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                        Returning 35 results for 'coming closed'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hoard of the Dragon Queen
                                                    
                                                
                                            
                                                     hole in the roof. The spiders are wary, so theyâve never been seen coming and going. The lizardfolk know of them but havenât mentioned them to others. The chamber is not hung with webs, but the cracked
                                                
                                            
                                                
                                                     their recesses. A trapdoor is closed across the steps from area 2K and jammed shut with two iron spikes driven between the door and the frame. See the description of area 2K for notes about opening the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     hole in the roof. The spiders are wary, so theyâve never been seen coming and going. The lizardfolk know of them but havenât mentioned them to others. The chamber is not hung with webs, but the cracked
                                                
                                            
                                                
                                                     their recesses. A trapdoor is closed across the steps from area 2K and jammed shut with two iron spikes driven between the door and the frame. See the description of area 2K for notes about opening the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     and a flagstone floor. The walls are made of rough, mortared bricks. Thick cobwebs cover crates, barrels, and old furniture stacked against the north wall. To the south are a pair of closed wooden doors
                                                
                                            
                                                
                                                     characters hear a whisper coming from that direction. Characters who have a passive Wisdom (Perception) score of 14 or higher hear what sounds like a man whispering, âI canât get out.â To others, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                    Arrival Characters who come here from Falconâs Hunting Lodge arrive from the west. Those coming from the Circle of Thunder arrive from the north. WOODLAND MANSE FEATURES
 The manse is a dilapidated
                                                
                                            
                                                
                                                     or closed.
 Describe this location to the players by reading the following boxed text aloud: Following a trail through the woods, you come to a foggy clearing, in the midst of which stands a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     Strength of 20 or higher can force the gate open with a successful DC 25 Strength check. The first thing you notice as you enter the room is a heavy, unpleasant musk in the air, coming from cages
                                                
                                            
                                                
                                                     cultists move to free the bears. Each cage is closed with a simple bolt that can be unlatched with an action. Once the first two bears are set free, the third bear breaks out of its cage on its own. A
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     signs of transformation as well. Some people have an unsettling tendency to babble in Deep Speech about âthe coming ascendanceâ when their minds wander. Others have sprouted eyes in strange places or
                                                
                                            
                                                
                                                     Rivibiddel keeps misreading the text as such. Stonehill Inn. The Stonehills closed their inn, worried that guests might cause an incident in their establishment. Townspeople. Other townspeople can be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate. Pressure Plate. The 10-foot-square section of floor marked on the map is the location of
                                                
                                            
                                                
                                                     of the saving throw increases to 15. Once the sand is flowing, it must be scooped away from a closed door for someone to try to lift that door, and the sand flows through open doorways. The dust that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     room ends in a closed bronze gate. To your left, a single stone bench runs along the east wall. To your right on the opposite wall hangs a large metal gong; a short metal bar leans against the wall
                                                
                                            
                                                
                                                     responsible for keeping guard over the gate that separates the entrance from the rest of the lair. The gate is normally closed and down. It is raised and lowered by means of a chain and pulley mechanism
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     in white. A table in the center of the room has a small bench beside it. In the southwest corner is a coffer, its lid closed. A mass of seaweed rises in the northwest corner to a height of about seven
                                                
                                            
                                                
                                                    . Against the east wall rests a coffer, its lid closed.
 The occupant of this room is presently in the throne room (area 42). Coffer. The locked coffer can be opened by a character who makes a successful
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     of rot is strong in this room, coming from a large depression at the center, where dozens of fungi of many species grow. A barrel-shaped copper tank sits at the edge of the pit. Attached to the tank
                                                
                                            
                                                
                                                     effect as a stinking cloud spell (save DC 12), but the effect ends 1d4 + 1 rounds after the valve is closed or the tank runs out of fertilizer. The tank contains enough fertilizer to spray for 10 rounds
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     attic is stuffy, dimly lit, and covered in a fine layer of dust. A character who has a passive Wisdom (Perception) score of 13 or higher notices light coming through the floorboards above area M13. The
                                                
                                            
                                                
