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Returning 35 results for 'docent inside are boxes'.
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Magic Items
Baldur’s Gate: Descent into Avernus
An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of
infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Tuning the Rod Regardless of which side, if any, the characters take in this conflict, the characters must pair the second piece of the Rod of Seven Parts to the working Docent in Ialos to continue
the adventure. (A character need not be attuned to the Docent to pair the Docent to the rod piece.) When a character touches the rod pieceto the working Docent, the piece emits a loud, metallic ping
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Mournland’s impeded navigation. The characters can do this by tuning their second rod piece to a working Docent from inside one of the fallen colossi. A Docent is a small, sentient metal sphere that
employs its sentience and magic on behalf of an attuned warforged; the full description of a Docent is found in the “Finding a Docent” section later in this chapter. The wizards correctly postulate that a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
inside a colossus is often terrifying. A horrific monster might have made its lair in a colossus’s interior in the years since the Mourning. The master docent in another one might speak through the
smashed through a wall, then pour out through hatches once the colossus was in position. Docent Network. Controlling a construct of such size proved to be a great challenge for the Cannith artificers
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even
after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it. When an object small enough to fit inside an infernal
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
the hull protects you from the the strong currents outside. Many boxes and barrels are present here, somewhat waterlogged but largely intact.
This ship served as a tender vessel, bringing supplies to
boxes sealed with wax, 200 ballista bolts, 1000 yards of sailcloth, 500 feet of uncut silk rope, and four kegs of resin. Two drowned blades and two drowned ascetics wait for intruders toward the ship’s
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Cradlefall
This green dragon wyrmling likes to hide in painted wooden boxes, of which there are three: one each in areas area L3, area L6, and area L7. Each box is 3 feet on a side and has a
hinged lid. A detect magic spell reveals an aura of conjuration magic around a box. A crank protruding from one side of the box attaches to a tiny metal music box mounted to the wooden box’s inside wall
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
leading to area C20. Because the students and faculty here don’t bother to fully close it, the secret door can be found with any search of the area. C15. Faculty Storage Boxes and filing cabinets have been
be found by any character who searches the area. Beyond the door is a secondary storage area holding boxes with personal items that faculty members have stashed away from prying eyes. Any character
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
the doors open, hold workshop supplies, boxes of junk, and other mundane bric-a-brac. If one or more characters spend at least 15 minutes searching a cupboard, they find 1d4 trinkets inside it (each
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
this room to area V1. Pass Card Stash. Characters who take a minute to search the boxes find a small, partially open box in the southwest corner. Inside are three palm-sized pass cards, each stamped with
holds five stalls. A simple latch allows the door of each privy to be locked from the inside. East of the privies is a staircase to the attic (area V17). V16: Basement Boxes and crates are piled here in
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
exist. Reward Inside each strongbox is 5 GP. If the characters manage to penetrate all the strongboxes, Lenk grouses about the boxes’ poor craftsmanship. If all the strongboxes thwart their attempts
. Inside, an old human man hunches over a table, peering at an emerald through a jeweler’s loupe.
The jeweler, Lenk, puts down his loupe with a sigh and invites the characters in.
Alexander
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
these doors. A stack of torn tickets sits on a shelf beneath a counter inside the booth. Prior to a show, each booth holds a ticket seller (commoner). Admission to the theater is 1 sp per person. P3
. After a performance, both boxes are empty. P4. Auditorium The auditorium has the following features: Cushioned seats are arranged in seven tiered rows facing a 5-foot-high wooden stage. Each row has
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
-person “watch boxes” set up on nearly every street corner in the Sea Ward, including the intersection just outside the gates of Cassalanter Villa. If a guard sounds the alarm, the Watch member on duty
plot. The number of guards patrolling the grounds doubles, and Victoro dispenses with all human guards inside the house. Whenever a guard is mentioned in an interior area, that guard is now a bearded
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
characters arrive, four soldiers are on patrol in areas L8 and L12, and the remaining six tin soldiers are inside their domiciles, behind closed doors. Each of these six Constructs is a Small (3-foot-tall
it is stunned until the end of its next turn. Dragon-in-the-Box. The wooden box with the crank is one of the boxes where Cradlefall might be found (see “Skabatha’s Minions” earlier in the chapter). March of the Tin Soldiers
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
courthouse or instructs them to wait. The clerk holds a key to the records rooms (area H2). H2. Records Rooms The doors to these rooms are locked. Inside, shelves lining every available inch of wall
space hold boxes of papers dated by month and year. These papers are records of court proceedings and depositions. H3. Clerks’ Office Two desks pushed together in the middle of the room hold quills
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
(Perception) score of 13 or higher spot the creature. It’s waiting for Kinyel Druu’giir, its “true love,” to emerge from the pavilion. Inside the pavilion are four drow: Sirak Mazelor (a female drow mage and
thick zurkhwood reinforced with iron bands. A window slit at eye level allows two human veterans stationed inside the doors to peer out into the cavern. They will not open the doors to strangers
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
it are a few strange-looking boxes with funnels protruding from them at an angle. Twenty feet opposite the table, a small bucket rests on the floor.
The devices on the table are called wizard
simple: lob a sphere from the wizard gizzard and have the sphere land inside the bucket on the floor. The game takes 1 minute to play, and the character who lands the most spheres in the bucket during
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
.
At the end of each hour the adventurers stay inside either derro area, there is a 25 percent chance that 2d4 derro (see appendix C) attack without warning. If the characters kill any derro, the
cloth, gray sheets of canvas, and moldy boxes. The fissure is tall and wide enough for a Medium creature to squeeze through the first 10 feet, and then continues for 50 feet at an average 5 feet in
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
spelling “ACERERAK” are inset on it in platinum. (The metal, worth 100 pp in total, can be pried out.) The end of the thing nearest the wall is stove in and shattered. Inside can be seen bits of a wooden
out if the contents are moved around. (Why, the demilich has long been destroyed, but his magical traps somehow survived!) Iron Chests. Each of these massive boxes is embedded into the stone. Neither
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
, bottles, boxes, and other supplies crowd its shelves.
