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Returning 35 results for 'half hallway'.
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have hallway
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
6. Hallway This hallway slants down sharply toward area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation
) check notices a secret panel halfway down the hallway, large enough for a Small creature to fit through, or a Medium creature that is squeezing. The panel reveals a narrow shaft that once housed a
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Academy map, handout 1.) They soon come upon the extraction crew: You reach the bottom of the stairs and see a corridor filled with smoke. A half dozen dead bodies litter the hallway floor. Coming toward
you, obscured by the smoke, are two gaunt figures in armor. One clutches a greatsword, while the other holds a struggling, badly wounded Miken Haverstance.
Hallway Features The hallway in the cadet
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
17. Hallway This arched hallway is reinforced with stone buttresses, between which are painted murals depicting gloomy underwater scenes. A large double door stands to the west, and a flickering orb
save, or half as much damage on a successful one. The orb can’t be removed from its wall fixture. It has AC 10, 1 hit point, and immunity to poison and psychic damage. Destroying the orb extinguishes its
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
6. Hallway This hallway slants down sharply towards area 7, dropping 15 feet over its full length. Any character who takes a moment to poke around and succeeds on a DC 17 Intelligence (Investigation
) check notices a secret panel halfway down the hallway, large enough for a Small creature to fit through, or a Medium creature that is squeezing. The panel reveals a narrow shaft that once housed a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
25. Excavation Site Goblins in league with the Xanathar Guild dug a tunnel that connects a dead-end hallway (area 25a) with a partially collapsed hall (area 25b). 25a. Dead Goblin Dead Goblin. A dead
tunnel that meanders through collapsed stone.
25b. Headless Statue Half-buried in stone debris at the north end of this partially collapsed hall is a headless stone statue of a nude woman. Characters
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
79. Hall of Finality Behind the curtain is a ten-foot-wide, forty-five-foot-long hallway set with four decorative archways that have blank walls within them. Three paths marked out in red, gold, and
saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. The triggering glyph is at the bottom right corner of the door and can be found with a successful DC
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
buried pyramid that marks the location of the Lost City of Cynidicea is the tomb of King Alexander and Queen Zenobia. The entrance to their tomb is a long hallway riddled with traps, accessible only by
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
“Legend of the Nine Gods." 10B. Puzzle Floor A ten-foot-wide hallway strikes off into the gloom. Carved tiles depicting various beasts decorate the hallway floor.
Give the players a copy of handout
14 in appendix E. Thirty-two tiles cover a 20-foot-long, 10-foot-wide stretch of the hallway. Each tile is 5 feet square, and the tiles are arranged in eight rows of four. The beasts depicted on the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
a DC 18 Dexterity saving throw to jump out of the way. On a failure, the creature takes 28 (8d6) bludgeoning damage, or half as much damage on a successful save. The fall of rubble leaves the hallway filled with stone and impassable.
, poisoned
A tile creature gains the following trait.
Rejuvenation. If destroyed, the tile creature regains all its hit points and becomes active again in 24 hours unless at least half its tiles are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
must make a DC 18 Dexterity saving throw to jump out of the way. On a failure, the creature takes 28 (8d6) bludgeoning damage, or half as much damage on a successful save. The fall of rubble leaves the hallway filled with stone and impassable.
, petrified, poisoned
A tile creature gains the following trait.
Rejuvenation. If destroyed, the tile creature regains all its hit points and becomes active again in 24 hours unless at least half its
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
the area and succeeds on a DC 15 Wisdom (Perception) check finds a door disguised to blend with the surrounding stone. This 5-foot-wide, 10-foot-tall stone door opens into a hallway that ends at another
secret door, beyond which is area U4. From inside the hallway, characters can spot either secret door without having to make a check. U3. Guard Chamber Two mud-caked, human-sized creatures stand
Monsters
Fizban's Treasury of Dragons
and using Intelligence as the spellcasting ability (spell save DC 17).
