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Returning 35 results for 'rooms'.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
5. Rooms The wagon drivers, escorts, and laborers who stay at the compound share the rooms. None are private rooms; all have bunks for at least four people, and the larger rooms sleep six. They
contain bunks, trunks for belongings, and wooden floors covered with rushes. None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Trap Rooms Traps can be as puzzling as any riddle or maze, but they’re far deadlier! This section includes a collection of trap rooms: dungeon chambers loaded with hazards to test adventurers’ wits
elements form a unique and memorable challenge. Trap rooms aren’t likely to be found in just any abandoned manor or forgotten temple; elaborate contraptions like these appear in dungeons designed to guard
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
5. Rooms The wagon drivers, escorts, and laborers who stay at the compound share the rooms. None are private rooms; all have bunks for at least four people, and the larger rooms sleep six. They
contain bunks, trunks for belongings, and wooden floors covered with rushes. None of the rooms have locks on their doors except Bog Luck’s. If asked about locks, Bog Luck explains that they kept freezing
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Casino Rooms The casino’s rooms are described in the following sections.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
Rooms of Weeping Refer to map 5 of the castle for areas K35 through K46. Map 5: Rooms of Weeping
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
The Platinum Rooms Hidden through Fortune’s Wheel’s high-roller rooms lies a demiplanar hub that links to the multiverse’s highest-stakes games of chance. Here, powerful beings and entities forbidden
true riches of Fortune’s Wheel: the arcanaloth’s trove of secrets. Staff and Visitors The Platinum Rooms are staffed by approximately a dozen lawful evil tieflings who use the assassin stat block. They
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
36. Vacant Rooms The Shadowdusks never visit these rooms. Characters who rest here are unlikely to be disturbed. 36a. Empty Chamber This room stands empty. 36b. Rubble-Strewn Room Rubble is scattered across the floor beneath a 20-foot-long, 5-foot-wide gash where part of the ceiling has collapsed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Designing Dungeon Rooms Keep the following things in mind when designing a dungeon room: Ceiling Support. Underground chambers are prone to collapse, so many rooms—particularly large ones—have arched
ceilings or pillars to support the weight of the rock overhead. Decoration. Most sapient creatures decorate their lairs. Statues, bas-reliefs, murals, and mosaics often adorn dungeon rooms. Equally
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
23. Meditation Rooms Shadowdusk family members use these rooms for silent reflection and contemplation. 23a. Outer Sanctum Soft cushions and woven mats adorn the floor of this fragrant room. Brass
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Dilapidated Rooms These rooms have sagging floors and ceilings, their walls covered with cracked and peeling wallpaper. 5a. Dining Hall Furnishings. Three 20-foot-long tables carved from black
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
22. Rooms of Magic Ezzat summons and speaks to planar beings in area 22a, and keeps his spellbook in area 22b. 22a. Magic Circle Circle. A circle of runes is inscribed on the floor.
Door Symbol
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
1V. West Guest Rooms Normally, these rooms aren’t used, but Azbara Jos occupies them currently. They are reasonably warm and comfortable. Jos will be here when he isn’t consulting with Rezmir in area
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
1V. West Guest Rooms Normally, these rooms aren’t used, but Azbara Jos occupies them currently. They are reasonably warm and comfortable. Jos will be here when he isn’t consulting with Rezmir in area
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2I, J, K. Vacant Rooms Dralmorrer Borngray assigned the entire northeast tower to the lizardfolk for their use, but they sleep and live mainly on the ground floor. The second-floor rooms contain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2I, J, K. Vacant Rooms Dralmorrer Borngray assigned the entire northeast tower to the lizardfolk for their use, but they sleep and live mainly on the ground floor. The second-floor rooms contain
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
2V, W. Borngray’s Sleeping and Dressing Rooms Area 2V is Borngray’s sleeping chamber, furnished with a bed, a carpet-draped table with a wash basin and grooming supplies (comb, brush, soap, scented
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
2V, W. Borngray’s Sleeping and Dressing Rooms Area 2V is Borngray’s sleeping chamber, furnished with a bed, a carpet-draped table with a wash basin and grooming supplies (comb, brush, soap, scented
Nolzur's Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting
Marvelous Pigments
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Basic Rules (2014)
terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting
Equipment
This deed entitles you to a house in a location of the GM’s choice. The house contains the following rooms:
Five bedrooms, each with a fireplace, a bed, a nightstand, and a chest.
