Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'pick inside'.
Other Suggestions:
piece inside
pack inside
pact inside
pick inspire
pink inside
Magic Items
Princes of the Apocalypse
A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon
inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
room is locked, and the only key is inside. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. This room belonged to Agatha Kavenza
Room. Victro’s bed is unusually long, built to accommodate his 7-foot-tall frame. The key to his locked footlocker is in area 27. A character using thieves’ tools can try to pick the lock, which requires
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
The Mark of Warding “My family has the finest vaults you can imagine. They forge the locks that secure the jewels of kings and queens. And I learned to pick those locks when I was barely out of the
provides its bearer with an intuitive understanding of locks and mechanisms used to protect and seal. The decision each heir has to make is whether they’ll use this power to keep things safe, or whether they’re more interested in opening locks and taking what’s inside.
Compendium
- Sources->Dungeons & Dragons->Divine Contention
a tale from another traveler with them. Roll 1d6 and consult the Leilon Tales table to determine which tale Alion knows or pick a tale the characters haven’t heard yet. Leilon Tales d6 Tale
1 “Folk say they’ve seen Old Gnawbone flying over the lowlands. That green dragon usually stays put in her lair inside Kryptgarden forest. For her to hunt this far afield surely spells trouble
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
thieves’ tools can make a successful DC 14 Dexterity check to pick the lock on a locked door, or a character can try to force a door open, doing so with a successful DC 15 Strength (Athletics) check
. Floors, Walls, and Stairs. Floors, walls, and staircases are hewn out of the wood of the giant tree. Windows. Loomlurch’s windows are openable but are latched shut from the inside.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
-fortified place. They also can’t wait too long. If the characters tarry, Skyreach Castle leaves to pick up more treasure from another lair of the cult. The exact moment when it takes flight is up to you as DM
. If Talis is with the party, she can use her rank and influence to get the characters safely to Skyreach Castle, but once inside, she cannot guarantee their safety and, in fact, turns against them at the earliest opportunity. Characters should be at or near level 8 by the end of this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inside it bears a bas-relief of a female dwarf standing with her eyes closed. A keyhole is carved into the head of a stone hammer she clutches to her chest. The rules of this gate are as follows: If
ejected from its keyhole. A character can open the gate without the stone key by using an action to pick the lock, requiring a successful DC 20 Dexterity check using thieves’ tools. If the check fails
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
place. They also can’t wait too long. If the characters tarry, Skyreach Castle leaves to pick up more treasure from another lair of the cult. The exact moment when it takes flight is up to you as DM. If
Talis is with the party, she can use her rank and influence to get the characters safely to Skyreach Castle, but once inside, she cannot guarantee their safety and, in fact, turns against them at the earliest opportunity. Characters should be at or near 8th level by the end of this chapter.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
loudly breaks wind. 2 One statue counts down slowly from 10 to 1. 3 Both statues say in unison, “BOOM-badda-BOOM-badda!” 4 One statue says, “Don’t forget to pick up your participation trophy on the way
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
11. Slave Pen This cave is built to hold captives until they are sent to Menzoberranzan to be sold as slaves. The gate to the slave pen is kept locked. A character using thieves’ tools can pick the
suppress or negate spell effects that originate outside the slave pen. For example, a creature under the effect of an invisibility spell remains invisible when it enters the slave pen. Creatures inside the slave pen can’t be targeted by any divination magic or perceived through magical scrying sensors.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Palace Features The sky above the palace is always filled with the orange and purple hues of twilight. The walls, ceilings, and floors inside the palace are made of dressed marble unless the text
states otherwise. The ceilings throughout the palace are 30 feet high and arched. Climbing gear or magic is needed to scale the palace walls, inside or out. Crown-locked Door Magical wards on all the
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Hammerthorn
The conflict began in ages past, when the world was new. Almost all the dwarves were more than content to make their homes inside the mountains and hills that were filled with ore and other
gold and iron lay just beyond where the clan had explored. The next strike of a pick, they said, could reveal wealth beyond imagining. This obsession took root and spread throughout the clan. Soon, all
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, the magical trap teleports the character making the check inside the locked chest, whereupon the character is restrained. The chains holding the chest then release it into the water, where it sinks to
Medium object with AC 13, 30 hit points, and immunity to poison and psychic damage. Any character who attempts to pick the lock or hit the chest with a melee or ranged attack while it’s underwater
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
recaptured both times; that’s why Granny Nightshade now chains her to the worktable. As an action, a character using thieves’ tools can pick the lock on Mishka’s ankle cuff with a successful DC 15
produced by a fire elemental that is bound inside the clay enclosure. Its coal-black eyes are visible inside the flames to anyone who peers inside the oven. While it is trapped in this manner, the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Garloth’s rat familiar arrived to find the mausoleum open and grave robbers inside. They killed the rat, took the stone, and fled along with the skeletal remains of Grinda’s ancestors. Characters who
they must sneak a peek at her records, which she keeps in an iron safe that can be opened with a knock spell or similar magic. To pick the combination lock on the safe, a character must succeed on
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. (The real key is in area J5.) After the key is pulled out, a character can use thieves’ tools to try to pick the lock, doing so with a successful DC 20 Dexterity check. A knock spell or similar magic
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
. 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
Lenk doesn’t reveal what’s inside. Cracking the Strongboxes A character can make one attempt to open a strongbox through any of the following means: Breaking the Strongbox. Each strongbox is a Tiny
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
patrol the walls and the land immediately around them. Inside the farm, young treants allied with the Emerald Enclave hide within stands of trees, ready to animate trees to repel invaders. More than five
the surrounding fields, and it’s enclosed on all sides by a wall of mortared stone. The outer wall is 60 feet high (20 feet high inside the compound) and 30 feet wide. The wall is built out at several
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
. Puzzle Cube. Unkh’s puzzle cube is hidden inside the pedestal. If a character inserts the correct key in the keyhole and turns the key a quarter turn clockwise, the puzzle cube emerges from a concealed
. Using thieves’ tools, a character can pick the lock on the pedestal with a successful DC 25 Dexterity check. A character who fails the check by 5 or more accidentally triggers the trap. Trap. If a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
building’s entrance is a double door carved to resemble interlocking hands, and centered above the doorway is a golden pick with a short handle.