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 15-foot-diameter tunnel in its
successful save, the creature takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using
Monsters
Fizban's Treasury of Dragons
Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.
Tunneler. The dragon can burrow through solid rock at half its burrowing speed and can leave a 20
takes half as much damage with no additional effects.
Spellcasting (Psionics). The dragon casts one of the following spells, requiring no spell components and using Intelligence as the spellcasting
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
into the wall. The south wall is sloped and has a large rectangular window five feet wide by seven feet high. The window looks into a hallway, through a rectangular hole in the hallway floor, and
the trap in area 38C. 38B. Access Tunnel This hallway is 10 feet high and 5 feet wide. If the characters enter the hall through the crawlways from areas 30 or area 37, read: The walls of this narrow
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
continues down the passage.
Ten iron cages are suspended from chains over the hallway, and the “panels” are the cage bottoms. The true ceiling is 25 feet high, and each cage hangs from 5 feet of heavy
chain and is 10 feet tall. The bottom panels appear to be a 10-foot ceiling from the hallway. The panels are thin plaster painted to resemble stone. When the characters can see the eastern end of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
this fifteen-foot-wide hallway. The walls are slick with moisture and set with murals showing animal-headed humanoids in armor, most of which appear to brandish real weapons hanging on the walls. A three
-foot-high crawlway in the east wall is flush with the floor. At the far end of the hall, a rippling, transparent curtain of water fills a stone archway. Beyond the curtain, you see another hallway
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the south, a web-filled stairway spirals down into darkness. The north end of the hall ends at a wooden door. Map: Elevator Trap View Player Version This hallway contains an elevator trap, triggered
instant later, the closed-off elevator is propelled up the western half of a 20-foot-wide, 170-foot-tall shaft (area K31a) to the sounds of turning gears and rattling chains. Magic sleep gas fills the
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
to make room for mismatched and gouged dining tables. On the north side of the room, a curving stairwell rises between the back door and a hallway. On the south side, one door leads to the south and
respond after 2 rounds. Stairwell. The stairs lead up to area O9. O5: Lower Hallway This hall leads to areas O6 and area O8, then ends in a heap of rubble where the east wing of the house collapsed
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
scrutiny. The runes are unfinished, so they have no effect. C2: Ritual Chamber Half-melted black candles surround a circle of arcane symbols scribed on the floor in white chalk. Scorch marks mar the floor
submerging it in a sacred spring hidden in the forests of the Borderlands. C4: Hallway Brian Valeza A massive, tentacled grub with dozens of legs creeps along the ceiling of this long hallway.
A
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pinned, face down, by rocks placed atop his arms, legs, and back. He is barefoot and wears ragged clothes.
Depending on what has happened in area T3, Grund (male half-orc thug) might be standing by
the western door, keeping watch down the hallway. Grund is baffled by intruders that arrive behind him. After standing and gaping for a moment, he finally says, “You can’t be here. You have to go!” He
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Vilnius with a successful DC 12 Wisdom (Perception) check. Vilnius wears scorched robes, his unkempt hair is half burned away, and his face and arms are covered with blisters from magic fire. He is the
patrolling the hallway outside (area X8), and Vilnius won’t leave this room until he knows the golem has been destroyed. Vilnius is a greedy, treacherous coward. He curses his dead master for leading them
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
(level 1–4, dangerous threat) The crossbow trap is a favorite of kobolds and other creatures that rely on traps to defend their lairs. It consists of a trip wire strung across a hallway and connected to a
pair of hidden heavy crossbows. The crossbows are aimed to fire down the hallway at anyone who disturbs the trip wire. Trigger. A creature that walks through the trip wire triggers the trap. Effect
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
with a long table. Two benches run the length of the table, and a single chair sits at the table’s head. A short hallway connects to a small, tidy kitchen.
The cloister residents share three daily
shelves in the west half of the room. In the east half is a table with two benches, writing implements, book stands, and glass-shielded lamps.
