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Returning 35 results for 'doors inspire are burns'.
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Adult Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
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monsters
Fizban's Treasury of Dragons
Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.
Deep Dragon
lair has the following features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise
Ancient Deep Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
monsters
Fizban's Treasury of Dragons
Deep Dragon Ideals tables to inspire your portrayal of distinctive deep dragon characters, and use the Deep Dragon Spellcasting table to help select spells for a spellcasting dragon.
Deep Dragon
features:
Connecting Passages. Because a deep dragon lacks a sapphire dragon’s ability to shape stone, add a few connecting passages or secret doors to otherwise inaccessible chambers, possibly
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
outside the doors. Crawling around their feet are four swarms of rats.
Purple Flames. Mounted on the back walls of four wide alcoves are rusty iron sconces, each holding a torch coated in black wax
that burns with a purple flame. The walls of the alcoves are cracked and pitted.
The rats attack creatures not dressed as cultists of Shar. The cultists are chanting to help focus the power of the
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
their bottoms to allow Medium and smaller snakes to pass through. Doors are unlocked unless noted otherwise. Illumination Oil lamps provide dim light throughout the complex. Each lamp burns with a
Temple Features Ceilings Unless otherwise noted, chamber ceilings are 20 feet high and corridor ceilings are 10 feet high. Doors Doors are made from worked stone, with 4-inch-wide holes spaced along
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, often tinged blue or gray, being common. German conventions inspire many names in the region. When players create characters from Lamordia, consider asking them the following questions.
Where and how
student’s experiments? Did you sell them the flesh rights to your body?
How has the land scarred you? Have you suffered from frostbite in the wilderness? Do chemical or radiation burns scar your body? Did you sell a body part for coin? Did someone steal an organ from you while you slept?
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
chicken coop, a heavy wooden trunk, and a pretty wooden cabinet with flowers painted on its doors. In addition to the clucking of the chickens, you hear toads croaking.
The sweet smell of pastries
blends horridly with a stench that burns your nostrils. The awful odor comes out of an open, upright barrel in the center of the room.
Warmth issues from a brick oven against one wall, and a crumbling
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
. 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
creepy manors suit ghostly inhabitants, so does each domain inspire and encourage a distinct type of terror. Details on how to create your own domains appear in chapter 2, while chapter 3 describes some of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
Death Dog Two-Headed Spreader of Disease Habitat: Desert; Treasure: None Daren Bader ...and his sorrows will stalk your land like hungry dogs until the seas turn to sand and the sun burns to cinders
from the Death Dog Malady Symptoms table to inspire symptoms spread by a death dog’s bite. These symptoms are cosmetic and don’t alter the effects of the death dog’s Bite action. The symptoms vanish
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
giant leading them utters a command phrase in the Giant tongue that unlocks and opens the adamantine doors to the Vonindod assembly hall (see area 28). These reinforcements remain in the assembly hall
: GENERAL FEATURES
A set of enormous, airtight, magically locked stone doors seal Ironslag main vault (area 28). Adventurers hoping to breach the fortress are more likely to succeed by climbing a 500
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
constrained by walls and doors around them, but in the wilderness, adventurers can travel in almost any direction they please. Therein lies the key difference between dungeon and wilderness: it’s much
, takes many forms, and urban settings aren’t always the safe havens they seem to be. This chapter provides an overview of these three environments plus a few unusual environments, taking you through the process of creating an adventure location, with plenty of random tables to inspire you.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
halfway through the spinning cylinder and then ignite the slippery oil with a flaming arrow. The oil burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning oil deals 9
other than her own. She has never been past the doors at area 14. Burket knows even less than she does. Treasure. The room has a couple of benches and a table, upon which are a large candlestick
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
19. Obo’laka’s Shrine A pair of needlelike columns mark the entrance to a walled ruin. In the courtyard beyond, banyan roots envelop a squat building. The stone doors that seal the entrance are
obtain Obo’laka’s puzzle cube. The doors are slightly ajar and have rusty hinges that squeal loudly when the doors are opened. When the characters arrive, four zorbos (see appendix D) are lurking around
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
with ornate coat hooks under a row of shelves. Stained rain cloaks currently overload the hooks, and several spears lean against the wall. Doors lead to the north and south.
When worn with the hood up
doors lead into the carriage house. They make considerable noise when opened, alerting the creatures inside. A character who listens at these doors and succeeds on a DC 14 Wisdom (Perception) check
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
spotted a new threat. Raiders are trying to set fire to the town’s mill. If it burns, we’ll lose our stockpile of flour and we won’t be able to grind more for months. I’m trying to assemble enough
, exterior office. The long side of the building away from the stream has barn doors and a two-part door, and the two short walls have windows. All these openings are closed, but none are locked or barred
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
, ice-covered sconces made of iron.