                                                     in an intricate dance. The far wall is almost completely covered by a map of the night sky, with a golden sunburst in the center above a closed door.
 The cabinets are crowded with skulls, bones
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     ominously when stepped on, but there is no danger here. Closed curtains shroud the windows, but the doors to the interior are unlocked and ajar. Both lead to a musty central hallway. Doors. The doors
                                                
                                            
                                                
                                                     leading off the hallway are closed but not locked. F3: Living Room The furniture in this living room is haphazardly arranged and looks close to falling apart. Beneath, the floor is covered in
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     two sapphires (worth 50 gp each). 46. Old Shrine The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open. Faded mosaic
                                                
                                            
                                                
                                                     galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed. Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     mariners. The clerics and the surviving guards would be severely punished (perhaps by death) if they left. Therefore, they have resolved to capture or kill anyone coming to the island. If any of the
                                                
                                            
                                                
                                                     against the pirates because he tried to rescue important books and scrolls from the burning abbey, and a collapsing hall closed a doorway behind him. He was forced to abandon the written works, and he
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ) score of 14 or higher hears what sounds like sobbing or muttering coming from within. The door is sealed firmly, as are the shrineâs four windows, and all are coated by an unnaturally resilient resin of
                                                
                                            
                                                
                                                    . If the characters destroyed Sylvarieâs painting before coming here, they encounter Sylvarie in her true form: a neutral good moon elf priest who is not wearing armor (AC 10). In this case, she is
                                                
                                            
                                        
                                                     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->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     approach this chamber hear screams of agony coming from inside. Braziers of glowing-hot coals heat and light this room, the walls of which are lined with closed iron sarcophagi standing on end. In the
                                                
                                            
                                                
                                                     six giant lizards kept here are used by the duergar as mounts and pack animals. They are hostile toward non-duergar but canât attack through the closed gates. The gates are latched shut, but not
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     as long as the characters do nothing to antagonize her, she can provide them with useful advice and material aid against the myriad threats lurking in the jungle. Liara is puzzled by reports coming
                                                
                                            
                                                
                                                     entrance is closed by two massive wooden doors with bars that take eight people to slide aside. Because the area is patrolled and the fort has excellent all-round lines of sight, the gates stand open
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     square room, its walls, floor, and ceiling made of glowing crystal set with images of unblinking eyes. A crystal door stands closed, but you can just make out the long corridor beyond it, and a lone
                                                
                                            
                                                
                                                     and drink for Alessia and any visitors to the tomb. It currently contains empty glass flasks, half a loaf of bread, and three peaches. If the cabinet door is closed, a bell rings. When the door is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     magical. G19. North Balcony A wooden railing encloses this balcony. Mounted on one corner of the railing is a copper spyglass.
 A bandit stationed atop this balcony watches for trouble coming from the
                                                
                                            
                                                
                                                     balcony. Mounted on one corner of the railing is a copper spyglass.
 A bandit stationed atop this balcony watches for trouble coming from the south and east. If she sees anything suspicious or threatening
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     quaggoths follow Thonot Krob who, in turn, obeys Xardorok Sunblight. The noises heard coming from behind the west wall originate from the elevator located in area X22. X21. Treacherous Guards This room
                                                
                                            
                                                
                                                     open unless the characters closed them in area X13 and X15. The characters need magic or climbing gear to scale the shaftâs rough-hewn walls. Below the shaft is a 5-foot-tall, 10-foot-diameter
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     time to time, including many monstrous immigrants from Droaam, coming and going at all hours. Martisha saw the half-ogre leave the apartment minutes before the characters arrived. T4b. Garraâs Living
                                                
                                            
                                                
                                                     the east wall stands an overstuffed couch. An rectangular table turned on its side blocks a closed door on the south wall.
 Four kenku cutpurses working for Daask hide in two groups of two: one group
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     forward. Just get everyone inside. Youâll make it work. Once closed, the door cannot be opened or damaged. Teleportation and other modes of extradimensional travel fail in the Dran & Courtier, and
                                                
                                            
                                                
                                                     disagree as to how many days theyâve been here). They have seen a number of strange, shady people coming and going, including some who wore cloaks to conceal their features. The doors seemed to work
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     to shut the double doors to area 3 (see âMountain Door Defensesâ above). If the heroes attack by coming through the secret doors that lead to these areas, the archers fire at characters descending
                                                