The cloister library holds books and scrolls covering a
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
flight. Half the dragon’s body is submerged in dark water, and the hallway beyond it is completely flooded.
The flooded hallway, which leads to area M6, has partially collapsed. Creatures of Medium
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->Tomb of Annihilation Supplement
18. Treasury When characters peer into this area from area 17, read: Beyond the double door is a twenty-foot-wide, twenty-foot-long hallway leading to a dark, pillared chamber strewn with chests
, crates, and other containers. Everything is covered with dust, but not enough to conceal the broken bones and weapons lying on the hallway floor.
The remains on the floor belong to a pair of long-dead
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Enclave Within the Enclave Horn Enclave is a fully inhabited living space, workshop, and stronghold. Residents. The enclave is home to more than one hundred dwarves, with nearly half of those working as
portcullis along a major hallway. The lever chamber north of the Hall of War controls the main gates and the two portcullises north of the Hall of War. The lever chamber east of the forge controls the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
38. Barred Pit The walls of the passage glow magenta, bathing the corridor with a ghastly hue. After fifteen feet, the floor drops away to a pit that fills the hallway ahead. The pit is twenty-five
the bars is akin to moving across difficult terrain; moving 5 feet onto a bar, or between two bars, costs 10 feet of movement. If a creature attempts to move more than half of its base walking speed
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
pairs of wooden statues of turtle-like humanoids stand on opposite sides of the room. Between the southern pair extends a dark hallway. A dais against the east wall supports a granite throne carved to
contains a mimic, disguised as the clay urn on the east wall. The mimic preys on creatures distracted by the shadows or waits to attack someone who inspects the eastern doors. If the mimic is reduced to half
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Trapped Fellow Gricks. Five gricks lurk in the diagonal hallway to the south. They attack all who enter.
Trapped Adventurer. The sound of weeping comes from behind a closed door in the west wall
east corner of the north wall. The gricks can’t open it.
The top half of the room is under the effect of a permanent reverse gravity spell. The effect takes hold of any creature or object more than
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway. The area
spends its turn coughing, able only to move at half speed or to make a check (with disadvantage) to free itself from the restrained condition. Creature. As soon as the sand begins flowing, the will-o
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
this limestone cavern. At the far end, worn steps lead up to a pair of massive doors. Each door is made of black iron and shaped like half of a giant face, cast with an expression of deep pain.
If the
. Removing an iron bar takes an action. X3: Arrow Slit Hallway A narrow hallway lined with arrow slits stretches north and south, opening into brightly lit chambers at each end.
This area once
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
In the middle of the hallway, crushed beneath a 4-foot-square block of stone that has fallen from the ceiling, is a goblin. Only its gangly legs are visible. (The goblin stepped on a pressure plate
north to south, are: A mostly finished statue of a female dwarf priest carrying a stone censer A half-finished statue of a cheery dwarf girl riding on the shoulders of her beaming father, whose lower
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
horror deals fire damage instead of slashing damage with its fiery sword, which disappears in a cloud of smoke when the helmed horror drops to 0 hit points. S2: Hallway The northernmost wall of this
L-shaped hallway turned to ash as the armory (area S15) tore itself free of the castle, leaving a gaping hole. Guards. Three ashen veterans (see the “Ashen Creatures” sidebar) guard this hall and are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
faces that dot the walls of the chamber. Safety Lever (Blue). To prevent flames from escaping into the hallway, a safety lever ensures the crematorium’s two entrances—iron doors with reinforced windows
-filled crematorium must make a DC 18 Dexterity saving throw, taking 44 (8d10) fire damage on a failed save, or half as much damage on a successful one. Zombie Worker. After the characters enter the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
weapons on hand). They have half cover while in the rubble, and they engage in melee only if the characters come to them or attempt to open the doors into the temple. T4. Chuul-Haunted Hallway This
buildings.
This area is used by cult members as a gathering point before they stage their ceremonies inside the temple. A flight of rickety steps half hidden behind detritus leads up to the ship’s