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Returning 35 results for 'master some with only advances from for locks'.
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Magic Items
Princes of the Apocalypse
Dungeon Master’s Guide.
Earth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s
apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of
Prerequisite: You must have beaten a master at Master Tellu and Scale’s Sword School
Having trained with the masters of the valley sword school, you have learned the usefulness of quickly
allow you to regain ground even when your enemy advances. Once before the start of your next turn when you’re missed by a melee attack from a creature within your reach, the attacker takes
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
Way of the Drunken Master The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to
present what seems like an incompetent combatant who proves frustrating to engage. The drunken master’s erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
example, whereas stealth, skill with locks, social skills, clever problem-solving, and versatile character abilities will shine. Well-outfitted characters are also more likely to succeed at these
adventures. Equipment such as thieves’ tools, rope, and a grappling hook might mean the difference between taking a shortcut to the objective and getting caught. Characters can accomplish these adventures’ missions in multiple ways. As the Dungeon Master, reward creative thinking!
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
hasn’t spared the time for more than cursory first aid. Castellan Escobert the Red Escobert is a shield dwarf with knotted, tangled, bright red hair. As master of the keep, Escobert is in charge of its
defense and is the best source of information on the tunnel and the sally port (see “The Old Tunnel” and “The Sally Port” below). He carries an enormous ring of iron and brass keys to the many locks in the keep.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
stages of the attack and hasn’t spared the time for more than cursory first aid. Castellan Escobert the Red Escobert is a shield dwarf with knotted, tangled, bright red hair. As master of the keep
, Escobert is in charge of its defense and is the best source of information on the tunnel and the sally port (see “The Old Tunnel” and “The Sally Port” below). He carries an enormous ring of iron and brass keys to the many locks in the keep.
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Phenax’s Villains Servants of Phenax dot the world, largely staying hidden until they are needed to help spin the web of lies that advances his plots. His servants prefer to confront foes using guile
1 Returned sentry MOoT
3 Leucrotta VGtM
3 Slithering tracker VGtM
4 Returned palamnite MOoT
5 Ghostblade eidolon MOoT
5 Master thief VGtM
8 Assassin MM
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
rebellion. At the fortress, the characters are assigned to luxurious individual rooms, though the doors have no locks. Nyh Ilmichh tells anyone who asks that they are utterly safe in the tharchion’s keep
need only find the enemy. We will deal with them, as is our custom.
“I am authorized by our eternal master, Szass Tam, to say these things, for I act in his name.”
The tharchion waits for the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
rebellion. At the fortress, the characters are assigned to luxurious individual rooms, though the doors have no locks. Nyh Ilmichh tells anyone who asks that they are utterly safe in the tharchion’s keep
. You need only find the enemy. We will deal with them, as is our custom.
“I am authorized by our eternal master, Szass Tam, to say these things, for I act in his name.”
The tharchion waits for the
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
room. It remains until dismissed by its master. The dim-witted ogre stewards are poor conversationalists, but Blagothkus uses them as sounding boards, expressing his concerns that the Cult of the Dragon
does not attack unless they further provoke him. The ogres defend their master to the death. Blagothkus Treasure The chests are unlocked and loaded with silver and gold coins (12,000 gp total). One of
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
cannot leave the room. It remains until dismissed by its master.