An affable halfling named Ruckus runs this shop.
Dario Jelusic Ruckus
Halfling Shopkeeper
Stat Block: Commoner
The owner of the
toward the back of the shop is roped off and bears a hastily scrawled sign that reads, “WARNING! FIRE GHOST. STAY OUT!” Inside the storeroom, jumbled goods cram floor-to-ceiling shelves.
Shop Services
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
House Cannith wants the party to escort him to a warforged colossus. The magewright wants to retrieve the docent network from the colossus before an unscrupulous House Phiarlan operative does so. 3 On
learned too much about the house’s secret research. The characters can appease her by promising to help her get revenge. 3 A tiny kitten mews from inside a hollow log. Within a few hours after being freed
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
devils, using the Creed Resolute to bind all Elturel to his dark deal.
“I wish to prove my theory, and I believe the evidence is locked inside the puzzle box.”
Sylvira is an expert on magic puzzle
boxes, having made and sold a few herself. If the characters give her the infernal puzzle box, she examines it, asks Jezebel to fetch her a flask of dark liquid, and pours a small amount into the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
this chamber as a mess hall and meeting room. Guests are also entertained here. B3. Supply Room This chamber contains supplies for the upkeep of the tower: mops, coils of rope, timber, boxes filled
succeed on a DC 16 Dexterity check using thieves’ tools or force it open as an action with a successful DC 20 Strength (Athletics) check. Inside, a longsword of warning named Auspex is mounted to the
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
: Hermitage Second Floor View Player Version 16. Junk Room Bundles, barrels, and boxes are piled haphazardly across this tower room. A narrow path leads through the clutter to a staircase curving along the
leads to area 18 and the interior of the second level is barricaded from the inside. Breaking through it from outside requires a successful DC 14 Strength (Athletics) check. Development. Unless the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
bales of cloth, piles of hides, and a few odd boxes and barrels of foodstuffs are stashed in an out-of-the-way cave. Treasure. If the characters move any of the boxes and barrels around, the third
creature standing on the floor. Inside this box are two more armbands and a pouch of five gems (worth 100 gp each). Exit to Lower Level. The passage leading west from this area intersects with a down
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
stones filled with burned and blackened rubble. As you approach the sooty stones, it is obvious someone has been sorting through the debris. Assorted oddments are piled inside the scorched square of
lumber.
Unless alerted by a commotion in area 2, one guard (veteran) is napping on a pallet. The pallets hold nothing but rags stuffed inside flour sacks to make crude mattresses. The kettle, used
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
, and the like) and bags hang from the many pegs along the walls. Use the Giant’s Bag Contents table to randomly determine what’s inside any bag or sack the characters happen to open. Any noise the
characters make could awaken the sleeping guards in the area. Guards at the Gate. Two snoring hill giants, supposedly guarding the entrance, lie curled up blissfully asleep just inside the front gate, a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
chamber (see area 2A). Treasure. The dragons’ hoard includes the following items: 15,000 sp and 12,400 gp in loose coinage Eight silver boxes filled with ivory (weighing 20 pounds apiece, each box worth
300 gp plus 100 gp for the ivory inside it) An alabaster statue depicting a winged woman (a deva), worth 800 gp Seven white marble statues of no great worth A scattering of three hundred fifty gems
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the obsidian insignia scarabs of House Freth can ignore. The back wall is lined with boxes arrayed on shelves. Inside these boxes are thirty shortswords, thirty hand crossbows, and several hundred
delicate hinged doors. The silver cage is fused to the wall and can’t be detached from it. Inside the cage is a 3-foot-tall obsidian statue of Lolth in her drow form. The statue is smeared with sacrificial
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
closer inspection, the party finds the remains of a horse in the tall grass, still tethered to the front of the cart. Under the tarp are boxes, barrels, and trunks. Many of these containers are broken
): The driver’s seat lifts up to reveal a compartment. Inside this compartment is a pouch containing 15 gp and a ledger listing sales in settlements around the area. TRAGIC TRANSFORMATION
Mayor Lei
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
at the far end of the hallway in anticipation of a second raid. This weapon is triggered by a nearly invisible tripwire set 30 feet inside the entrance, and someone must succeed on a DC 20 Wisdom
which screens the entrance to the queen’s private chamber. Inside this entryway are torches on the walls, and six chairs and three small tables along the hallway. At the end of the route westward is
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
hag, spends much of her time here as well. In addition to a cauldron and the witchy ingredients typical of a hag’s lair, this room is crowded with litter boxes, scratching posts, cat trees, feather
, Wanewort can pass through solid walls, doors, ceilings, and floors as if they weren’t there. She takes 1d10 force damage if she ends her turn inside an object. Open and Shut. Wanewort targets any number
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
parchment, along with a couple of quill pens and dried-up jars of ink. For its size, the wooden cabinet contains very little. Inside are a tinderbox, a few wooden boxes full of candles, and two well-used
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
frame a short corridor. Bolted to the walls are a dozen black boxes, each one measuring eight feet tall and one foot wide, that give off a low hum.
Operating a lever in area X36 deactivates the trap
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, ascertain that something akin to a gelatinous cube has lodged itself in the well. The gelatinous cylinder lurks 10 feet down inside the well and is invisible in the water. It attacks any creature and
turned upside down. Characters who examine the sigil can ascertain, with a successful DC 10 Intelligence (Investigation) check, that it can be manipulated safely. The inside of the cupboard is divided






