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Returning 35 results for 'closed concealed'.
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Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
13: Ruined Trap Room A closed portcullis divides this area from area 6. The lever in area 16 can raise the iron bars. This hall was once a trap room featuring a balance beam that spanned a pit of
grinding gears (see the Balance and Ruin trap room in chapter 4). When a spelljamming ship from area 23 crashed into the eastern side of the hall, the trap was destroyed. The nonfunctional gears are difficult terrain. A secret door is concealed in the northeast corner of this room.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
13: Ruined Trap Room A closed portcullis divides this area from area 6. The lever in area 16 can raise the iron bars. This hall was once a trap room featuring a balance beam that spanned a pit of
grinding gears (see the Balance and Ruin trap room in chapter 4). When a spelljamming ship from area 23 crashed into the eastern side of the hall, the trap was destroyed. The nonfunctional gears are difficult terrain. A secret door is concealed in the northeast corner of this room.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
took great pains to keep the attack on Zenia quiet for fear of jeopardizing the success of the March of Vice. Jacopo’s death will likewise be concealed until the festival is over. She then provides
directions to an establishment owned by Zenia’s family, a tavern called the Thornapple, where Zenia is under guard. Zenia’s directions avoid several streets closed by festivities and lead through the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
took great pains to keep the attack on Zenia quiet for fear of jeopardizing the success of the March of Vice. Jacopo’s death will likewise be concealed until the festival is over. She then provides
directions to an establishment owned by Zenia’s family, a tavern called the Thornapple, where Zenia is under guard. Zenia’s directions avoid several streets closed by festivities and lead through the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K38. False Treasury Resting on the floor of this smoke-filled room is a closed chest surrounded by piles of gold, silver, and copper coins. The fittings and clawed feet on the chest are evidence of
effect of the gas, the witches do not appear. The armored skeleton on the floor is all that remains of an adventurer. His corpse has nothing of value. Secret Doors This room is concealed behind two
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K38. False Treasury Resting on the floor of this smoke-filled room is a closed chest surrounded by piles of gold, silver, and copper coins. The fittings and clawed feet on the chest are evidence of
effect of the gas, the witches do not appear. The armored skeleton on the floor is all that remains of an adventurer. His corpse has nothing of value. Secret Doors This room is concealed behind two
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed.
The wardrobe contains two items: a pair of old, cracked leather boots with no value or special properties, and a ragged, stained cloak hanging on a peg. The cloak is tooled with a design of
, except for a single dose of basic poison (see chapter 5 of the Player’s Handbook) that he has concealed in the waistband of his undergarments. He can apply it to any slashing or piercing weapon as a bonus
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
!” Can I see anything in the room beyond?
4 Finding Hidden Objects. Adventure environments are full of secrets: traps, concealed doors, loose floorboards, and hidden treasures. Characters often
light from the hearth, you’re back to the magic glow of Shreeve’s sword, which casts your shadows into the room beyond. But you can see, through clouds of lingering smoke, a closed chest on the floor
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
!” Can I see anything in the room beyond?
4 Finding Hidden Objects. Adventure environments are full of secrets: traps, concealed doors, loose floorboards, and hidden treasures. Characters often
light from the hearth, you’re back to the magic glow of Shreeve’s sword, which casts your shadows into the room beyond. But you can see, through clouds of lingering smoke, a closed chest on the floor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fall into the wrong hands and have concealed as much of the real meaning of the request as possible — for instance, using words like “goods” instead of “weapons.” The two desk drawers are locked; a
hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest — most are closed, but two have open lids and appear to contain clothes.
In the center of the cabin stands
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
fall into the wrong hands and have concealed as much of the real meaning of the request as possible — for instance, using words like “goods” instead of “weapons.” The two desk drawers are locked; a
hammocks seem to be unoccupied at present. Beneath each hammock is a brass-bound wooden sea chest — most are closed, but two have open lids and appear to contain clothes.
In the center of the cabin stands
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
for intruders to navigate. Minions usually guard the entrances to this chamber. Escape Tunnels A lair has several escape tunnels, each closed off inside the lair by a large boulder or a mortared
few possibilities are described here. Covered Pit. Simple yet effective, a covered pit trap is a hole covered with a false floor and perhaps concealed by a sprinkling of dirt or gravel. The pit might
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
for intruders to navigate. Minions usually guard the entrances to this chamber. Escape Tunnels A lair has several escape tunnels, each closed off inside the lair by a large boulder or a mortared
few possibilities are described here. Covered Pit. Simple yet effective, a covered pit trap is a hole covered with a false floor and perhaps concealed by a sprinkling of dirt or gravel. The pit might
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
stacked in wooden racks against the north wall. Three large wooden chests, all closed, line the east wall.
The unlocked chests contain the following weapons: 10 clubs 10 longswords 10 morningstars 7
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
movable shutter over the lens.
On a shelf above the table sit three books. In the northeast corner is a closed wooden wardrobe.
If the characters have avoided alerting the smugglers to their
. Examining the table closely reveals a concealed drawer that contains the spellbook the alchemist used when he was alive. The book’s contents include dancing lights, comprehend languages, Tenser’s floating disk, and shatter. The chemical apparatus on the bench is worth 20 gp.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
movable shutter over the lens.