Map 5.2 includes an inset map that shows the interior of
this building. A character who examines the golden pick and succeeds on a DC 13 Intelligence (Religion) check recognizes it as the symbol of the Deep Brother, Callarduran Smoothhands, a god worshiped
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, which a character can pick by succeeding on a DC 16 Dexterity check using thieves’ tools. Inside the chest are six bottles that function similarly to iron flasks, but they work only in the Outlands
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
the characters try to enter, determine if the four kenku inside are aware of their presence before reading the boxed text. A character with thieves’ tools can pick the lock on a door or the window
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
by the archmage Tenser The Magical Properties of Herbs and Flowers by the archmage Tenser The Metaphysics of Mathematics by the mage Nystul Inside the third volume lies a piece of parchment torn from
secret compartment. Treasure. Inside the secret compartment, wrapped in cloth, is a glass vial containing two doses of potion of healing. 4. Living Area A door in the north wall leads onto a small
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
see that all the crates go into the strong room. If they don’t look inside the warehouse while the wagons are unloaded but inspect the warehouse later, they won’t find any of the crates; the only
through the walls to the cultists’ conversation. They can’t make out entire conversations, but they do pick out the words “strong room,” “tunnel,” “lizardfolk,” and “Bog Luck.” Talking to other
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
character can take an action to try to pick a lock using thieves’ tools, doing so with a successful DC 18 Dexterity check. Elevator A 5-foot-wide cage elevator fitted with stained-glass windows connects the
hinges on one side of it, allowing it to be swung open like a door. All windows are latched shut from the inside except on hot days. As an action, a character can try to force open a latched window, doing
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the painting and succeeds on a DC 12 Wisdom (Perception) check notices a hinge that allows the frame to swing open. Doing so reveals a hidden shelf with a lockbox inside. The key from area 18 opens
the lockbox. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. The “Treasure” section below details the box’s contents. Awakened
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
more information on the castle’s layout). When the characters arrive at Vendri’s office, an aide has them wait a few moments, then escorts them inside. Read the following description: Marshal Vendri’s
advance. Characters who agreed to join can pick up their first payment of 5 gp from Vendri’s clerk today. Characters in need of equipment can freely take any mundane weapons, light armor, or medium armor
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
war pick, three javelins stuck in a felled zurkhwood, and an empty lapis lazuli flask (50 gp). A thorough search of the grove accompanied by a successful DC 15 Wisdom (Perception or Survival) check
reveals the gnome druid’s old hovel: an igloo-like mound of hardened bat guano. Inside, characters find a ratty old blanket hiding two potions of healing in stoppered gourds. The awakened zurkhwoods attack characters who loot the druid’s abandoned home.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
see that all the crates go into the strong room. If they don’t look inside the warehouse while the wagons are unloaded but inspect the warehouse later, they won’t find any of the crates; the only
through the walls to the cultists’ conversation. They can’t make out entire conversations, but they do pick out the words “strong room,” “tunnel,” “lizardfolk,” and “Bog Luck.” Talking to other
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
spokes. Beneath the dial, a pendulum swings inside an open compartment. An egg-shaped stone adorns the pendulum's tip.
This long-case clock radiates an aura of transmutation magic to a detect magic
lock, as does a knock spell. To pick the lock, a character must succeed on a DC 20 Dexterity check made using thieves’ tools. If the character thinks to blow powdered chalk, dust, or a similar
compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
–52 A sewing box that smells of old wood and has three spools of blue thread inside
53–56 A scrimshaw-handled ink pen with black runic designs along its length
57–60 A brooch made from a
small insect encased in amber
61–64 A scrimshaw pepper shaker etched with the letter W
65–68 An old, wooden-handled ice pick stained with blood that won’t wash off
69–72 A fabric doll
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
(see appendix D) is inside her hut unless she has been drawn forth by activity elsewhere. The squawks of the birds are music to her ears, but the noise makes it impossible for her to hear anyone
approaching. Only the howling of the skulls in area U2 or sounds of combat nearby are loud enough to be heard over the squawking. Inside each cage is a swarm of ravens that fiercely attacks Baba Lysaga and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pitons into the edge of the pit’s lid prevents it from opening. A character in the pit can disable the spring mechanism from the inside with a successful DC 15 Dexterity check using thieves’ tools, as
stone statues of imperious dwarves.
Tapestry. Hanging on the south wall between the statues of Moradin and Berronar is a thick tapestry depicting King Melair, his adamantine war pick in hand as he
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
padlock seals the gate from the inside.
Six goblins shiver and stamp their feet atop the ramparts, trying to keep warm. They are a chatty bunch, making jokes at one another’s expense. Each rampart
, have them make a group check instead. A character next to the gate can use an action to reach through it and try to pick the frozen padlock using thieves’ tools, doing so with a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
except for slopes on either side. Picks and shovels lean against the ridge. Small gem deposits in the ridge and the walls of the cave gleam seductively.
Treasure. If a character using a miner’s pick
wooden boards and mining equipment.
The bucket lift is used for hoisting miners and ore between levels 1 and 2. It’s controlled by using a crank inside the bucket or the crank on the side of the






