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Returning 35 results for 'ceiling door'.
Adult Deep Dragon
Legacy
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Monsters
Fizban's Treasury of Dragons
.
5
An adult deep dragon craves the knowledge stored in an aboleth;aboleth's nearby lair.
6
A spirit naga desperately wants to claim the key to a mysterious underground door from the hoard
that allow them to escape or ambush visitors if the need arises. A well-cultivated lair abounds with Underdark fungi and plants, with the floor, walls, and ceiling covered in carpets of mold and moss
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
false door, and the trap is triggered. Ceiling Trap. If the ceiling is prodded with any force, or if the doors are opened, the ceiling of the tunnel collapses. Creatures under the collapse must make
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
false door, and the trap is triggered. Ceiling Trap. If the ceiling is prodded with any force, or if the doors are opened, the ceiling of the tunnel collapses. Creatures under the collapse must make
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
false door, and the trap is triggered. Ceiling Trap. If the ceiling is prodded with any force, or if the doors are opened, the ceiling of the tunnel collapses. Creatures under the collapse must make
cobwebs. The ceiling overhead is obscured by hanging strands of webbing.
Casual observation will not reveal that the ceiling, 20 feet overhead, is composed of badly fitting stones. The cobwebs must be
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
climb or fly. Rooms. A room’s ceiling is at least as high as the room is wide, often higher. If a room’s ceiling height isn’t specified in the text, assume it’s the minimum height. Tunnels. A tunnel’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
climb or fly. Rooms. A room’s ceiling is at least as high as the room is wide, often higher. If a room’s ceiling height isn’t specified in the text, assume it’s the minimum height. Tunnels. A tunnel’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings It’s helpful to know the height of a ceiling, particularly if creatures in the area can
climb or fly. Rooms. A room’s ceiling is at least as high as the room is wide, often higher. If a room’s ceiling height isn’t specified in the text, assume it’s the minimum height. Tunnels. A tunnel’s
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
succeeds on a DC 20 Wisdom (Perception) check can find the door. Also, anyone who raps or sounds on the ceiling in the door’s area hears it is hollow, indicating a space beyond. Eventually the small tunnel
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->Tales from the Yawning Portal->a7
succeeds on a DC 20 Wisdom (Perception) check can find the door. Also, anyone who raps or sounds on the ceiling in the door’s area hears it is hollow, indicating a space beyond. Eventually the small tunnel
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->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
packed floor to ceiling with human skulls. It takes 5 minutes for a single character to clear a path into the room. Multiple characters can work together to clear a path more quickly. Once the skulls are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2a. Guard Room This empty room lies behind a secret door. The ceiling is 10 feet high. Two arrow slits are carved into the east wall.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
E5. Temple This area contains five secret doors, including one that opens up into one of the stone pillars holding up the ceiling. A bloodstained limestone altar stands at the far end of the room
. Dazlyn and Norbus got this far into the temple before an ochre jelly scared them off. It clings to the ceiling above the altar. If the party includes two or more characters (not counting sidekicks), a
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
E5. Temple This area contains five secret doors, including one that opens up into one of the stone pillars holding up the ceiling. A bloodstained limestone altar stands at the far end of the room
. Dazlyn and Norbus got this far into the temple before an ochre jelly scared them off. It clings to the ceiling above the altar. If the party includes two or more characters (not counting sidekicks), a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
succeeds on a DC 20 Wisdom (Perception) check can find the door. Also, anyone who raps or sounds on the ceiling in the door’s area hears it is hollow, indicating a space beyond. Eventually the small tunnel
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->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
packed floor to ceiling with human skulls. It takes 5 minutes for a single character to clear a path into the room. Multiple characters can work together to clear a path more quickly. Once the skulls are
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Trolling the Troglodytes Ceiling. This ceiling varies in height from 15 to 30 feet.
Battle. A five-armed troll is engaged in battle with six troglodytes in the northwest part of the cave.
Pit
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high, 10-foot-wide rock formation shaped like a huge clawed hand thrusts up from the floor in the west end of the cave. (A secret door is built into the ceiling directly above the claw.)
The claw is
like a tiny bulbous nose. This key unlocks the iron doors of Zox Clammersham’s palace (see area 7 on level 13). The secret door in the ceiling can be reached by anyone who stands atop the rock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Trolling the Troglodytes Ceiling. This ceiling varies in height from 15 to 30 feet.
Battle. A five-armed troll is engaged in battle with six troglodytes in the northwest part of the cave.
Pit
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high, 10-foot-wide rock formation shaped like a huge clawed hand thrusts up from the floor in the west end of the cave. (A secret door is built into the ceiling directly above the claw.)
