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Returning 35 results for 'detailed ceiling'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
present. The building also has the features detailed in the “Lighting and Plumbing” sidebar. 19a. Ransacked Quarters The walls of this room are carved to look like natural rock, giving the chamber a
bleached human skulls, wooden bowls, and wooden tankards also lie on the floor.
Canoe. An intact canoe hangs by hooks from the ceiling. It can hold up to six characters and their gear. Packed inside the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the observatory leads into the building’s ground floor. Suspended from the ceiling is a clockface ten feet across, surrounded by slowly turning gears. Slender metal chains descend from the gears
apocalyptic Heralds of the Comet, can use such telescopes to locate obscure wonders, like the Donjon Sphere. The Solar Bastion, Heralds of the Comet, and Donjon Sphere are detailed in chapters 10, chapter
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->Ravenloft: The Horrors Within
ruin are depicted on map 2.7 and detailed here: Outer Bailey and Gallery. The castle’s entry, called the Maw by Azalin’s servants, remains partially intact. Undead from the surrounding wilds lurk here
accessible only via gaps in the ceiling of the floor below. Within survives a circle of glass and emerald cylinders. These hold the remains of Azalin’s magical cloning experiments. A gigantic dragon
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
to climb the stone wall to the 10-foot-wide, 25-foot-deep crag above. The space within is cramped, with a 6-foot-high ceiling. This forces the baernaloth (see Morte’s Planar Parade) inside to contort
Scholar shares its secret with only one character. That character gains the following charm (a type of supernatural gift detailed in the Dungeon Master’s Guide). Eyes of the Impossible Supernatural
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
brilliantly lit indoor garden. The room’s domed ceiling glows with warm light, giving life to the lush plants along the stream. Nestled among the ferns, flowers, and palm trees in the garden are two
enormous bronze bowls filled with leafy pomegranates, pears, figs, and dates.
Sunlight beams down from this room’s ceiling. Secret Doors. The foliage hides secret doors: one in the southwest alcove
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
start of this round, every character must make a DC 10 Dexterity saving throw, falling prone and sliding 10 feet toward the port side on a failed save. Creatures climbing on the walls or ceiling do not
start of this round. If Krell is present, as detailed above, he attempts to launch his ambush at this point. Rounds 15 through 19 At the start of round 15, the ship rolls over on its port side
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
character who removes a coin from this room becomes cursed as noted above. E2: Second Level Heaps of rubble have fallen from this chamber’s partially collapsed ceiling. The room holds two stone crypts
through the ceiling and out of sight. Stairs and Ceiling. The door here leads to stairs once used to access area E3. However, the stairs are blocked by rubble that would take hours to clear. The hole
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Constitution saving throw or become infected with sight rot (detailed in the Dungeon Master’s Guide). If the pool is drained (perhaps using spells like stone shape) or the skin within is destroyed or
throw or become infected with sight rot (detailed in the Dungeon Master’s Guide). A character who examines the skin and succeeds on a DC 14 Intelligence (Nature) check can tell it comes from a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, forty-foot-wide chamber. The walls and floor are glassy smooth and black, refracting light into rainbows beneath the stone. The ceiling vanishes into darkness high overhead. In the center of the floor
, inlaid with white marble, is the word “Ask” in Common.
The ceiling in this oracular chamber is 80 feet high and smooth like the walls and floor. Loud Echoes. Sounds in this area echo loudly. Noises
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
blood, and the scent of iron hangs thick in the air.
Twenty stirges hang from the ceiling of this cave. Bright light or any noise louder than a whisper disturbs the stirges, causing them to attack. L3
side of the cave.
The ceiling of this soiled cave is 50 feet high. This cave once hosted dozens of bats, but a cloaker that dwells here devoured them. The hungry creature hides among the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to a gouge in the floor of that area. Leedara The elf waiting here is Leedara (a neutral ghost detailed in chapter 3) in her guise as a living Silvanesti elf. She’s here to aid the characters in
, they provide the facts detailed in those sections. S5: Vestry This bare room’s only adornment is a half dozen disintegrating robes hanging from pegs in the walls. A section of the wall has swung open
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Ruin Rubble chokes the southern half of this room where the wall and ceiling have collapsed. A character who examines the room and succeeds on a DC 12 Wisdom (Survival) check notices a set of
statues arrayed behind it.