A kitchen with an oven, a stove, and two tables.
A dining area with a fireplace, a table, and eight chairs.
Spells
Xanathar's Guide to Everything
area. The keep has a square base that is 50 feet on each side, and it has three floors with 10-foot-high ceilings. Each of the floors can be divided into as many rooms as you like, provided each room is
at least 5 feet on each side. The floors of the keep are connected by stone staircases, its walls are 6 inches thick, and interior rooms can have stone doors or open archways as you choose. The keep
Monsters
Waterdeep: Dungeon of the Mad Mage
helm floating as though worn by an invisible figure, and illusory footprints appearing on a dusty floor.
Silent apparitions of dead adventurers drift through halls and rooms as though they are lost
Equipment
in to suffer its effects. On the rare occasions it has been used, people in crammed rooms have jumped out of windows or even killed each other out of abject fear.
Rumors say that the poison has been
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Tower of the Heavens Features Unless otherwise specified, the Tower of the Heavens has the following features: Ceilings. Tower rooms have 15-foot-high ceilings. Doors. Doors are made of thick oak
, while the hostel uses ordinary lamps. The hostel’s rooms are brightly lit during the day and dark at night, while the tower’s rooms are always brightly lit.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Mapping a Dungeon Titus Lunter A dungeon built by giants offers enormous adventures A dungeon can range in size from a few chambers to a huge complex of rooms and passages extending hundreds of feet
easy to transfer your map to a battle grid. Mapping Principles As you draw your map, keep the following in mind. Asymmetry. Asymmetrical rooms and map layouts make a dungeon interesting and unpredictable
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Encounter Locations Fistandia’s mansion is eerily quiet. Rooms with windows to the outside are lit by the indigo miasma swirling outside the mansion, which colors everything in the room with its tint
. In the larger rooms it tones down the warm light of the oil lamps. The following locations are keyed to the map of Fistandia’s mansion. Map 2.1: fistandia's mansion View Player Version
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
6. Sitting Room The first floor contains three sitting rooms, where Loren Halvhrest expressed his dubious taste in curio collecting. You are free to determine the contents of these themed rooms and any ambient haunts that occur within, perhaps using characters’ fears or interests as inspiration.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
descend 20 feet to archers’ posts — small rooms lined with arrow slits. Standing guard in each of these rooms is a phantom warrior (see appendix D) with a spectral longbow that shoots arrows of force energy
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Living Quarters Each level of Gravenhollow features rooms reserved for habitation. The galeb duhr keep the rooms clean, and can provide food and drink magically created by the library if asked
. Librarians’ Quarters Urmas and Ustova live on the top level of the library, taking up all the living quarters at either end of that level. Their rooms reflect their duties and personalities. Urmas’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Temple Features The following general features apply to the temple: Rooms are dimly lit by flickering candles placed in tall, slender, wrought-iron candlesticks. Ceilings in rooms are 10 feet high
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Rooms Three guards (veterans) are stationed in each of these two rooms. The guards pass the time by playing cards, sharpening their weapons, and complaining about the interminable winter. Embedded in the
’ Quarters These ten rooms are furnished identically. Each contains a bed, a desk with matching chair, a claw-footed chest, and wall hooks for hanging clothes. The continual flame spell that
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Encounter 6: Theater Whether the theater is open for business or shut down, it has the following features: Ceilings in the rooms are 10 feet high except in area P5, which has a 20-foot-high raftered
ceiling. Connecting the rooms are 8-foot-high passages and 7-foot-high doorways. The theater is lit by lanterns that have continual flame spells cast on them. Speaking a command word inside the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
M2. Munition Storage These rooms were once used to store volatile munitions. A character who spends 1 minute searching one of these rooms can make a DC 15 Intelligence (Investigation) check, finding
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Harrowhall Features Unless otherwise stated, Harrowhall has the following features: Ceilings. Rooms in the keep have 10-foot ceilings. Light. Most rooms in the keep have windows, so they are brightly
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Ghallanda Hall has the only comfortable rooms in the ward; this old inn was the first Ghallanda enclave in Sharn, and it also has modest and poor rooms for the common folk of Dura.