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Returning 35 results for 'Chamber Contents'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chamber Contents Once you have a sense of the purpose of the various dungeon chambers, you can think about the contents of those areas. The Dungeon Chamber Contents table allows you to randomly roll
contents for a chamber, or you can choose contents for specific areas. If you choose contents, be sure to include an interesting, colorful assortment of things. In addition to the contents shown on
Monsters
Icewind Dale: Rime of the Frostmaiden
-foot-square section of its extradimensional chamber is reduced to 0 hit points, or when the living spell has no surface to attach to. When the living spell is destroyed, the contents of its
solid surface, such as a wall, ceiling, or floor. If it has no surface to attach to, the living spell is destroyed (see “Planar Destruction” below).
Extradimensional Chamber. When the living spell
Monsters
Fizban's Treasury of Dragons
split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the interior stone surfaces of the lair. These crystals resonate with the
chamber of the lair. The dragon’s hoard is divided between that area and the chamber at the opposite end of the upper level. The magic of the lair sometimes makes it appear as though the dragon
Monsters
Fizban's Treasury of Dragons
dragon lairs frequently exhibit or develop large and beautiful clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more
","rollType":"roll","rollAction":"Days"} days if the dragon dies.
Upper Caves. The dragon most often sleeps in the largest upper chamber of the lair. The dragon’s hoard is divided between that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
remains intact. Current Chamber State d20 Features 1–3 Rubble, ceiling partially collapsed 4–5 Holes, floor partially collapsed 6–7 Ashes, contents mostly burned 8–9 Used as a campsite 10–11 Pool
Current Chamber State If a dungeon has a tumultuous history, you can roll to determine the current condition of any particular area. Otherwise, if the room is still used for its intended purpose, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
3. Cleansing Chamber Basins. Three dry stone basins are evenly spaced across the east wall.
Cabinet. The doors of a stone cabinet in the southwest corner hang open.
The cabinet’s former contents
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
the Exit Location and Exit Type tables to determine the nature and placement of the exit. Use the tables in the “Stocking a Dungeon” to determine the contents of a chamber. Chamber d20 Chamber 1
Chambers Whenever a roll on a table indicates a chamber, use the Chamber table to define its dimensions. Then roll on the Chamber Exits table to determine the number of exits. For each exit, roll on
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
7. Ruined Storeroom Despite the destruction all around, the northern part of this storage area has survived intact. The eastern wall of this chamber has collapsed into a mass of rubble. To the north
secure resting place. No monsters come this way. Moreover, the storeroom door is in good shape and can easily be blocked or barred from the inside. The contents of the kegs have long evaporated.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
passage, and the slave pen. The lower chamber of the tower is occupied by two drow and one drow elite warrior on guard duty. It contains a zurkhwood table and three chairs, a smaller side table, and
) that prisoners can move or act unnoticed with a successful Dexterity (Stealth) check contested by the guards’ passive Wisdom (Perception) score. The tower’s upper chamber stores extra arms and armor
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
area. They rise up and attack intruders, surprising those who have a passive Wisdom (Perception) score lower than 12. Behind each door is a rough-hewn chamber with a 50-foot-high ceiling. The
southwest chamber appears empty but contains a nasty surprise (see “Trap”). The giants store their valuables in the rooms to the east and northeast (see “Treasure”). Trap The floor in the middle of the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
8. Trophy Hall Trophies of Arauthator’s many battles are displayed in this chamber. Visibility is 45 feet, so the characters won’t be able to see much from the doorway. Among the creatures frozen
jewelry and precious objects worth another 225 gp. A character examining the chest without disturbing it or the contents can estimate its value at between 1,000 and 1,500 gp with a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
has little use for quarters, but the presence of objects that belonged to him in life make this a pleasing spot for him. The chamber looks like the home of a noble knight that was abandoned centuries
ago, its contents now covered in dust and hung with cobwebs and pathos. Intruders skulking through the warrens can run into Naergoth anywhere. Use him as a roleplaying encounter or add him to a battle that is going well for the party at a time of your choosing.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
6. Looted Chest Scorch Marks. This circular chamber has a 20-foot-high domed ceiling. Every surface is scorched and covered with soot, in a manner suggesting that multiple fiery explosions have
39c on level 6.)