Blagothkus
The dim-witted ogre stewards are poor conversationalists, but Blagothkus uses them as sounding boards, expressing his
furious at their intrusion but does not attack unless they further provoke him. The ogres defend their master to the death. Treasure The chests are unlocked and loaded with silver and gold coins (12,000
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
presume?” the figure asks wearily. “I still haven’t disposed of the last poor souls the so-called master of the tomb sent here.” The homunculus then pulls the alchemist’s face into an expression of wry
has no effect on Thessalar or his homunculus, but one of the experiments in the lab randomly advances as you determine. For example, using 1 charge might cause the pseudodragon to age into an undead
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(scouts). The Watchful Knight. Once, this helmed horror stood watch in the common room of the Inn of the Watchful Knight in Beliard. It chooses one character at random, advances to within 5 feet, then
studies the target for several seconds. If attacked, it fights back, retreating after it loses half its hit points. Otherwise, it follows the chosen character for 1d3 days, guarding its temporary master
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
not moving; doing so locks both doors and causes the pegasi to revert to inanimate glass statues. Development. Characters can use the carriage to travel beyond Prismeer to other locations in the
Feywild, but the carriage and its glass pegasi shatter if the vehicle leaves the Feywild. P12. Hall of Stars The double door on the south side of this area is sealed with a hart crown lock (see “Crown Locks
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
specifically wants to learn the secrets of the cursed paintings, and he is happy to betray his employers to obtain them. He carries a master key that opens all the locks in the bathhouse and the tower
typically found in the bathhouse by day and in their tower lair at night. Each hag carries a master key that opens all the doors in the bathhouse and the tower. Dread Morgan In her true form, the neutral evil
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worked on refining its latest and greatest invention. The new creation might have been little metal knights that walk and fight and knock each other over, elaborate coffers with locks that latch
while gone, and why it came back all seem to be facts the Lords of Nimbral prefer to keep to themselves. Nimbral is still ruled by its mysterious lords, a closely related family of archmages, master
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
please. If calculating characters think to have an NPC open a door for them, it advances the Test Market to the next stage for them only, plus any NPCs that appear in the next stage. Stop by the Dran
magic cannot be used to view or communicate with the outside world. Door Magic. If the characters open any of the interior doors of the Dran & Courtier, it advances the Test Market to the next stage
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
master oversaw all the sparring in the adjacent room. Treasure. The greataxe on display isn’t magical, but it has an immovable rod as its shaft. The button to control the rod is within easy reach of
unlock the door, and their clumsy efforts have choked the vault’s locks with dust. This armory was looted long ago, but casual looters were unable to breach the heavy locked door to the vault at the back
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
to alert Guildmaster Dusk in area G26. Master Key. Jaymont carries a master key that unlocks all doors in the guildhouse complex. G4: Cartwright’s Workshop Three carts occupy this room. Pegs and hooks
noble named Dartinal Livereth. (Thyval suspects the two are lovers.) Jaymont the Sinner, the guild’s resident spy, is a master of disguise. Thyval can’t sleep because of the squawking birds in the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in this elegant foyer: A battle rages between several Zhents and house guards, and the floor is strewn with dead bodies. Doors to the master bedroom (area G16) stand open. (If Lady Gralhund is in the
master bedroom, she shouts, “The City Watch is on the way!”) The door to area G15a is ajar. Beyond it, characters can hear someone putting a boot to another door. Corpses. Lying on the floor are the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
wardrobes, a small vanity with matching stool, and a storage trunk for valuables. CG8. Master Bedroom. This room has a balcony and contains a large canopied bed, a standing mirror in a gilded frame, a
counts as an actual unicorn for the purpose of opening the Vault of Dragons (see “Vault Keys”). C18a–C18b. Closets These closets are filled with stuffed animals and spare blankets. C19. Master Sitting
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
area B1), Stonky is here. The intrepid gnome master sage (see "Sages and Master Sages" for his stat block) is currently crawling underneath the console, looking for his ring of telekinesis. (The ring is
areas U2 and U3. See “Treasure” below for his other possessions. Stonky’s Plots. If he’s captured and interrogated, Stonky is delighted to share his master plan with his captors. That plan entails
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tower find the mist inside as well. Haunting sounds fill the air: heartbeats, sobbing, and ragged, gasping breaths. As the party advances, the mists around the characters manifest into illusions of their
NOT TOUCH!