This chamber’s vaulted ceiling is 50 feet high. Obsidian columns outline the walls, though a portion of the south wall has partially caved in, collapsing two of the columns
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
. An ancient wooden table surrounded by matching benches stands at the room’s center, near an ornate spiral staircase that climbs through the ceiling above. To the north are statues of githzerai
the Outlands) with a skull made of colorful glass shards. This mimir is further detailed in the “Mosaic Mimir” section later in this chapter. W6: Castellan Chamber If the two mezzoloths in this room
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
). This room’s ceiling is 30 feet high. The walls to the left and right of the entrance bear small bas-reliefs of a new moon, a waning moon, a half moon, and a waxing moon. When the moon reaches one of
end of its turn. On a failed save, the creature has the prone condition. This room’s ceiling is 30 feet high. This vault holds much of the Moonstalkers’ gold and treasure, but not all of it. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, Iaseda and her fellow Tears defend themselves and the pyramid fiercely, decrying the characters as defilers. What Iaseda Knows. Iaseda can relay the history of Bakar (detailed in this adventure’s
leads to area P7. P3: West Offering Temple A twenty-foot-tall statue of Amun Sa stands before the north wall of this square room, which rises to a domed ceiling. A few tidy cots lie along the floor
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
drow mage named Naxa, who is wearing a Cloak of Arachnida she found here. The cloak allows Naxa to climb on walls and ceilings, and she is currently on the vault’s ceiling. Meeting Naxa. If the
Jallizanx, the spyder-fiend tells the characters about the scrolls described in the “Treasure” section and offers this loot in exchange for its life. Reviewing the Map. The map is a highly detailed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
into the sea if the stalker is slain. Development. If the hags are captured, they provide detailed accounts of the assault on the island, and cackle in delight when speaking of the drowned ones. The
, which holds a pile of filth beneath a trapdoor in the ceiling. A ladder is bolted to the west wall below the trapdoor. The bricked-over outlines of three arrow slits line the east wall, and an entire
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->Strixhaven: A Curriculum of Chaos
materials finds recruitment flyers from 1d3 Extracurriculars. They also find “Help Wanted” ads for the Jobs at the Biblioplex. Extracurriculars and Jobs are detailed earlier in the chapter. B3. Student
living tree’s roots, which move occasionally and make the entire place feel alive. The ceiling is covered in painted leaves, which change colors depending on the season thanks to a permanent illusion
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
unlock each door (if applicable) is detailed on the maps throughout this adventure and listed as a parenthetical in encounter area headings. To open a card-locked door, a key card that grants access
Crew, maintenance workers, and technicians Blue Passengers Lighting Unless otherwise stated, the ship’s lighting—glowing, fluorescent panes set into the ceiling—remains functional but is turned off
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
are surprised when several many-legged creatures hurtle out of the northwest passage. These five aurumvoraxes (detailed in the “Aurumvoraxes” section at the end of this adventure) are hostile and
ceiling (see the “Dungeon Hazards” section of the Dungeon Master’s Guide) and drop on characters who wander in. Dangerous Joke. The back wall of one cavern has collapsed—seemingly on top of a miner
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
areas in between. When the adventurers enter the warehouse, read: In the areas where the walls and ceiling didn’t collapse, this warehouse contains no crates, no boxes, no barrels, and no wares of any
other kind. Directly in front of the missing door, the walls, ceiling, and floor have fallen away to reveal a deep sinkhole fissure. Inside the ruin, a hempen rope anchored firmly in the rubble
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->Dragonlance: Shadow of the Dragon Queen
creatures pass through the tunnel again. M2: Fallen Shop Mismatched bones lie scattered around this large chamber. Though the cavern itself is natural, its ceiling has caved in—and with it, part of a
all three skeletons are defeated, grasping skeletal claws reach from the ground, making the entire hallway difficult terrain. M6: Flooded Tavern The ceiling of this room is 20 feet high. The tunnel
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
cavernous 40-foot-high ceiling, and its lower chamber opens to the surface above. The lair also has the following features: Blue Crystals. Glowing blue salt crystals line the cave’s walls, most densely in
places that they look engulfed in ice. The crystals glow sedately with a dim light.
