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Returning 16 results for 'specified all ceiling'.
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Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
with slime and moisture. Ceiling. The cryptâs ceiling is 10 feet high unless otherwise noted. Light. Unless otherwise specified, there is no light inside the crypt.
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
with slime and moisture. Ceiling. The cryptâs ceiling is 10 feet high unless otherwise noted. Light. Unless otherwise specified, there is no light inside the crypt.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Temple Features Unless otherwise specified, the temple has the following features. Ceilings The templeâs passages and rooms are 20 feet high everywhere except area T13, where the ceiling is 30 feet
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Cottage Features Unless otherwise specified, the cottage has the following features. Ceilings The cottageâs ceilings are 10 feet high except in the tower (area C12), where the ceiling is 20 feet high
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
climb or fly. Rooms. A roomâs ceiling is at least as high as the room is wide, often higher. If a roomâs ceiling height isnât specified in the text, assume itâs the minimum height. Tunnels. A tunnelâs
features; for example, level 16, the Crystal Labyrinth, has walls, floors, and ceilings made of crystal. Ceilings Itâs helpful to know the height of a ceiling, particularly if creatures in the area can
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
cards donât sit flush; the walls, floor, and ceiling are irregular but not difficult terrain. All the cards except for the Void card are visible throughout the House of Cards. Damaging the cards causes
of the way when the door is opened. Creatures can locate a secret door by examining or physically searching the doorâs space and succeeding on a Wisdom (Perception) check. The DC is 15 unless otherwise specified. In corridors accessed only by secret doors, the backs of those doors are obvious.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
overconfident Corsairs fight to the death.
Cobblehook Cove Features Unless otherwise specified, Cobblehook Cove has the following features.
Acid Pools Since Sablewing made the cove his lair, it has filled
objects that arenât being worn or carried also take this damage.
Ceilings In the coveâs rocky caverns, ceilings are 40 feet high except in area B13, where the ceiling is 80 feet high. Ceilings
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. Unless specified otherwise, the effect is instantaneous. While thereâs no limit to the number of creatures that can touch an angel and be affected by it, a creature that touches an angel and triggers its
effect canât trigger that particular angelâs effect again until 24 hours have elapsed. Anaya This angel reaches toward the ceiling, its face a mask of hatred. A creature that makes contact with this
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
supports keeping an unstable section of a ceiling in place. The trip wire is 3 inches off the ground and stretches between two support beams. The DC to spot the trip wire is 10. A successful DC 15
, the trap triggers. Anyone who inspects the beams can easily determine that they are merely wedged in place. As an action, a character can knock over a beam, causing the trap to trigger. The ceiling
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
otherwise specified. Coffers are 3 feet long by 2 feet wide and stand 2 feet high; they are used to store personal possessions. Many of the area descriptions in levels 2 and 3 contain references to
obscured. Remember that the three-dimensional space in which a seaweed bed appears extends from floor to ceiling, and the seaweed occupies only the bottom half of that space. Thus, itâs possible for a creature to be in the same space as the seaweed without being inside the seaweed.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
in areas 42 and 43, which are made of iron-bound solid wood) are of stout wooden construction, 5 feet wide by 8 feet high (unless otherwise specified). The 10-foot-wide pathways through areas 22, 49
wooden ceiling crossbeams. All the chambers in the lair are brightly illuminated by torches set in iron brackets on the walls, except for areas 22, 26, and 47, which are unlit and dark. The corridors
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the towerâs ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
specified cardinal direction. Touching two runes simultaneously can move the castle in other directions; for example, touching the north and east runes at the same time moves the castle northeast
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
impossible, because a DC 70 Strength check is required. A staircase of ice leads from the towerâs ground floor to a higher chamber, the walls and ceiling of which gleam and glitter: Jewels are everywhere in
specified cardinal direction. Touching two runes simultaneously can move the castle in other directions; for example, touching the north and east runes at the same time moves the castle northeast
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
extradimensional magic created by worshipers of Gond (god of craft). An intricate clockwork device is suspended in a two-foot-diameter, faintly glowing crystal orb embedded in the ceiling over the bar. The Avowed
duration is specified in the letter, permission to occupy the Inner Ward lasts for a tenday, during which time the letterâs recipient can come and go as they please. A Keeper can spot a forged letter of
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
makes the entire lower deck difficult terrain (see âDifficult Terrainâ in the Basic Rules). Hole to the Hold. A hole in the ceiling in the northwest part of the area leads up to the captainâs quarters
the talisman. Tarsakh is a month in the calendar of the Forgotten Realms, roughly corresponding to April. No year is specified in the log. About Orcus. Known as the Demon Prince of Undeath and the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden their hunting ground. The outer garden has eight main sections, each with its own perils as detailed below. These encounters can occur anywhere in the areas specified. Unless otherwise stated
the islet that requires a green key card, a stairway spirals down to a 30-foot-wide observation chamber with a 10-foot-high ceiling. The chamberâs windows are lined with wide, concave portholes