Chest. A stone chest also blackened by soot lies open in the middle of the floor. (The stone chest is empty, its contents looted long ago. It weighs 500 pounds.)
Teleport Trap In
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
8. Trophy Hall Trophies of Arauthator’s many battles are displayed in this chamber. Visibility is 45 feet, so the characters won’t be able to see much from the doorway. Among the creatures frozen
jewelry and precious objects worth another 225 gp. A character examining the chest without disturbing it or the contents can estimate its value at between 1,000 and 1,500 gp with a successful DC 10
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
little use for quarters, but the presence of objects that belonged to him in life make this a pleasing spot for him. The chamber looks like the home of a noble knight that was abandoned centuries ago
, its contents now covered in dust and hung with cobwebs and pathos. Intruders skulking through the warrens can run into Naergoth anywhere. Use him as a roleplaying encounter or add him to a battle that is going well for the party at a time of your choosing.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W20. Printing Press The door to this room hangs open. In this chamber are a desk, a chair, a tall wooden cabinet, and a strange contraption that takes up most of the northern end of the room. Two
that it’s hard to know for sure. Her hair is full of twigs, and her face is hidden behind a veil of moss. She is rooting through the contents of the cabinet and haphazardly tossing them onto the floor
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
clusters of amethyst crystals, including massive cathedral geodes split open to show their contents and clusters of crystal points more than a foot in diameter that extend six to ten feet from the
most often sleeps in the largest upper chamber of the lair. The dragon’s hoard is divided between that area and the chamber at the opposite end of the upper level. The magic of the lair sometimes
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
living spell has no surface to attach to. When the living spell is destroyed, the contents of its extradimensional chamber are expelled, appearing as close to the living spell’s previous location as
it moves. When a living demiplane encounters a creature small enough to fit through its doorway, it tries to pull that creature into itself, then deposits the victim in an extradimensional chamber
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
the planar portal in area 33, which in turn generates the Donjon Sphere’s fiery power core. Opening off one of the corridors is a circular chamber that holds a platform for the elevator in area 19. As
the power core implodes, the planar portal in area 33 expands to the size of the Donjon Sphere. The prison and all its contents are transported to the Elemental Plane of Fire, then the portal collapses on itself and disappears.
Compendium
- Sources->Dungeons & Dragons->Storm Lord’s Wrath
6. Loot This central chamber is where the loot to be sold or transported is packaged and stored. When ready, it’s carried down to the shore, loaded onto ships operated by the Cult of Talos, and taken
goods, spices, and other trade items. Each of the crates is marked with chalk describing the contents. One of the crates, with a chalk marking that says “Gold,” is trapped. Trap Sovendahl fears that some
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
T11. Ritual Chamber Rusty shackles dangle from this chamber’s walls. In the middle of the room sit two stone slabs. Draped over the northern slab is a human skeleton wearing a dusty crimson robe and
are locked; a skeleton in the east tunnel (area T10) holds the keys. The DC to pick one of these locks is 15. The cells’ contents are as follows: Cell A holds the skeletal remains of two humans. Cell B
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the leasing of secure vaults to wealthy patrons, with nigh-impregnable defenses designed to keep each vault’s contents safe from thieves. Map 5.1 shows the layout of Horn Enclave.
