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Returning 35 results for 'door and landing'.
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Spells
Player’s Handbook
through the door as it vanishes, landing with the Prone condition in the unoccupied spaces closest to the door’s former space.
Each time you cast this spell, you can create a new demiplane or connect
You create a shadowy Medium door on a flat solid surface that you can see within range. This door can be opened and closed, and it leads to a demiplane that is an empty room 30 feet in each dimension
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
closed, though most are unlocked and don’t require portal keys to enter. Each door on the staircase occupies a landing with at least two staircases connected to it, leading to and from other landings
of Ice, while a clammy bridge of basket fungus weaves toward a cavernous door to the Underdark. Landings are frequent along the staircase but vary in distance from one another. Every landing contains at least one door. Travel between landings can take minutes, hours, or days.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X21. West Staircase Three 10-foot-long staircases separated by 10-foot-square landings connect areas X18 and X36. Thick dust covering the stairs has not been disturbed in ages. The uppermost landing
has secret doors set into its north and south walls. The south door opens into area X19, and the north door opens into area X20.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W13. Back Staircase Thick moss covers the walls of this underground staircase. At the foot of the steps is a landing with an arched wooden door set into the north wall. This staircase connects areas W10 and W14.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K83. Spiral Stair Behind the door lies a dark spiral staircase. The staircase starts at area K78, climbs to a landing at area K83a, and continues upward to area K37.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
14. Guest Chamber This room is comfortably furnished for inhabitants of human size. A large section of the icy wall opposite the door vanishes for 1 minute when touched, exposing this room to the elements. Beyond the wall is an outdoor landing platform.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
14. Guest Chamber This room is comfortably furnished for inhabitants of human size. A large section of the icy wall opposite the door vanishes for 1 minute when touched, exposing this room to the elements. Beyond the wall is an outdoor landing platform.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Watchful Pillars Two stone pillars, each carved with dozens of lidless eyes facing in all directions, flank a double door. The doors swing inward, revealing a 10-foot-wide landing at the top of a staircase that descends hundreds of feet to level 15, area 1.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K83a. Spiral Stair Landing An extension of area K83, this landing is shown on map 11. This forty-foot-long corridor connects two spiral stairways, one leading up and the other descending into the
end of the west wall descends to a door leading to area K78. The stairs at the south end of the west wall lead up, ending at door that opens into area K37. Treasure The tapestry depicts Strahd’s father
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
Demiplane Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: S
Duration: 1 hour
You create a shadowy Medium door on a flat solid surface that you
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
horizontally, leading to a 10-foot-square landing (see below). A second set of stairs continues upward to the east at a similar angle for a distance of 30 feet horizontally, ending at a secret door that opens
into area K72. Landing Inscribed on the landing, hidden under years of dust, is a glyph of warding. If the characters brush away the dust, someone can spot the glyph with a successful DC 15
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
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
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
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
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
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
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
door vanishes, and any objects inside the demiplane remain there. Any creatures inside also remain unless they opt to be shunted through the door as it vanishes, landing with the Prone condition in the
Demiplane Level 8 Conjuration (Sorcerer, Warlock, Wizard) Casting Time: Action
Range: 60 feet
Components: S
Duration: 1 hour
You create a shadowy Medium door on a flat solid surface that you
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
4. Mud-Filled Doorway Southern Approach. If the characters come upon the doorway from the south, read: The landing at the foot of a short flight of steps is filled with mud and silt that partially
blocks the door leading north. The door is meant to open inward, for there are hinges on this side and a large grip to pull on.
Any attempts to open the door will meet with failure until the blockage
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
) pursue those who flee beyond the room’s confines. The skeletons on the wall are harmless decor. Concealed Door Characters searching the room for secret doors find a concealed door in the middle of the east
wall with a successful DC 10 Wisdom (Perception) check. It’s basically an ordinary (albeit rotted) wooden door hidden under a layer of clay. The door pulls open to reveal a stone staircase that
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the higher niches, but they can no longer support any weight. A secret door is set in the north wall. It can be pulled open to reveal a staircase landing (area X21).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
door set into the north wall has a wooden beam barring it. At the east end of the chapel rests a stone altar flanked by iron candelabras. The altar is carved with a rising sun bas-relief. Tall
Q14). Characters who stand near the altar and look up can see the hollow interior of the beacon tower. The tower’s lower landing (area Q50) is 60 feet above the chapel floor, and the upper landing
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
and landing in 10-foot-deep water. Characters who ascend the walkway from the north can circumvent the damaged section by crawling through the window into area 6, moving through the palace, and
exiting through the window in the west wall of area 8, from where they can continue to the south. Seaside Entrance. At the south end of the walkway is a stone double door. The doors are carved with foaming waves that part in the middle, and they swing into area 11 on rusty iron hinges.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
bottom of the lake to the cavern roof and is attached to the nearby wall by a stone conduit. On one side of the column, steps of moss-covered stone climb from a stone dock to a landing whose stone door
and the landing at its top are strewn with bits of crab shell. If any character touches or inspects the door, read: A monstrous mouth forms on the door’s surface, calling out with a deep drawl: “I’m
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
–30 Gray, unassuming door on a colorless landing Crumbling temple to a forgotten god on the joyless plane of Hades 31–33 Oblong door that changes material at random Adamantine githzerai fortress on
the chaotic plane of Limbo 34–36 Ticking portal formed from hundreds of gears Dusty archives in Mechanus, a plane of absolute law and order 37–39 Stained-glass door on a landing of pure light Gleaming
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
hole above area X39. Creatures standing on the floor when it disappears fall 30 feet, landing in the northwest corner of area X39. The iron chest is empty.