The double doors that lead to this chamber are 30 feet tall and open into the room. The double doors leading to areas 4 and 7 are covered with a 4-inch-thick
layer of ice that must be chipped away or melted before the doors can be pulled open from this side (either physically or with the aid of knock spells or a chime of opening). A fireball spell produces
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
K78. Brazier Room This room is thirty feet square, rising to a twenty-foot-tall flat ceiling. A stone brazier burns fiercely in the center of the room, but its tall white flame produces no heat. The
the fire reappears in the brazier’s rim. Development If the brazier, the hourglass, or either golem is attacked, the doors of the room magically slam shut and lock (unless they are being held or wedged
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Lamp. A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright
light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dining room. E10. Private Dining Room The mounted head of a displacer beast hangs on the east wall near a small armoire to inspire this area’s name: the Displacer Beast Room. E11. Large Guest Room
sahuagin. The chest’s interior is lined with shark teeth and contains a 5-pound coral sculpture of Sekolah with red pearls for eyes (worth 250 gp as an art object). E12. Plain Guest Rooms The doors to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
underground lake. To the right, a crumbling stone quay leads to a tunnel heading northeast. A ten-foot skiff is moored to the quay, and a torch burns in a bronze sconce by the tunnel mouth. Beside the quay
glimmer of torchlight hints at a channel or canal to the north. To the south, a crumbling stone quay leads to a dark passageway. At the east end of the lake, another torch burns above a larger quay, with
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
, the creatures that guard the shrine are already immune to the effect. Doors. All the doors in this sector are locked. Random Encounters. No random encounters occur in the Temples of Extraction. Black
deities who are associated with torment have been imprisoned in these chambers. 98. Temple of Poison The air in this white marble chamber hangs heavy with a dark mist that burns the eyes. To the north is
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Ink, an Ink Pen is used to write or draw. Jug (2 CP) A Jug holds up to 1 gallon. Ladder (1 SP) A Ladder is 10 feet tall. You must climb to move up or down it. Lamp (5 SP) A Lamp burns Oil as fuel to
cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet. Lantern, Bullseye (10 GP) A Bullseye Lantern burns Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Example Complex Traps The following complex traps can be used to challenge characters or to inspire your own creations. Path of Blades Complex trap (level 1–4, dangerous threat) Hidden within a
cunningly hidden secret doors. The hallway is 20 feet wide and 160 feet long. It is mostly clear. After 80 feet, the floor is broken and cracked, becoming difficult terrain until the 130-foot mark
Compendium
- Sources->Dungeons & Dragons->Divine Contention
ammunition in the cargo hold through the six trap doors (three on the port side and three on the starboard side) onto the main deck. While the ballistae are raised, turning the capstan counterclockwise as
from its mouth. The oil burns on the surface of the water for 1 minute. Creatures and objects that enter or start their turn in the burning oil take 18 (4d8) fire damage. I4. Icingdeath Captain’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. South Doors. This double door is unlocked. B2. Arcane Study Bundles of papers, diagrams, scrolls, and books lie scattered on a desk and across the floor of this room, which is lit by two glowing crystal
with a successful DC 20 Strength (Athletics) check. Secret Door. A character who searches the south wall for secret doors finds one with a successful DC 15 Wisdom (Perception) check. Once found, the
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
climb to move up or down it.
Lamp (5 SP) A Lamp burns Oil as fuel to cast Bright Light in a 15-foot radius and Dim Light for an additional 30 feet.
Lantern, Bullseye (10 GP) A Bullseye Lantern burns
Oil as fuel to cast Bright Light in a 60-foot Cone and Dim Light for an additional 60 feet.
JOHN GRELLO, POLAR ENGINE Lamp and Net
Lantern, Hooded (5 GP) A Hooded Lantern burns Oil as
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, or you might prefer to pass unseen. You might eliminate your foes in the most public way possible, or prefer to deal with all problems behind closed (and preferably soundproofed) doors. Either way
burns your headquarters to the ground, your fellow franchise members always know how lucky they are to have you around. And with your special skills, you’ll be able to make sure they show their appreciation financially — whether they know it or not.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
images that can inspire your mapmaking. Bringing a Location to Life An inhabited adventure location has its own ecosystem. The creatures that live there need to eat, drink, breathe, and sleep
the creatures inhabiting the dungeon come to that spot to drink. The adventurers might set an ambush at the pool. Likewise, closed or locked doors can restrict the movement of some creatures. A dungeon
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Volcano Temple The grandest temples of Purphoros burrow into the hearts of active volcanoes, being both places of worship and workshops. The volcanic vapors inspire artisans who worship at the top of
a pair of towering, bronze-bound doors. The interior holds a complex of workshops, forges, barracks, and mines. The physical and spiritual heart of the place is a large cavern where a gigantic statue
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
closed monastery doors. The plain doors are made of heavy timber with iron studs. A dusty footpath circles the building.
If the characters scout around the other sides of the building, add the
right direction. All outside doors are locked after nightfall. M2. Basalt Hall At night, no one is here, but during the day, two Sacred Stone monks (see chapter 7) are stationed here. If the monks are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Bullseye. A bullseye lantern casts bright light in a 60
-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. Lantern, Hooded. A hooded lantern casts bright light in a 30-foot radius and dim light for
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
claim the final orrery component from her. Map 5.2 shows the layout of Lottie’s Palace.
Map 5.2: Lottie's Palace 1. Gambling Den As you pass through the doors, you enter a world of opulence. Glass
the far wall features another set of double doors.
The clientele here all look a lot like the duergar you saw in the town of Fortune. All are gambling in a frenzy, arguing with one another over tokens
Compendium
- Sources->Dungeons & Dragons->Divine Contention
shaft descends into a worked stone hallway. One end of the hall has collapsed, and the other terminates in a pair of giant ebony doors. A thin layer of mist swirls over the floor and the air is
the floor and a fire burns in a brazier in the center of the room. There is one necromancer in here, plus one ghast and one priest for every character in the party, including sidekicks. The characters
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
fireplace burns with purple flame. Swinging from the chandelier above the center of the common room is a red-haired figure in a green shirt and red cape. He appears to be having a grand time.
Sigil the
can safely open the door to the kitchen (and any doors in the inn other than the outside door, which still does not open). They might also explore Propha and Audra’s room (finding it unremarkable) or
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
covered with glass vessels and books. Cabinets with glass doors line the walls, and they contain all manner of specimens. Just below the ceiling in the middle of the room, colorful globes circle each other
doors to the room are closed, the starry night sky is visible in all directions. Terrain more than 20 feet away at ground level, however, is shadowy and indistinct; only the sky above seems sharp and






