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Returning 18 results for 'spotting closed'.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surrounding floor seams. The lever resets when the door returns to its closed position. The door can’t be opened from the north side. Pit Trap. Pulling the lever causes the floor between the two doors to split
, or until the condition is removed with a lesser restoration spell or similar magic. Spotting the seam along the floor requires a successful DC 15 Wisdom (Perception) check. Characters can hammer
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L4. Workshop The doors to areas L3 and area L7 are closed but not locked. The door to area L5 is locked, and Granny Nightshade has the only key (see “Skabatha’s Ring of Keys” earlier in the chapter
corners, or molten tin from the smelting pot splashes on the floor nearby. A character can use an action to try to detect hidden creatures, spotting all three boggles with a successful DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
surrounding floor seams. The lever resets when the door returns to its closed position. The door can’t be opened from the north side. Pit Trap. Pulling the lever causes the floor between the two doors to split
, or until the condition is removed with a lesser restoration spell or similar magic. Spotting the seam along the floor requires a successful DC 15 Wisdom (Perception) check. Characters can hammer
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
L4. Workshop The doors to areas L3 and area L7 are closed but not locked. The door to area L5 is locked, and Granny Nightshade has the only key (see “Skabatha’s Ring of Keys” earlier in the chapter
corners, or molten tin from the smelting pot splashes on the floor nearby. A character can use an action to try to detect hidden creatures, spotting all three boggles with a successful DC 16 Wisdom
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
successful DC 13 Wisdom (Survival) or Intelligence (Investigation) check. Following the tracks allows the party to discover the door automatically. Otherwise, spotting the door requires a successful DC
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
successful DC 13 Wisdom (Survival) or Intelligence (Investigation) check. Following the tracks allows the party to discover the door automatically. Otherwise, spotting the door requires a successful DC
closed wooden chest. In the center of the room is a long wooden table with two wooden benches beside it.
Four lizardfolk appear to be gathering their weapons and readying to leave this area.
There
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
character moves any crates before spotting the trap, the three flasks tumble in different directions, exploding in a way that covers the entire room. Each creature in the room takes 2 (1d4) fire damage at
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
some rooms at your determination, but they need to be lit to be useful. Doors. Most doors in the dungeon are wooden, and are closed and unlocked. If a door is locked, it takes a successful DC 10
character moves any crates before spotting the trap, the three flasks tumble in different directions, exploding in a way that covers the entire room. Each creature in the room takes 2 (1d4) fire damage at
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Var (area 10) has a key in his possession. Steel Orb. A magic steel orb is hidden in a recess in the ceiling 20 feet up. Spotting it requires a successful DC 20 Wisdom (Perception) check. The steel
carries. The largest drawer of the desk is held closed with an arcane lock spell (requiring a successful DC 25 Strength check to break). Inside is a flat box of black wood (see the next subsection) and a
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
Var (area 10) has a key in his possession. Steel Orb. A magic steel orb is hidden in a recess in the ceiling 20 feet up. Spotting it requires a successful DC 20 Wisdom (Perception) check. The steel
carries. The largest drawer of the desk is held closed with an arcane lock spell (requiring a successful DC 25 Strength check to break). Inside is a flat box of black wood (see the next subsection) and a
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
hidden in the ruined ceiling. Spotting the tripwire requires a search of the area and a successful DC 20 Wisdom (Perception) check. Once spotted, the tripwire is easily avoided and disarmed (no
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
attack. 2. Trapped Hall Once the castle’s foyer, this wide hall makes a dangerous battleground. Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the
the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
hidden in the ruined ceiling. Spotting the tripwire requires a search of the area and a successful DC 20 Wisdom (Perception) check. Once spotted, the tripwire is easily avoided and disarmed (no
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sparkle alluringly in the presence of light. Lurking Death. Eight aquatic ghasts (each has a swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s
found their way to this cave through a planar rift that has since closed, stranding them here. The xorn are initially indifferent to the characters but defend themselves if attacked. Hungry Castaways
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sparkle alluringly in the presence of light. Lurking Death. Eight aquatic ghasts (each has a swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s
found their way to this cave through a planar rift that has since closed, stranding them here. The xorn are initially indifferent to the characters but defend themselves if attacked. Hungry Castaways
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any
. Each has three clawed arms, three stumpy legs, and a barrel-like body.
Three xorn from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any
. Each has three clawed arms, three stumpy legs, and a barrel-like body.
Three xorn from the Elemental Plane of Earth found their way to this cave through a planar rift that has since closed, stranding