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                        Returning 35 results for 'clings with room'.
                    
                
                        
                            
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                                                     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->a3
                                                    
                                                
                                            
                                                    8. Courses of the Gods This room is wet, and the walls are covered with a slimy, white buildup. There is about an inch and a half of water and mud blanketing the floor. Many overturned pedestals and
                                                
                                            
                                                
                                                     pieces of broken statuary lie on the floor, partially buried in the mud. Opposite the entrance to this room is another door.
 Only one pedestal remains standing, in the northwest corner. On it sits a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    6. Caretakerâs Quarters Phosphorescent lichen clings to the walls of this 30-foot-high cavern. Stronk, a brutish fomorian, lairs here. Somehow the giant formed a bond with the purple worms, becoming
                                                
                                            
                                                
                                                     arrive. Characters looking around the room can see the remnants of the fomorianâs grim meals â travelers lost in the Wormwrithings or egg-hunting adventurers. Venturing into Stronkâs lair without waking
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    30. Throne Room Phosphorescent lichen illuminates this cave, the floor of which is covered with pools of green slime. More green slime clings to the ceiling and forms hideous drapes along the walls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Revelâs End Locations (R1-R8) The following locations are keyed to map 2.12. R1. Pier Ships dock here to offload prisoners and supplies. R2. Elevator A sturdy wooden scaffold clings to the 160-foot
                                                
                                            
                                                
                                                     north wall of the northern guard room is an iron lever that raises and lowers the elevator in area R2. R4. Hospital This chamber contains a dozen beds. Cabinets along the north wall hold enough
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    35. Xipeâs Audience Chamber (Zee-PAY) When the door comes open, a rush of warm, fetid air greets you. The room is lit with a sanguine glow. On the wall opposite the door are tacked several human
                                                
                                            
                                                
                                                     skins. A cat-oâ-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->Curse of Strahd
                                                    
                                                
                                            
                                                    K62. Servantsâ Hall This hall stands in deadly silence. Heavy beams support a sagging, ten-foot-high ceiling. Fog clings to the floor, obscuring everything that lies less than three feet above it. A
                                                
                                            
                                                
                                                    . He has served the master for uncounted years and is devoted to him. Cyrus tries to get the characters to retire to their âroom in the towerâ (area K49). If the characters arenât sure what room he is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     weight. The building is accessible by ramps from areas D3 and D5, as well as stairs that rise from the lake. A rickety wooden deck clings to the outside of the structure 6 feet above the water. Use the
                                                
                                            
                                                
                                                     following boxed text to describe the buildingâs interior: This room is a charred mess. Hazy smoke hangs over scattered piles of burned and broken shelves intermixed with whatever those shelves contained
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     the spells Cephalossk has prepared (see the sidebar in the âMind Flayerâ entry in the Monster Manual). 11e. Elanâs Room Familiar. Elanâs familiar, a black spider with blood-red markings, clings to the
                                                
                                            
                                                
                                                    11. Student Dormitories Each room contains identical furnishings: Pneumatic Tubes. A row of five pneumatic tubes is attached to one wall. These tubes connect to the reading niche (area 6), the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon Delves
                                                    
                                                
                                            
                                                    T12: Ghastly Work Jodie Muir  npc with zombies The stench of death fills this pillared hall. Two ten-foot ladders lean against the west wall. A rotting figure in a crimson robe clings to each ladder
                                                
                                            
                                                
                                                     instructions given to her by the statue of Orcus in the next room (area T13). One zombie steadies each Ladder while another zombie perches precariously near the top, paintbrush and paint pot in hand
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                     the prisonâs northern entrance at the top of a 160-foot-high cliff with a pier protruding from its base. A giant wooden crane stands nearby, and a wooden scaffold clings to the cliff face. Characters
                                                
                                            
                                                
                                                     either the storeroom (area R13), the kitchenâs cold storage room (the middle room off area R8), or the pantry (the northernmost room off area R8). If more than one Small character stows away, pick one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     protruding from its base. A giant wooden crane stands nearby, and a wooden scaffold clings to the cliff face. Characters approaching from the south can also see the prisonâs south entrance and the trail that
                                                
                                            
                                                