Map 5.1: Horn
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->Hoard of the Dragon Queen
11. Rezmir’s Chamber The door is always locked and Rezmir holds the key. A knock spell is the easiest way to get in, but a character can also unlock the door with a DC 25 Dexterity check made using
Rezmir is killed, the contents of the iron chest on her desk teleport away, leaving the chest empty. Treasure Rezmir carries keys to this room, the lock on the chest, and to the storeroom (area 13
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
contents. Prison The results of failed experiments from the transformation chamber are dumped into cages and cells in the prison, to prevent them from getting underfoot elsewhere in the lair. They are
difficult as possible for ordinary two-legged creatures. In such locations, thralls must climb or use ropes to move from place to place. Brain Chamber Mind flayers sometimes preserve extracted brains in a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, attacks them. Y19b. Ballroom Chamber music washes over you as you enter this ballroom. In contrast to the desolate, frozen ruins outside, a dozen people mill around in here, dressed in flowing silk
room’s true contents are revealed: The ballroom lies in ruins, rimed with ice, its furniture jumbled and shattered. Above the floor where nobles danced, three glass cylinders with iron fittings slowly
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
11. Rezmir’s Chamber The door is always locked and Rezmir holds the key. A knock spell is the easiest way to get in, but a character can also unlock the door with a DC 25 Dexterity check made using
springing into action. If Rezmir is killed, the contents of the iron chest on her desk teleport away, leaving the chest empty. Treasure Rezmir carries keys to this room, the lock on the chest, and to the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
asked to come out of the chamber in order to break the spell, and she can give no clues as to the nature of her durance. If the characters come close enough, they can see that two sacks, a large one and a
holding. To determine the contents of the small sack, roll a d10: d10 Contents 1–2 Filled with wool 3–4 Five pieces of jewelry 5–6 1d6 potions of greater healing 7 1d6 spell scrolls, each of a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Chamber Purpose A room’s purpose can help determine its furnishings and other contents. For each chamber on your dungeon map, establish its purpose or use the tables below to generate ideas. Each
, use the Dungeon: Tomb table to help you determine the purpose of each chamber. These dungeon-specific tables are followed by the General Dungeon Chambers table, which you can use if your dungeon
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to which they’re attached. Any creature that touches one of these paintings is magically transported to its extradimensional space—a cube-shaped stone chamber 30 feet on a side. A creature can resist
this effect by succeeding on a DC 15 Charisma saving throw. From inside its extradimensional chamber, a painting looks like a frameless, 5-foot-square open window through which is visible the interior
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
through 4 but is choked with rubble, rendering it impassable. P11. Upside-Down Laboratory This chamber appears to have been a wizard’s laboratory, as evidenced by the upside-down storage cupboards and
, Krintaas, are here. Omit the second paragraph from the following boxed text if these NPCs are not present: Some effort has been taken to arrange the contents of this upside-down room, creating a
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
supplies, and have the patience required to deal with the ornery ice trolls. A bizarre sight greets you in this rough-walled chamber. About a dozen giant toads with thick, mottled white hides are at work
into the ice along the entire southern wall.
A total of 11 ice toads (see appendix D for statistics) work in this chamber, scribing records and tallies into the ice using sharpened antlers or their own
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
if none of the adventurers knows it. The chamber beyond the door is floored in black marble, lined with shelves laden with books and scrolls, and dominated by a broad desk of polished bone. A plush
room, filling the area with bright light. If anyone other than Gromph enters the chamber without speaking the word tyrnae (“quench”), a fire elemental appears and attacks the intruders. Casting dispel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Sunlight or moonlight pours into this high-vaulted chamber through four stained-glass windows set into the north and south walls. Beneath the windows are plain wooden benches for the elderly or infirm to
mattress has been torn open and its straw pulled out. The floor is strewn with the contents of two wooden chests: priestly vestments and worthless personal effects. The creatures responsible for the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
supplies, and have the patience required to deal with the ornery ice trolls. A bizarre sight greets you in this rough-walled chamber. About a dozen giant toads with thick, mottled white hides are at work
into the ice along the entire southern wall.
A total of 11 ice toads (see appendix D for statistics) work in this chamber, scribing records and tallies into the ice using sharpened antlers or their own
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
11. Eye of Annam This room lies deep within the mountain, farther from the temple than the map suggests. The contents of this room — including any creatures within it — are hidden from divination
through the archway, read: Beyond the thundering archway lies a hexagonal chamber whose walls rise 50 feet before tapering to a 90-foot-high apex. Standing in each corner of the room is a life-size statue