The claw is
like a tiny bulbous nose. This key unlocks the iron doors of Zox Clammersham’s palace (see area 7 on level 13). The secret door in the ceiling can be reached by anyone who stands atop the rock
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X26. Secret Alcove Two secret doors lead to this room. When either door is pulled open, read: Hundreds of skulls fall out of a cavity behind the door. This room has a 30-foot-high ceiling and is
packed floor to ceiling with human skulls. It takes 5 minutes for a single character to clear a path into the room. Multiple characters can work together to clear a path more quickly. Once the skulls are
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2a. Guard Room This empty room lies behind a secret door. The ceiling is 10 feet high. Two arrow slits are carved into the east wall.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X2a. Guard Room This empty room lies behind a secret door. The ceiling is 10 feet high. Two arrow slits are carved into the east wall.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Drop to Level 10 Hole in Floor. Carved into the floor is a smooth, 10-foot-square stone shaft. (The shaft descends 10 feet before opening in the ceiling of area 3b on level 10, directly above the
huge altar there.)
Alcoves. Six dark alcoves line the walls. (At the back of one is a secret door that opens into a closet, which has another secret door that leads to area 40.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Drop to Level 10 Hole in Floor. Carved into the floor is a smooth, 10-foot-square stone shaft. (The shaft descends 10 feet before opening in the ceiling of area 3b on level 10, directly above the
huge altar there.)
Alcoves. Six dark alcoves line the walls. (At the back of one is a secret door that opens into a closet, which has another secret door that leads to area 40.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
homunculus has been. If the door is opened, the coin falls to the floor with a little clatter. The room is stuffed from floor to ceiling with junk. Most of it is worthless, but characters who spend 1
19. Southwest Storeroom A tiny copper coin has been wedged into the door frame and can be spotted with a DC 15 Wisdom (Perception) check. Otto places coins in door frames to keep track of where the
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
E5. Temple This area contains five secret doors, including one that opens up into one of the stone pillars holding up the ceiling. A bloodstained limestone altar stands at the far end of the room
. Dazlyn and Norbus got this far into the temple before an ochre jelly scared them off. It clings to the ceiling above the altar. If the party includes two or more characters (not counting sidekicks), a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Trolling the Troglodytes Ceiling. This ceiling varies in height from 15 to 30 feet.
Battle. A five-armed troll is engaged in battle with six troglodytes in the northwest part of the cave.
Pit
. The southwest edge of the cave borders a 30-foot-deep, yawning pit with nothing in it.
Secret Door. The north wall contains a secret door that swivels on a central axis. The secret door can be seen
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-high, 10-foot-wide rock formation shaped like a huge clawed hand thrusts up from the floor in the west end of the cave. (A secret door is built into the ceiling directly above the claw.)
The claw is
like a tiny bulbous nose. This key unlocks the iron doors of Zox Clammersham’s palace (see area 7 on level 13). The secret door in the ceiling can be reached by anyone who stands atop the rock
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Rallying Hall This wide hall has a 50-foot-high ceiling that angles down to 20 feet high as it travels north and east. Shouts echo from area 36, the door to which is slightly open.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Rallying Hall This wide hall has a 50-foot-high ceiling that angles down to 20 feet high as it travels north and east. Shouts echo from area 36, the door to which is slightly open.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
homunculus has been. If the door is opened, the coin falls to the floor with a little clatter. The room is stuffed from floor to ceiling with junk. Most of it is worthless, but characters who spend 1
19. Southwest Storeroom A tiny copper coin has been wedged into the door frame and can be spotted with a DC 15 Wisdom (Perception) check. Otto places coins in door frames to keep track of where the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Drop to Level 10 Hole in Floor. Carved into the floor is a smooth, 10-foot-square stone shaft. (The shaft descends 10 feet before opening in the ceiling of area 3b on level 10, directly above the
huge altar there.)
Alcoves. Six dark alcoves line the walls. (At the back of one is a secret door that opens into a closet, which has another secret door that leads to area 40.)
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
homunculus has been. If the door is opened, the coin falls to the floor with a little clatter. The room is stuffed from floor to ceiling with junk. Most of it is worthless, but characters who spend 1
19. Southwest Storeroom A tiny copper coin has been wedged into the door frame and can be spotted with a DC 15 Wisdom (Perception) check. Otto places coins in door frames to keep track of where the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
leather-bound tome (Ezzat’s spellbook) is clutched to the statue’s chest.
Secret Door. Hidden in the ceiling is a secret door leading to area 23 (see “Stone Plug” below).
The statue projects an
statue is destroyed, it turns to dust. A delayed blast fireball spell (save DC 20) then immediately detonates in its space. Stone Plug. The secret door in the ceiling is an airtight, circular stone plug 8
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
35. Rallying Hall This wide hall has a 50-foot-high ceiling that angles down to 20 feet high as it travels north and east. Shouts echo from area 36, the door to which is slightly open.