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Returning 35 results for 'borders before doors continues resolve'.
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border before door continues remove
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border before doors continues remove
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stand out from the passage walls, and they have gaps around them, so they could be doors. The passage continues past them.
The doors slide open easily if pushed. To the south, the door leads to a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stand out from the passage walls, and they have gaps around them, so they could be doors. The passage continues past them.
The doors slide open easily if pushed. To the south, the door leads to a
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stand out from the passage walls, and they have gaps around them, so they could be doors. The passage continues past them.
The doors slide open easily if pushed. To the south, the door leads to a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls
. Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls
. Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
smiling children, Rose and Thorn. Cradled in the father’s arms is a swaddled baby, which the mother regards with a hint of scorn. Standing suits of armor flank wooden doors in the east and west walls
. Each suit of armor clutches a spear and has a visored helm shaped like a wolf’s head. The doors are carved with dancing youths, although close inspection and a successful DC 12 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and
what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to area 6 and the other to area 12. See the “General Features” section above for more information
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and
what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to area 6 and the other to area 12. See the “General Features” section above for more information
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
number of empty crates, straw for packing, hammers, pry bars, and nails.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and
what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to area 6 and the other to area 12. See the “General Features” section above for more information
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
figurine of Wyllow (25 gp), and a chalice hewn from blue quartz (250 gp). Hanging from a hook on the inside lid of the chest is an iron master key that fits all the doors in areas 18–24. The head of the key is shaped like a dwarf’s stern visage.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
guards, all designed to make the entrance to a settlement uninviting. But inside its borders, a deep gnome settlement is a warren shaped and decorated by the svirfneblin to make the place welcoming and
close off living spaces with doors or window coverings. Most of their homes are sparsely furnished dwellings of one or two rooms. Bed spaces, often carved into the cavern walls, are strung with hammocks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
figurine of Wyllow (25 gp), and a chalice hewn from blue quartz (250 gp). Hanging from a hook on the inside lid of the chest is an iron master key that fits all the doors in areas 18–24. The head of the key is shaped like a dwarf’s stern visage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but the width of the passage must be at least 5 feet smaller than the longest dimension of the chamber. Passage d20 Detail 1–2 Continue straight 30 ft., no doors or side passages 3 Continue
., comes to a dead end; 10 percent chance of a secret door 11–12 Continue straight 20 ft., then the passage turns left and continues 10 ft. 13–14 Continue straight 20 ft., then the passage turns right and
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but the width of the passage must be at least 5 feet smaller than the longest dimension of the chamber. Passage d20 Detail 1–2 Continue straight 30 ft., no doors or side passages 3 Continue
., comes to a dead end; 10 percent chance of a secret door 11–12 Continue straight 20 ft., then the passage turns left and continues 10 ft. 13–14 Continue straight 20 ft., then the passage turns right and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
with iron-fisted resolve. As a rule, he does not treat with adventurers; he’d rather rob them and feed on their blood. If combat breaks out here, the werebats throughout area 16 investigate, converging
figurine of Wyllow (25 gp), and a chalice hewn from blue quartz (250 gp). Hanging from a hook on the inside lid of the chest is an iron master key that fits all the doors in areas 18–24. The head of the key is shaped like a dwarf’s stern visage.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but the width of the passage must be at least 5 feet smaller than the longest dimension of the chamber. Passage d20 Detail 1–2 Continue straight 30 ft., no doors or side passages 3 Continue
., comes to a dead end; 10 percent chance of a secret door 11–12 Continue straight 20 ft., then the passage turns left and continues 10 ft. 13–14 Continue straight 20 ft., then the passage turns right and
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
mists was horrifically transformed. Over a million Cyrans were killed on the day of Mourning. Those who survived were soldiers fighting in enemy territory, those living on the borders who were able to
state of shock. Who could unleash such power? Was this a weapon, and if so, when would those responsible issues their demands? Were the borders of the lingering walls of mist stable, or could they
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
inside, having barricaded the doors with furniture. Trying to break down the doors are four members of the Xanathar Guild (CE male human bandits) under the command of a dwarf enforcer named Noska
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
inside, having barricaded the doors with furniture. Trying to break down the doors are four members of the Xanathar Guild (CE male human bandits) under the command of a dwarf enforcer named Noska
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
inside, having barricaded the doors with furniture. Trying to break down the doors are four members of the Xanathar Guild (CE male human bandits) under the command of a dwarf enforcer named Noska
15 or higher can spot the gazer shortly after the party enters the City of the Dead. The gazer defends itself if attacked. Next Encounter Armed with directions to the Garloth mausoleum, the characters can head for the City of the Dead. The spring chain continues with encounter 4, “Mausoleum.”
Kobold
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Volo's Guide to Monsters
crawl to make progress. In places where a tunnel opens into a chasm and continues on the other side, the kobolds might connect the two passages with a rope bridge or some other rickety structure
, designed to collapse under the weight of any creature heavier than a kobold. On occasion, the route through a kobold lair runs along a ledge that borders a cavern or a crevasse, and the kobolds might
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
is sure to recognize his one-of-a-kind face. Treasure. In addition to his weapons and armor, Sir Bluto wears boots of striding and springing. In addition, he carries the key that opens the secret doors at area 25.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
is sure to recognize his one-of-a-kind face. Treasure. In addition to his weapons and armor, Sir Bluto wears boots of striding and springing. In addition, he carries the key that opens the secret doors at area 25.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
intervenes and tells the tiefling to scram; the commoner continues along their way with a sneer. Parisa scrapes a living in Sigil as a tout, a guide to the City of Doors. Brazen, street savvy, and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from
is sure to recognize his one-of-a-kind face. Treasure. In addition to his weapons and armor, Sir Bluto wears boots of striding and springing. In addition, he carries the key that opens the secret doors at area 25.
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haze. Domains share neither borders nor common geography, and you can’t peer from one domain into another. The environments, cultures, and residents of one domain don’t influence those of other domains
. Domains Are Cages. Those who run afoul of a Darklord might find that the Mists prevent them from leaving the villain’s domain. Like a haunted house that conveniently seals its doors or summons a deadly
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haze. Domains share neither borders nor common geography, and you can’t peer from one domain into another. The environments, cultures, and residents of one domain don’t influence those of other domains
. Domains Are Cages. Those who run afoul of a Darklord might find that the Mists prevent them from leaving the villain’s domain. Like a haunted house that conveniently seals its doors or summons a deadly
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
balcony are old, empty barrels with “The Wizard of Wines” burned into their sides. The balcony climbs another five feet as it continues along the west and east walls, ending at doors leading to the
winery’s upper level. Underneath these side balconies are several doors, some of which hang open. Beneath the sloping roof stretch thick rafters, upon which scores of ravens have quietly gathered. They
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
haze. Domains share neither borders nor common geography, and you can’t peer from one domain into another. The environments, cultures, and residents of one domain don’t influence those of other domains
. Domains Are Cages. Those who run afoul of a Darklord might find that the Mists prevent them from leaving the villain’s domain. Like a haunted house that conveniently seals its doors or summons a deadly