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
an unlocked door with a cellar beyond. When the characters open the door, read the following: The door opens onto a five-foot-wide landing fifteen feet above a large cellar, with stone steps
descending to the floor in two short flights. Another door stands beneath the stairs to the north. A large stone cistern occupies the western part of the room, whose walls are lined with kegs and barrels
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
turret to a flagstone landing in front of a sturdy wooden door. The door is barred from the inside and opens into the chapel (area Q13).
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K47. Portrait of Strahd You come to a dark landing ten feet wide and twenty feet long. A cold draft of wind rushes down the spiral staircase at the north end of the east wall and whistles mournfully
through the room before streaming down the stairs to the south.
An ornate, square rug covers the floor to the south. Set into the west wall is an ironbound wooden door with a wooden trapdoor set
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->Waterdeep: Dragon Heist
stone staircase against the south wall climbs up to a landing, where a wooden door is held shut with a chain and a padlock. Iron Door. The door opens into a small, empty storage room with hooks hanging
northern cellars (areas B10–B11). View Player Version B1. Sewer Access This chamber has stone steps and a locked, iron-bound wooden door with a sign mounted on it that reads, in Common, “SEWER ACCESS
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
main tower has the following features: A stone landing with no railings has a door leading to area K7 and a stone spiral staircase descending to area K4. An invisible staircase with no railings (see
Areas of Kolat Towers The following encounter locations are keyed to map 8.1. View Player Version K1. Storeroom The outer door is locked from the inside, and the room has neither heat nor light
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fine master bedroom now stands decayed. Some of the floorboards are missing, and there is rubbish scattered around. A tall wooden wardrobe stands against the wall opposite the fireplace, its door
from the webs above the door a moment later. Both wash down the walls with the muffled clatter of thousands of tiny legs. Fireplace. The glint inside the fireplace comes from a small crystal bauble (5 sp
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Beyond the door is nothing more than a hole in the floor from which rises a terrible stench. W4. Weak Ceiling/Floor Area W4a is directly underneath area W4b. The floor of the upper chamber collapses under
creature standing on the floor of area W4b when it collapses falls 20 feet, landing in area W4a. Any creature in area W4a when the ceiling falls in must make a DC 11 Dexterity saving throw, taking 4 (1d8
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the door. Treasure Grimjaw’s loot consists of 600 sp, 450 ep, and a pouch containing fifteen blue azurites (worth 10 gp each). K22. Secret Landing The secret stairway in area K16 descends 20 feet to
door of thick timbers reinforced by iron bands.
The gate is barred from the inside. It can’t be forced open by any means short of a siege engine. The bar can be raised from inside the gatehouse passage
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Spire Locations S1. Stable Level A circular landing surrounds the central shaft of a spiral staircase. The landing is piled with supplies and bales of straw. Radiating from the landing are twelve
disguises can fool the creatures, but only at a distance. The latches on the stall doors are fastened at multiple points on each door, so it takes two actions to open each door. S2. Front Hall The entrance
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
nondescript door. Beyond the portal lies a small landing with an equally nondescript stairway leading up and down. The Infinite Staircase changes appearance as it climbs and descends, going from simple stairs
Staircase through diligent searching of each landing. Doors to the Infinite Staircase are often tucked away in dusty, half-forgotten places that no one frequents or pays any attention to. On any given
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L11. Family Tree The door to L10 is closed but not locked, and the doors to areas L6 and L13 are both locked. Granny Nightshade carries keys to both of these doors (see “Skabatha’s Ring of Keys
” earlier in the chapter), and Pincushion (see area L9) has a spare key to area L13. The staircase in this room climbs 20 feet to a landing that ends outside area L12. This room has three doors and a wood
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the castle with each level above it. First, the staircase climbs 50 feet to a landing (shown on map 4), from which an open archway leads to area K13. East of that opening is a secret door that conceals
a ladder leading down to area K34. The stairs ascend another 40 feet to another landing (shown on map 5), with archways that lead to areas K45 and K46, and then climb another 100 feet to a landing