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Returning 33 results for 'door stealing'.
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Player’s Handbook (2014)
, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation.
Trickery Domain Spells
Cleric
Level
Spells
1st
charm person, disguise self
3rd
mirror image, pass without trace
5th
blink, dispel magic
7th
dimension door, polymorph
9th
dominate person, modify memory
Tabaxi
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
lazy, but when Linene came around looking for a missing broach, she was out the door before I could blink an eye.
— Toblen Stonehill, innkeeper
Hailing from a strange and distant land
for passage on a ship or a week’s lodging after stealing it. The tabaxi might take extensive notes or memorize every facet of the gem before passing it on, but the gem holds no more allure once
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
characters telepathically as soon as they’re in range. The ultroloth was imprisoned by a pit fiend for stealing soul coins. Baazit promises to show the characters how to form magical servants from the
Baazit’s cage. Once the cage stops moving, a character can try to use thieves’ tools to unlock the cage door, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic also
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The outer door is locked when the characters arrive in search of the Stone of Golorr. A successful DC 20 Intelligence (Investigation) check reveals that it has been opened recently, as evidenced by
dirt smears on the door. A character can try to pick the lock using thieves’ tools, doing so with a successful DC 15 Dexterity check. A knock spell or similar magic also opens the door. Human footprints
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
31. Gemsmith’s Cell The oak door leading to this area is locked, but can be opened with a successful DC 14 Dexterity check using thieves’ tools, or forced open with a successful DC 14 Strength check
assist the thieves charged with stealing the gemstone eyes from the statue of Moloch in area 25, she was captured and put to work. If the characters talk of rescuing her, Seodra refuses to leave unless
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
examines the rock formation quickly realizes it’s a door. Opening or otherwise investigating the door knocks free the dirt encrusting it, revealing an ancient etching of a phoenix wearing a mask rising from
. Among the images, Orestes is portrayed stealing the sun from above the polis of Setessa, tricking a cerberus into devouring itself, stealing a kraken’s heart, and racing a skiff ahead of the River
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
and yells, “My wife’s been missing for days! Do something, you coward! Stop this!” When the characters near Harbin’s house, the harried townmaster yanks open the door and hurriedly pulls the characters
of everything? I can’t take on a gaggle of no-good ruffians by myself. I can’t stop anyone who’s determined from breaking buildings and stealing things. Absurd!”
Harbin explains that while the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
16, she has the incapacitated condition, and she can’t move or speak.
H2: Antechamber This room’s south door is locked. If the characters enter, read or paraphrase the following text: Old cloaks
fine mithral wire, and worth 300 gp. H4: Derwyth’s Room This room’s door is locked. If the characters enter, read or paraphrase the following text: This small, plain chamber contains a round carpet and a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
west, a large statue depicts a human woman wielding a bow and arrow. To the east, two comfortable chairs accompany a small table. A double door leads outside to the north, and two doors on the south
wall lead into the vault.
Guards. Two guards watch the unlocked front door while sitting in the lobby’s chairs. Though suspicious of people trying to get in, they’re accustomed to confused people
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
, stealing from the rich, freeing captives, and flouting hollow traditions. They prefer subterfuge, pranks, deception, and theft rather than direct confrontation. Trickery Domain Spells Cleric Level
Spells
1st charm person, disguise self 3rd mirror image, pass without trace 5th blink, dispel magic 7th dimension door, polymorph 9th dominate person, modify memory Blessing of the Trickster
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
behind an open grave. After the halflings fled with the mandolin, Frody awakened, crawled from his coffin, shambled to his mother’s old cabin, and knocked on the door. The young family living there
Axe in his possession and plans to give it to one of his students. Stealing Golden Axe from Skalderang Conservatory forms the crux of this adventure. Ideally, at least one character in the party
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
leading from area V1 to areas V5, area V6, and area V7 In the hall leading from area V11 to area V12 On the door leading from area V12 to the hallway to area V13 If an alarm is on a door, touching the
door sets off the alarm. If an alarm is on a 5-foot square, entering that square sets it off. The alarm on the front doors in area V1 extends 10 feet, covering the entire width of the doorway. When an
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Meeting with Vizeran Assuming the adventurers arrive as Vizeran’s guests, they find the door to the tower open to them. If they arrive under other circumstances, see “Stealing into Araj” at the end
of this chapter. Past the heavy iron door that is the tower’s only visible entrance, a short tunnel extends through five feet of solid rock into a cool, dark chamber. As you enter, a floating orb of
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
away!” without opening the door. If the characters accuse Henrik of stealing the bones of St. Andral, he shouts again, “Go away! Leave me alone!” If the characters break into the store, Henrik offers no
N6. Coffin Maker’s Shop This uninviting shop is two stories tall and has a sign shaped like a coffin above the front door. All of the window shutters are closed up tight, and a deathly silence
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
’ tools, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic also works. A door can be forced open with a successful DC 30 Strength (Athletics) check. It can also be
destroyed. Each door has AC 19, 40 hit points, a damage threshold of 10, and immunity to poison and psychic damage. Zox has cast a glyph of warding spell on every door. Each glyph is inscribed on the inside
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
current experiments in stealing and offering secrets to Vecna. Secret Door. A tapestry depicting a feasting ghoul conceals a secret, sliding door leading to a short tunnel between this room and area C16. A
the west and south. Its metal double door bears a rusty broken chain and a padlock that hangs off the door.
The well-oiled door opens noiselessly. The crypt interior is dusty, with numerous tracks
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
rubble and the remains of several merchant stalls. On the west side of the court is a wide, sliding glass door.
The sliding glass door leading to the supply room (area S6) requires a Glyph Card to
walls of this dusty workshop. A door on the east wall is closed.