                                            
                                                
                                                     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->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     feet long. A number of stone mausoleums stand vacant, their doors hanging open. The interior of a mausoleum is dimly lit when its door is open and shrouded in darkness when the door is closed. As the
                                                
                                            
                                                
                                                     allowed them to pass, but with demons now coming from that area, Gideon angrily assumes that the humans are in league with the demons. A successful DC 12 Charisma (Deception or Persuasion) check
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     practicing arcane magic. Itâs obvious that this rejection still stings Oshundo, who refers to Illithinochâs long-dead leaders as âignorant foolsâ who are âclosed to the flexibility and power of arcane magic
                                                
                                            
                                                
                                                     perpetually tracks creatures in Illithinoch with its Creature Sense ability. It likely knows that the characters are coming and which denizens theyâve dispatched before arriving. Once the characters come to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     another corner. Five closed doors lead from the room.
 Dress Dummies. Seven humanoid-shaped dressing dummies stand in the cornerâfour of Medium size and three of Small size. Six of them are adorned with
                                                
                                            
                                                
                                                    , including paintings, etchings, and sketches. All are displayed in gaudy, gilded frames.
 A framed oval mirror two feet wide and five feet tall hangs in the middle of one wall.
 The hall has closed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     humanoid blood is spilled on any page, Infernal text on that page becomes legible, remaining so until the book is closed. The blood remains even after the text vanishes. Any character with the Ritual
                                                
                                            
                                                
                                                    , creatures that have telepathy canât communicate telepathically with creatures outside the attic unless the doors are open. Terenzio and Elzerina have heard howling coming from the attic two or three
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thievesâ tools. If this check
                                                
                                            
                                                
                                                     after the creature can no longer hear the music. A creature can escape the music by being on the other side of a closed door that leads to the gallery, or by vacating the area (including adjacent rooms
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     Phaia and Kelson are here (see âCreaturesâ below), anyone who listens at the doors can hear screaming coming from the other side. The walls of this black marble mausoleum are lined with hundreds of
                                                
                                            
                                                
                                                     gray marble shot through with red dominates an open courtyard surrounded by closed doors. Blue light shines from the top of the monument. The air around it hums with power, its vibration overwhelming
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     coming from the top of a wide staircase in the northwest corner (see area G13). Two iron chandeliers hang from the dark mahogany ceiling above a long dining table carved from red larchwood. Chairs
                                                
                                            
                                                
                                                     shelves. In one corner stands an iron lectern with a closed, locked, leather-bound tome resting on it. Two padded chairs face a large fireplace. One has a wolf skin draped over it. Books. Many of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     some candy on hand or some sweet rolls, and all will be calm where you live. Kythorn 14: Guildhall Day This day is a time of trade fairs. Most shops are closed, and street sales are suspended for all but
                                                
                                            
                                                
                                                     Stoneshar can expect blessings upon their works in the coming year, whereas individuals who do nothing constructive on this day can expect all manner of misfortune to rain down on them in the year ahead
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     âHANDLE WITH CARE.â 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
                                                
                                            
                                                
                                                     circumstances. Dory is willing to give up this information because he knows its time in the Styes is coming to an end â and he wants to trigger as much final mayhem as it can. If he canât use the cult for its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     characters make the climb invisibly, at night, or during a rainstorm, itâs impossible to reach the monastery without the aarakocra knowing theyâre coming. Fifty-six aarakocra live in Kir Sabal, in
                                                
                                            
                                                
                                                     Asharraâs personal chamber. It contains a comfortable bed, a nightstand, a few books of Chultan poetry, and a wardrobe holding everyday and ceremonial clothing. Under the bed is a small, closed box
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     meeting is not optional, since tribute must be paid to the hobgoblin warlord in return for his hospitality. Afterward, characters can move freely about Azrokâs Hold, coming and going as they please
                                                
                                            
                                                
                                                     checking visitorsâ identification papers  Combat behind closed doors probably doesnât raise an alarm, but any loud disturbance in the streets is likely to put the entire settlement on alert. As it
                                                
                                            
                                        