                                                     guard room (area R3). These guards insist on confiscating the charactersâ weapons. In addition, one guard searches each character for concealed weapons. A character can conceal a dagger or similarly
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the prisonâs northern entrance at the top of a 160-foot-high cliff with a pier protruding from its base. A giant wooden crane stands nearby, and a wooden scaffold clings to the cliff face. Characters
                                                
                                            
                                                
                                                     either the storeroom (area R13), the kitchenâs cold storage room (the middle room off area R8), or the pantry (the northernmost room off area R8). If more than one Small character stows away, pick one
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Heroes of the Borderlands
                                                    
                                                
                                            
                                                     research here. Books. The books in this room cover topics related to alchemy, geometry, and metallurgy. They are hard to parse, and none of them are valuable to the characters. Iron Tome. The open tome
                                                
                                            
                                                
                                                     Carrion Crawler clings to the hallâs ceiling. It is Hostile toward all other creatures and fights them on sight. C5: Wizardâs Laboratory Luca Bancone  Esoteric apparatuses and strange reagents line
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , represented him. Her power to harness the Weave clings to the fabric of her works, giving her the ability to bring these monsters to life on command. Ultimately, Neverember used his influence to ruin Kalain
                                                
                                            
                                                
                                                     Vhaspar Holmdreg (LG male Illuskan human priest), who rents a room in the west wing of the residence and works in the North Ward at the Hospice of St. Laupsenn, a temple of Ilmater, god of suffering
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     carrion crawler clings to the ceiling in this room, waiting to ambush entrants. Characters who have a passive Wisdom (Perception) score of 13 or higher notice the carrion crawler before it attacks. A
                                                
                                            
                                                
                                                     Schley  Map 2.2: Buried Ziggurat, Tier 4 View Player Version B27: Jesterâs Burial Room The walls of this burial chamber sport colorful murals of a human court jester entertaining her king and queen. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Caer Locations (C10-C19) C10. Servantsâ 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. Kadrothâs 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->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
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     crocodile that nests to the rear of the shrine. If the characters attack the crocodiles, their mother joins the fray 2 rounds later. 16B. Mosaic Floor Moss clings to the stonework throughout this hall. The
                                                
                                            
                                                
                                                     this occurs, read: The pedestal rotates, and an ornate stone cube emerges from a hatch on its surface.
 The characters can now safely take the puzzle cube. 16D. Hidden Room A strange grid is etched
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                    6. Annamâs Temple When the characters enter or peer into this temple, read: Thick frost clings to every surface of this 100-foot-high vaulted chamber. Seven enormous statues dominate the room. The
                                                
                                            
                                                
                                                    , ice-covered sconces made of iron.
 The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     diameter. Mist clings to the looming stone tentacles and swirls around in the pit. Familiar shapes appear and recede in the pitâs mists. In a flash, you realize the mists mimic the town of Phandalin in
                                                
                                            
                                                
                                                    . Four Fragments. If the fanatics have recovered four obelisk fragments, Hashutu is in this room, eating a brain while pondering the fanaticsâ failures. Treasure. A shelf on one wall holds a potion of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Prisoner 13
                                                    
                                                
                                            
                                                    : Elevator A sturdy wooden scaffold clings to the 160-foot-high cliff separating the prison from the dock. Looming above the scaffolding is a wooden crane that is controlled from area R3. The crane raises
                                                
                                            
                                                
                                                     travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     a natural cavern under Oztocan. Torches light the tunnel at 10-foot intervals. When the characters reach the cavern, read the following: Dampness hangs in the air, and fungus clings to the walls of
                                                
                                            
                                                
                                                     carvings on the granite slab, the furniture behind it, or the guards: Torches mounted to four pillars light this ancient room. In the center of the room, a table and several chairs are situated in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    : Elevator A sturdy wooden scaffold clings to the 160-foot-high cliff separating the prison from the dock. Looming above the scaffolding is a wooden crane that is controlled from area R3. The crane raises
                                                
                                            
                                                
                                                     travel all the way up or down the scaffold. R3: Guard Rooms This room contains a table with four chairs, and a cabinet holding whetstones and other simple supplies for repairing armor and weapons
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    , crudely butchered. Beside it is a blade in the shape of a paring knife the size of a longsword.
 Garagai used this room to carve up whales and harvest their oil. Treasure. An alcove west of the
                                                
