrinth. The tunnel you have been following gradually widens until it opens into a cave with a high ceiling
overhead. Patches of glowing fungi cling to the walls and fill the chamber with dim light. Columns of stone support the ceiling, the rock marbled with veins of glittering crystal. Across the chamber, a
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
caves to the three chambers above. Each chimney appears to continue up through the ceiling of the upper level and down through the floor of the lower level, but the dragon’s magic warps space within the
and slightly damp. Glowing Crystals. Large clusters of glowing amethyst crystals grow out from the walls and ceiling, casting dim light in a 30-foot radius. Chimneys. Two chimneys connect the main
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
prison staff on sight. It won’t leave the room and attacks anyone it doesn’t recognize. Hatch. A wooden ladder leads to an iron hatch in the ceiling. An arcane lock spell seals the hatch (see “Prison
the ceiling. An arcane lock spell seals the hatch (see “Prison Features” page 155), which opens onto the roof. R13. Storeroom Supplies are stored here in crates and other containers. At present, the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
can escape. If they join the battle instead, Iymrith uses her frightful rage. If one or more characters continue to harass her, she focuses her attention on Harshnag while using her legendary actions
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
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a beam without slipping and falling into the awfulness of area 1E. The stone steps that wind around the outer wall come to a small (approximately 3 feet by 3 feet) stone landing, then continue upward
to the third level. Characters are safe from falling as long as they stay on the landing or the steps. A trapdoor closes off the top of the stairs at the ceiling. The door is latched with a simple
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
his lair, which lies beyond the opening in the ceiling. Statue Guardian. If the characters approach the statue, the panther will stand and pad menacingly in their direction … and then continue on
skins. A cat-o’-nine-tails hangs beside them.
To the west the room widens to accommodate a statue that towers almost to the ceiling. The statue is an ogre-like figure, outfitted in flayed skins and
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
walkways by succeeding on a DC 10 Wisdom (Perception) check. After finding the prints, they can continue to track them through the sewer tunnels by succeeding on a DC 15 Wisdom (Survival) check. For
The tracks end at another maintenance shaft in the ceiling of the tunnel. A cord dangles down from the shaft; pulling on it releases a folding ladder that can easily be climbed. The shaft terminates
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
through the gates, instructs them to continue straight ahead, then quickly disappears down a side passage. Walking across the threshold of Gravenhollow is like stepping into another realm. The
the level to your right and left, with doors opening into so many rooms that you doubt you could explore them all in a single day.
The ceiling is bright, with rainbows trapped in hundreds of crystal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and a ceiling lined with dripping icicles. A wisp of steam rises from a roughly circular pool in the northern half of the cave. South of the pool is a shallow crater filled with oversized snowballs
pool containing its unborn young H24. Remorhaz Mother This enormous cave has glassy walls and a smooth, domed ceiling forty feet overhead. The cavern contains two large pools, both of which have steam
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->Rrakkma
Area Information Dimensions & Terrain This chamber is thirty feet by fifty feet. A viscous fluid comprised of water mixed with grainy sand and earth, drips from the ceiling coating the floors and
advantage of their shadowy surroundings to get the drop on the adventurers and continue to hide in the shadows throughout combat.
EXPLORATION
The water is not drinkable and attempting to do so
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
shimmer from the sound. Any character within 20 feet of the doorway must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can
dragon, it hangs suspended by chains from the ceiling of this chamber, blasted with fire to a dark ebony hue and bound by thick bands of bronze. Draconic runes etched into its surface glow with a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X32. Lower East Hall The walls and ceiling of this great hall are coated in amber that glistens like fresh honey. Dust covers the black marble floor. To the north, the hall has collapsed, leaving a
becomes an NPC under the Dungeon Master’s control, although the DM can allow the player to continue playing the evil character.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
shimmer from the sound. Any character within 20 feet of the doorway must succeed on a DC 12 Strength check to continue pushing against the pressure of the sound. A failure indicates the character can
dragon, it hangs suspended by chains from the ceiling of this chamber, blasted with fire to a dark ebony hue and bound by thick bands of bronze. Draconic runes etched into its surface glow with a purple
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
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
pen. If the characters try to set the goats free by dismantling or damaging part of the fence, the skulls atop the fence posts begin howling and continue to howl for 1 minute. The racket attracts
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
area. 5. Spider Nest The north–south section of this hallway is filled with sheets of webbing (see the sidebar). An ettercap lurks in here, latching onto the ceiling over the door to area 6. Two
Mate’s Cabin The smashed wreckage of a bed, dresser, and desk covers the floor of this room. Thick webs extend from floor to ceiling, making it impossible to clearly see the walls beyond. Hundreds of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
(Mis)Fortune Once the battle is over, the characters continue the voyage to the Greypeak Mountains, following up on the information gained in the Horn Enclave vault. The mysterious wizard, Lottie, is
rectangular object hanging from the ceiling fifty feet farther down the tunnel. This “trap” can be disabled with a DC 14 Dexterity check using thieves’ tools. Stepping on the pressure plate or failing to
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
character who makes a successful DC 18 Strength (Athletics) check. Net Trap. A large net trap is installed in the ceiling of the corridor leading from area 1 to the gate that blocks entry into area 2. The
net falls when a creature in area 2 releases the rope that holds it in place. The net can easily be spotted by anyone who looks toward the ceiling. When a creature releases the net, a 10-foot-square
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Aside from a large amount of plaster that has fallen from the ceiling, this room is bare.