On a shelf above the table sit three books. In the northeast corner is a closed wooden wardrobe.
If the characters have avoided alerting the smugglers to their
. Examining the table closely reveals a concealed drawer that contains the spellbook the alchemist used when he was alive. The book’s contents include dancing lights, comprehend languages, Tenser’s floating disk, and shatter. The chemical apparatus on the bench is worth 20 gp.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
servants to come to her aid. Treasure. One of the bronze caskets holds 400 cp, and the other one has 300 pp concealed beneath a layer of 100 cp. If the lid of the strongbox is opened by anyone but
Queen Frupy has concealed three potions: resistance (fire), mind control (mammal), and mind control (fire giant), the latter of which she plans to use on the king (see appendix A for the latter two
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
servants to come to her aid. Treasure. One of the bronze caskets holds 400 cp, and the other one has 300 pp concealed beneath a layer of 100 cp. If the lid of the strongbox is opened by anyone but
Queen Frupy has concealed three potions: resistance (fire), mind control (mammal), and mind control (fire giant), the latter of which she plans to use on the king (see appendix A for the latter two
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, another tarp covers a larger cylindrical object. Dusty webs cover everything. A metal door stands closed in the center of the adjacent wall.
Creatures. The “spherical objects” covered with tarps are
platinum rod as part of its components. Each rod is worth 20 gp. Door. The door exiting this area is made of steel, and is closed and locked. Its only features are three 6-inch-wide slots set in a row at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, another tarp covers a larger cylindrical object. Dusty webs cover everything. A metal door stands closed in the center of the adjacent wall.
Creatures. The “spherical objects” covered with tarps are
platinum rod as part of its components. Each rod is worth 20 gp. Door. The door exiting this area is made of steel, and is closed and locked. Its only features are three 6-inch-wide slots set in a row at
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
20 Dexterity check using thieves’ tools. At the other end of a twenty-foot-long corridor is another closed door.
Hidden Pit. The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
20 Dexterity check using thieves’ tools. At the other end of a twenty-foot-long corridor is another closed door.
Hidden Pit. The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk
dozens that infest the rubble field. Attracted rats move carefully and stealthily through the rubble to attack. Hidden Pit. The map shows the location of a concealed trapdoor that covers a 10-foot-square
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
DC 15 Wisdom (Perception) check to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful DC
her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
DC 15 Wisdom (Perception) check to discover. A door can be opened by simultaneously pushing in two concealed stone plates in the wall about 1 foot above it. The plates can be found with a successful DC
her two followers, female orcs, separate from the rest of the tribe. The door to area 10 is locked, but the key is inserted in the keyhole on this side. Burdug keeps the door closed because she wants
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stationed here are four veterans. If the characters are pretending to be workers, the guards search them for concealed armor and weapons before leading them to area X4. A character can try to smuggle a
. These doors aren’t locked but grind loudly when opened or closed, attracting the attention of anyone on the upper level or in area X4. X19: War Room The air in this wide room is thick with the smell of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
stationed here are four veterans. If the characters are pretending to be workers, the guards search them for concealed armor and weapons before leading them to area X4. A character can try to smuggle a
. These doors aren’t locked but grind loudly when opened or closed, attracting the attention of anyone on the upper level or in area X4. X19: War Room The air in this wide room is thick with the smell of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hidden in the wall behind the painting. Removing the painting from its hooks without first disabling the trap causes the gas to spew from tiny holes previously concealed by the painting. Each creature in
the arrow slits are two closed-off chambers—one to the west and one to the east. A character who has darkvision or a light source can peer through nearby arrow slits to see what each closed-off area
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
the corridor before flooding it with magical fire. Each creature inside the closed-off corridor must make a DC 20 Dexterity saving throw, taking 28 (8d6) fire damage on a failed save or half as much
clouded white crystal. To the right of the mosaic is a closed door.
A character who examines the relief with a Detect Magic spell or similar magic finds that the relief’s mouth radiates conjuration magic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hidden in the wall behind the painting. Removing the painting from its hooks without first disabling the trap causes the gas to spew from tiny holes previously concealed by the painting. Each creature in
the arrow slits are two closed-off chambers—one to the west and one to the east. A character who has darkvision or a light source can peer through nearby arrow slits to see what each closed-off area
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
concealed canvas door. If cornered, the doppelganger fights to the death rather than allow itself to be captured. If Gundren is revived, he thanks the party for coming to his rescue but won’t leave Cragmaw
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
concealed canvas door. If cornered, the doppelganger fights to the death rather than allow itself to be captured. If Gundren is revived, he thanks the party for coming to his rescue but won’t leave Cragmaw
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
“HANDLE WITH CARE.” A closed door offers a way into a walled-in area to the northwest. A mechanical lift stands along the south wall to the east, and two iron spiral staircases rise from the
, and with the head of a humanoid female. Dory keeps the golem in this chamber as a guardian, concealed under the water. If Dory is aware of the characters’ approach, he casts invisibility on himself