Dwellers of the Underdark, phaerimm are malevolent aberrations that are master spellcasters and highly resistant to magic. They use their telepathy to control the weak-minded. They
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
a lion crown lock (see “Crown Locks” earlier in the chapter). This thirty-foot-high balcony overlooks the banquet hall. A harpsichord decorated with painted panels is situated at one end of the
lock (see “Crown Locks” earlier in the chapter). Broken oil burners, grimy glassware, and jars of pickled fungus clutter this ruined laboratory. A beanstalk as long and thick as a constrictor snake
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
guide who isn’t beholden to a secret master. Disloyal guides won’t risk their lives to save player characters and might abandon the party entirely to preserve themselves. The guides described in this
to sneak into its treasury and retrieve Moradin’s Gauntlet, a dwarven relic. If there are any dwarves in the player characters’ party, Musharib locks onto them and appeals to their love of dwarvenkind
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
snipped off the queen’s precious, powerful locks. Argantle wears an abundance of shale jewelry that doesn’t seem to weigh her down in the least.
Alignment. Chaotic neutral.
Personality Trait. “My
monochromatic, due to the chaotic magic of a reckless sorcerer to whom he was apprenticed in his youth. After fleeing his master, Candlefoot found a home in the Witchlight Carnival. He can communicate
Compendium
- Sources->Dungeons & Dragons->Domains of Delight: A Feywild Accessory
snipped off the queen’s precious, powerful locks. Argantle wears an abundance of shale jewelry that doesn’t seem to weigh her down in the least.
Alignment. Chaotic neutral.
Personality Trait. “My mood
monochromatic, due to the chaotic magic of a reckless sorcerer to whom he was apprenticed in his youth. After fleeing his master, Candlefoot found a home in the Witchlight Carnival. He can communicate
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
to that character’s cubicle and trunk. He carries a master key that opens all the trunks. As an action, a character can try to pick the lock on a trunk using thieves’ tools, doing so with a successful
full-length mirror, and a desk that holds small bottles of lotions and soaps.
Each guest of the temple is given a key that locks both the door and the chest, either of which can also be opened with
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
wealth. That Ramazith’s secret may have brought him to an untimely end, and that Lorroakan is himself no more skilled — and perhaps significantly less so — than the tower’s previous master does not seem
Undercellar Beneath the Wide is a maze of storage chambers, ale cellars, and cobwebbed tunnels known collectively as the Undercellar. Archways, many with iron-barred gates and rusty but functional locks
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
previous master does not seem to concern him. Rillyn House Though one of the most honorable patriar families in Baldur’s Gate, the Rillyns fell into poverty a few generations ago. Only recently have they
rusty but functional locks, connect one cobbled chamber to the next. Some tunnels ascend to street-level buildings, while others open through grates and sewer covers to the streets themselves. At least
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. Cell Doors. The cell doors feature simple locks requiring
key that locks and unlocks all the doors in the Redbrands’ hideout. Simon Dominic The Cragmaw goblins are a threat throughout the Phandalin region R10: Common Room This room is the headquarters and
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
each of the two pin locks with a separate successful DC 20 Dexterity check. White Gate. Behind the doors to the south is a white gate that connects with the Warrior Pools. 76. Naga’s Den If the spirit
the pools here. Ihanvas’s Charisma, combined with the magic water, has turned them into the naga’s willing devotees. They defend their master in any battle. Southern Interior Door. The southern door
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Only seven are stabled there now (two riding horses and five unarmored warhorses). The stable master is Thaeven the Bald (N male Tethyrian human commoner with Animal Handling +4). He takes excellent
include mundane items such as paper and ink, locks, clothing, boots, rope, lanterns, lamp oil, and candles. Treasure. The second room contains four potions of healing, four spell scrolls (two each of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Lottie’s Palace The creator of the Orrery of the Wanderer, Lottie is a lich and a master of clockwork magic. Her palace is not a typical lich’s lair, however, instead taking the form of a swanky
. With a little experimentation, characters can deactivate any of the machinery in the casino, including the locks on the double doors into area 6. At your determination, tearing down the panels and
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
platinum cameo shaped like a winged cat (50 gp), and two potions of healing in thin crystal vials. V17. Master Bedroom Duke Vanthampur retires to this chamber when she needs to rest or shake off a
human prisoner and a chamberpot.
The keys to open the cages’ padlocks can be found in area V18. A character with thieves’ tools can also pick a lock with a successful DC 15 Dexterity check. The locks