The floor in the room above (see area 14) is considerably weaker than elsewhere, a fact visible to any who look
powders (5 gp each). 9. Kitchen This kitchen is dirty and damp, with patches of gray mold and cobwebs on the floor, walls, and ceiling. In the southwest corner is some iron cooking equipment with a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, pillars, columns, walls, or floors. For example, an earthquake spell would not trigger a ceiling collapse or create fissures in Undermountain. Doors and furnishings, however, are not protected in this way
. While they are in Undermountain, characters who receive spells from deities or otherworldly patrons continue to do so. In addition, spells that allow contact with beings from other planes function
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
horizon.
The headstones continue in every direction no matter how far a character travels. Each headstone is inscribed with the name of a different individual who died within Strahd’s domain (the
the characters are still in this haunted zone after 10 minutes, the water level reaches the room’s ceiling, and each character in this haunted zone gains 1 level of exhaustion and exits the zone.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
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
Var (area 10) has a key in his possession. Steel Orb. A magic steel orb is hidden in a recess in the ceiling 20 feet up. Spotting it requires a successful DC 20 Wisdom (Perception) check. The steel
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
continue digging the place out, while their masters stay inside the part that has already been opened up. It’s here that preparations are being made for the sacrifice of the yuan-ti’s prisoners. When the
pillars support the ten-foot-high ceiling, and the northern half of the enclosed area is bathed in bright light, making it easy for you to see the horrific scene playing out in the far end of the room
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the party enters this section of the mine, the jelly begins stalking the group, instinctively waiting for an opportunity to attack a lone target. Low Ceiling. Because of the low ceiling in this area
cling to the ceiling. The monsters find scant living prey in the mines and are ravenous. Since the characters are probably looking at the skeletons on the floor, the stirges are likely to get the drop
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
while the characters traverse the tunnel. The tunnel continues for what feels like forever before the ceiling suddenly begins to rise. The walls frame an impossibly tall canyon that slowly widens, the
defeated or befriended Raah, they can continue beyond the ancient deep crow’s cavern toward the ritual site. The ancient deep crow’s cavernous lair begins to taper down again, revealing another canyon passage ahead. The light of volcanic vents fades behind you as you continue into darkness.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Greater Caverns Locations The following locations are keyed to map 6.3. Mike Schley Map 6.3: Greater Caverns View Player Version G1: Warren Tunnels The domed ceiling of this chamber drips with
, completing the macabre decoration.
The steady drip of water from the ceiling down the walls and over the stony corpses creates a shallow pool in the northeastern portion of the cave.
The calcified
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters enter, there are 1d3 additional tunnels leading out. These tunnels can exit the cave through the floor, ceiling, or at odd angles.
Tunnels. Most tunnels in the Labyrinth are 5 to 10 feet
, the earth has shifted horizontally, creating tunnels that end suddenly only to continue hundreds of feet away.
Any rift the characters encounter has a 75 percent chance of featuring a bridge or
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
throughout this cold, spacious chamber. Soft blue lights blink across their upright faces, and wires snake from the towers along the floor and ceiling.
“You shouldn’t be here,” echoes a familiar voice in
: “What have you done?
What have you done!
Back to the darkness,
Into the void.”
After Aphelion dies, any robots still aboard the ship default to their core programming and continue their
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
course.
4: Sun Thick vines cover every wall in this chamber, which splits into three parallel hallways separated by walls that don’t quite reach the ceiling. The ceiling emanates a scorching, fiery
the Fool card.
This room is a version of the Surface of the Sun trap in chapter 4, but it differs from that trap in the following ways: Hotter Ceiling. Characters inside the room take 11 (2d10) fire
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
prearranged signal. 4. Galley Stores From iron hooks set into the ceiling hang three long strings of sausages, a large ham, and a hunk of meat. Against the hull are three sacks. Set against the bulkhead beside
ceiling above.
In the gloom, you can see three hammocks — one at each end of the cabin slung between the bulkhead and one of the ship’s ribs, and the third hanging across the corner of the cabin from