Sitting against the south wall is a large cast-iron stove. A metal pipe one foot in diameter rises two feet from the top of the stove
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
. Among the crystal sconces mounted on the walls, one near the elevator door appears to be malfunctioning. It flickers erratically.
Touching the flickering sconce extinguishes its light permanently
cesspit in the floor. The room holds nothing else of interest. S21: Pristine Luxury Suite This luxury suite consists of two rooms separated by a transparent, sliding glass door.
The west room is
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Caverns The passages and caverns beyond the secret door in the south wall of room 21 all decline perceptibly toward the sea. The passage that runs north of areas 25 and area 26 and the interior
found on the stairs leading from the secret door and in places where narrow passages were widened. It is likely that the characters have dealt with members of Sanbalet’s gang before entering the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
on stealing the rod and using the portal to travel to Pandesmos. If the characters defeat Kas, he reveals the location of Vecna’s ritual: the Cave of Shattered Reflection in Pandesmos on the plane of
ensuing chapters significantly easier for the characters. When the characters are ready, Alustriel can direct them to a portal in Sigil that leads to Pandesmos. It’s up to you whether the door opens
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door with a bugbear marionette hanging next to it. Gouged into the door frame is the word “Krek” (a Goblin word meaning “this for that” or “trade”). The walls of the shop on the other side of the door
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
, since his fool’s scepter is needed to open the prison’s front door.) If Endelyn finds no other use for imprisoned characters, she turns them into masks using the arcane device in area M8. Characters
. Endelyn accuses her sister, Bavlorna Blightstraw, of stealing her cat, Gloam. Endelyn wants the characters to travel to Bavlorna’s cottage in Downfall (see chapter 2), find her cat, and return it to her
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
“Getting Captured” below). The first time the characters are allowed inside the city or turned away from a gate, a secret door on the wall opens, revealing Gorglak, a duergar Stone Guard (see appendix C
guards to take the characters away. Getting caught stealing is punishable by death on the spot, but guards or the offended party might see some value in enslaving the culprits instead, so the characters
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) psychic damage. Thunderwing is immune to these visions. L4. Moldy Bedroom An unlocked wooden door seals off this cave. This cave reeks of mold and mildew. Delicate white vines with brilliant purple flowers
walls. This is a safe room to rest in. Faerie Ring L7. Kitchen An unlocked wooden door seals off this cave. The door is covered with what is obviously a patch of yellow mold (see "Yellow Mold" in the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
value long ago). Secret Exit. The tunnel behind the secret door in the southeast corner is about 5 feet in diameter. It twists and turns so that any person using it will lose all sense of direction
. In addition, the guardroom for the cell complex is marked with a G. Each cell has a thick wooden door with a high, barred window (about 15 feet up, too high for the average human to peek through
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
into trouble. Although Baervan isn’t as much of a prankster as some of the other gods, she is often held responsible when Chiktikka does something outrageous, such as stealing Gruumsh’s breakfast or
discoveries. Callarduran earned his moniker when, after stealing the heart of Ogrémoch, he rubbed his hands smooth as he polished the heart and turned it into a magical stone. The theft caused Ogrémoch to turn
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
a solid background in company history might recall that this is the same vault that the core members of Acquisitions Incorporated once robbed.) Vault Doors and Keys. Each vault door is covered in
door, with one typically held by the enclave and a second by the owner of the vault’s contents. When both keys have been turned in multiple locks, the door opens. While the wedding is in progress, Gorat
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
named Deena Finkleton who came in hopes of stealing the dragon’s treasure. Gelida was left here to count the coins her conjurer pilfered, but the halfling never returned. Hiding from the Dragon. Gelida
out of sight near an open secret door leading to the crystal room (area D12). These creatures are loyal to Aerstigga, who commanded them to stay here until she needs them. They are Hostile toward
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
guards) are assigned to watch over them. Sheriff Southwell carries the key to the cell door, which can be picked open with thieves’ tools and a successful DC 15 Dexterity check. If the guards need to
, stealing food and drink mainly. The Order of the Gauntlet captured most of his gang, but Worvil disappeared into the mountains. Interrogation of the captives led Baric to discover the Weevil’s craving for
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
following aloud: From the north, you hear a faint voice mumbling profane phrases.
The cultists keep the door to the fodder chamber (area W9) closed in case the food intended for Ker-arach in the Sacred
Web Hall (area W12) tries to escape. W5: Guardian Chamber An enormous, winged biped with a boar’s head paces in front of a barred prison door to the southwest. A ring of keys hangs from a hook on the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
. The fourth wall is made of alabaster and has a locked iron door set into it (leading to area E2). A black-robed female human with a bald, scarred head watches this room through a glass window set
enough. She uses a sending spell to contact Manshoon as soon as the characters arrive. Manshoon sends his simulacrum (see appendix B) to unlock the door to area E2 and greet the new arrivals. It takes 1
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
.) The third goat says, “The fool’s scepter is the key.” (This statement refers to the scepter that belongs to Stagefright the goblin, which can be used to open the stone door to area M17.) After speaking
ago, Feenia was caught stealing theater props, but Endelyn Moongrave promised not to punish her as long as Feenia agreed to fly the hag’s kite. Feenia did so and is now unable to let go of the cursed
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
is currently in area 45 accusing a servant of stealing it. Treasure. The baron wears a platinum armband (200 gp). He also carries the key to the coffer in area 52. 43. Royal Servant’s Chambers This
. A third sahuagin in dark robes floats near the doorway, looking bored.
Baroness Seklaz (sahuagin baron) looms over her servant (sahuagin), accusing it of stealing one of her earrings. The earring