Investigation reveals the crystals to be salt, though they have special properties (detailed in “Bluemaw Cave Features
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
covered with glass vessels and books. Cabinets with glass doors line the walls, and they contain all manner of specimens. Just below the ceiling in the middle of the room, colorful globes circle each other
-diameter sphere of clear crystal sits in a circular brass stand.
The room is a detailed and convincing illusion of a grassy knoll on a moonless night. Springy turf compresses underfoot, and when the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
highest tier of the step pyramid holds a musty forty-foot-square chamber. Dust and sand coat its floor. Three bronze cylinders, each inset with a small door, span floor to ceiling in the middle of the
from the ceiling. Bright light or any noise louder than a whisper wakes the stirges, causing them to attack. A character attempting to retrieve the gems must succeed on a DC 15 Dexterity (Stealth) check
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Knock spell, but doing so prompts the guardians to attack. P5: Entrance Hall This airy chamber’s floor, walls, and lofty ceiling are made of gleaming white marble. Two doors lead from the room to the
fruit.
At the far end of the room, a large, semicircular atrium contains a splashing fountain. The atrium’s soaring ceiling is transparent, letting the sky’s colorful twilight glow fill the hall. An
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
ledges or cling to the high ceiling, attacking with their bows while staying out of the range of melee weapons. A drider retreats if reduced to 60 hit points or fewer. Drow Patrol The characters encounter
ever since. The slaves can provide the characters with a detailed description of the attack, confirming that the demon lord Demogorgon was behind the destruction. The slaves are desperate to escape from
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
dragons. Wyrmspeaker Rezmir favors them over all other types. Second, a detailed search coupled with a successful DC 10 Wisdom (Perception) check spots that many of the black dragon carvings have holes
hissing sound like dozens of angry snakes — or like liquid moving through open tubes. A moment later, liquid sprays out from dozens of tiny holes in the walls and ceiling. Wherever it splashes onto the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
appear to be black dragons. Wyrmspeaker Rezmir favors them over all other types. Second, a detailed search coupled with a successful DC 10 Wisdom (Perception) check spots that many of the black dragon
, followed by a hissing sound like dozens of angry snakes—or like liquid moving through open tubes. A moment later, liquid sprays out from dozens of tiny holes in the walls and ceiling. Wherever it
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
chamber. Below the catwalks sloshes a faintly glowing reservoir of wispy liquid, an incorporeal soup of howling souls. A frenetic assembly of complex, sputtering tubes and pumps descends from the ceiling
detailed here. Map 1.3 depicts a wing of the Nevervault. When the characters enter, read or paraphrase the following text: Otherworldly tubes bathe this lofty crypt in a dim red glow. Skeletal
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
characters encounter. d20 Encounter 1–2 1 chuul lurking in a pool of water 3 1d6 giant spiders clinging to the walls or ceiling 4–5 1 grell floating near the high ceiling 6–9 1d4 gricks hiding in a
settlements, such as Blingdenstone or Gracklstugh. The society member can provide detailed verbal directions that characters can follow to reach whichever Underdark settlement they desire. However
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
inconspicuously aboveground. There is also a Potion of Invisibility the cultists were saving for an emergency. C3: Uneven Chamber Roots protrude through cracks in the ceiling here. A stone stairway in the southeast
labeled “Healing Use Only.” C7: Fountain Room If the characters minimized the water pressure in area C8, omit the first sentence when reading aloud: Rusted pipes run along the walls and ceiling, and