                                            
                                                
                                                     cage to hold Norsu when the mammoth was younger. Now it holds Silja and Finn Dejarr (neutral good human commoners), who are described below: Silja is a spindly girl with pointy teeth. Snow clings to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     2.1: Buried Ziggurat, Tiers 1-3 View Player Version B1: Statue Room When the characters ascend the monument, read or paraphrase the following text: Near the zigguratâs peak, a once-secret entrance
                                                
                                            
                                                
                                                     room.
 Footprints of several humanoids are visible in the dust, stopping in front of the center cylinder. Shortly after all characters enter the chamber, the corpse (or anything propping the door open
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     moving onto it. 6. Food Storage Thick webbing chokes this room, partially covering strung-up bones, shriveled limbs of humanoids and animals, and other gruesome remains. Four human-sized bundles hang
                                                
                                            
                                                
                                                     within the mass of webbing, a little less than ten feet into the room, while small spiders scurry everywhere.
 A character who watches the webbed bundles for a few moments and succeeds on a DC 10 Wisdom
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     rattling of chains all around them. 12. Dressing Mill Eight orcs work here under the watch of a fire giant. The bucket chain moves from north to south through this room, the iron buckets dangling a few feet
                                                
                                            
                                                
                                                     Persuasion) check. The giant carries a 2-foot-long iron key that unlocks the iron trunk in area 16B. 13. Overseerâs Office The room to the south of the dressing mill contains a basalt table, a barrel of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     areas 2, area 5, area 6, area 8, and area 11. Level 2 This level is 50 feet above the sinkhole floor. A rocky, uneven ledge clings to the outer wall of the hole and has coral, plant life, and the
                                                
                                            
                                                
                                                     geyser of steam shoots up from a vent in the bottom of the shallow basin, sending out a loud hissing noise as it erupts. Any creature in the small, circular room when the geyser erupts is engulfed in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     against the south wall. The air is quite cold in here, and a chill mist clings to the floor. A large adjoining room to the north looks like someoneâs bedchamber.
 Doors lead out to the south and the
                                                
                                            
                                                
                                                    , and four more skulk in the shadows of the ruined enclosure at the west end of the room. The monsters hide so they can surprise intruders. If the ghouls succeed in paralyzing a character, the nearest
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     each pool keeps its water from draining out. Numerous tiny drain holes near the tops of the sunken pools prevent them from overflowing. D3. South Massage Room This room contains a massage table draped
                                                
                                            
                                                
                                                     retaliation. Jabaz doesnât know what lies beyond the secret door. D4. North Massage Room From midnight to dawn, a male human necromite of Myrkul guards this room unless heâs drawn to area D2 by sounds of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     trapdoor entrance that leads up from Murky Lake. A recessed pool lined with moldy clay tiles takes up most of this large square room. Stagnant water fills the depression to a depth of one foot. Rising
                                                
                                            
                                                
                                                     another corner. Five closed doors lead from the room.
 Dress Dummies. Seven humanoid-shaped dressing dummies stand in the cornerâfour of Medium size and three of Small size. Six of them are adorned with
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
                                                    
                                                
                                            
                                                     number and name the parts of the Abyss, declaring that this demon lord or that rules a portion of the place. When your house is on fire, does it matter what the flames look like in each room? Should you
                                                
                                            
                                                
                                                     bother to give them names? Whatâs important is escaping and putting out any fire that clings to you.
 The Unknowable Abyss The Abyss is a puzzle to those who study demons and an attraction for those
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     in the southeast corner of the room.
 The same earth tremors that shattered the gate marred the walls and floors with cracks, and patches of the 30-foot-high ceiling have fallen as well. Four
                                                
                                            
                                                
                                                    . Reinforcements. The duergar in area B5 and the cultists in area B7 hear any battle in this room. However, they are used to Narthamâs bulette making noise, so it takes a while before they become
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     grown shoddy with the passage of years. A blazing fire in the hearth barely gives any warmth to the room. You see a man behind the counter, methodically cleaning glasses. Three older women huddle
                                                
                                            
                                                
                                                     her, yet she clings to life. But I fear she wonât survive another visit!â
 Russell: âAll right, Ismark. You bought us drinks and told us about the Devil Strahd and your sister. How can we help
                                                
                                            
                                        






