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Returning 35 results for 'thieves halls'.
Other Suggestions:
thieves half
thieves holds
thieves hall
thieves hades
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, they find that it’s locked and no one answers. The door can be broken down with a successful DC 15 Strength (Athletics) check or unlocked with a successful DC 15 Dexterity check using thieves’ tools
feel as though they’re constantly being watched, but this isn’t necessarily the case. There are, however, three stone golems and six suits of animated armor that guard the halls of the manor and attack intruders (see the Manor Encounters table below).
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
. Below, secret halls include space for the games and drinking one might expect from a typical den of iniquity, but it also disguises the barracks and training hall of a thieves’ guild devoted to
, private meetings, and espionage. The amphitheater’s costumes, makeup, props, and hidden halls and entrances make it a good place for those who operate in the shadows to do so without arousing suspicion
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
are enchanted to magically rise as skeletons and defend against would-be-thieves. Trench of Love Lost This great undersea trench near Janya resonates with mystery and foreboding. It is named in memory
ships and mysterious sites. Cerulean Lyceum A center of culture in Janya, the Cerulean Lyceum is a great bardic college with a connected series of vaulted halls set around a broad quadrangle. Icicle
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Dexterity check using thieves’ tools opens the lock (DC 35 while the arcane lock is in effect). Only the Biblioplex’s reference librarians and certain faculty members know the arcane lock’s password
of these halls hosts interdisciplinary lectures for Strixhaven students. The seats magically grow or shrink to comfortably accommodate students of any size or body type. The halls’ acoustics are
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the leasing of secure vaults to wealthy patrons, with nigh-impregnable defenses designed to keep each vault’s contents safe from thieves. Map 5.1 shows the layout of Horn Enclave.
Map 5.1: Horn
quarters are located in the northwest, near the tavern. The vaults are located to the northeast. The chambers of the enclave’s lady and lord are located to the east, beyond the great halls. To the south
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
Worshiping Phenax Every lie is an homage to Phenax. Because his most devout followers are criminals and gamblers, his influence is keenly felt in gambling halls and dens of thieves. But everyone has
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Ruz Bazaar The main entrance to Ruz Bazaar is near Three Sun Square. When the characters enter the bazaar, read or paraphrase the following text: The covered stone halls of the Ruz Bazaar echo with
“Backroom Thieves” encounter. Backroom Thieves Whether Emad shows the characters his shop’s secret room willingly or they find it themselves, there’s a surprise waiting inside. Even if the characters don’t
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
most influential forces in the city. They have a stranglehold on the smuggling trade and own the majority of the gambling halls in the city, while most of the fences and thieves in Sharn either work
Boromar Clan The Boromar Clan is the most powerful criminal organization in the city of Sharn. From its humble start as a gang of smugglers and thieves, the Boromars have risen to become one of the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
tables. He is currently intent on claiming the legendary axe Orcsplitter, the weapon buried with King Torhild Flametongue of Besilmer many centuries ago. The secret doors and puzzles of the Halls of
the Hunting Axe have frustrated Drannin for a long time, but he now has a plan to dupe his cousin Gargosh into finding the axe for him (see the “Halls of the Hunting Axe” side trek in chapter 6
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Armor, Pistol, Shortsword
Senses Passive Perception 12
Languages Common, Halfling, Thieves’ Cant
CR 1/2 (XP 100; PB +2)
Traits
Hustle. The smuggler can move through the space of any creature
: +4, range 30/90 ft. Hit: 7 (1d10 + 2) Piercing damage.
Boromar Underboss. Underbosses supervise larger clan operations, such as gambling halls and warehouses of smuggled goods awaiting transport
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
running perpendicular to this one. Where the two halls meet, words have been scrawled on the ceiling in dried blood.
A secret door in the west wall slides open to reveal a dark tunnel leading to areas 26
character using thieves’ tools. But if the check fails by 5 or more, the secret door in the west wall slides open to release the stone juggernaut (see “Napaka Awakens” in area 62D). 62C. Broken Statue The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
clear of Rundreth Manor and the Dark Lady who dwells there. Harpers also watch the ruined Halls of the Hunting Axe. The Order of the Gauntlet This faction is primarily a military organization made up
or power — preferably both — in as short a time as possible. The Harpers, the Lords’ Alliance, and the Zhentarim compete within the city. The local thieves’ guild, the Hand of Yartar, vies for a
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
, awash in the catharsis of its muted comforts. But this silence is a double-edged sword. Thieves, cutthroats, and other malevolent opportunists skulk the hotel’s hushed halls. Returning guests have learned
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
farther,” he warns, “lest this cursed monument overtake you. Only death awaits you in these halls.”
The figure is the spirit of Alendria (lawful good ghost), the last king of Cynidicea. Cursed to wander
Dexterity (Sleight of Hand) check using thieves’ tools. Inside rests the decrepit, still-smirking corpse of a halfling. Treasure. Ten jewels set in the coffin are worth 50 gp each. Inside the coffin
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Mountain Door The uppermost level of Khundrukar, called the Mountain Door, is a natural cavern that was expanded and improved upon by Durgeddin’s folk, who created a series of halls and guard
Dexterity check using thieves’ tools, the key from Old Yarrack’s pocket (see area 14), or a sharp axe and a little time. (The padlock has AC 19 and 5 hit points.) Geradil and Courana are extremely
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
—in the grand scheme of the multiverse, few minerals are as rare as their worth might suggest. They might accept favors or prefer to barter instead. Pickpockets and thieves flock to the ward in droves
Presence. The Free League congregates in the Great Bazaar. Although the Harmonium patrols the bazaar’s busy avenues, it’s the members of the Free League who capture thieves and decide whether to turn
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
The Foundry Durgeddin’s followers lived and worked in a series of carved halls and chambers beyond the Glitterhame. Most of this part of the complex was thoroughly ransacked when the dwarven citadel
the arm that holds an axe, indicating the arm’s ability to move. A character who makes a successful DC 10 Dexterity check using thieves’ tools can jam a statue’s arm so that the axe can’t swing
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, dumping the creature into the pit. With a successful DC 15 Dexterity check, a creature can use thieves’ tools to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
fresh recruits or contractors to join them in their crusade. The crew operates out of the half-burned old Szarr Mansion in the cemetery’s center, its moldering halls reputedly still infested by the ghosts
-Calishite kingpin, Rilsa Rael, naturally objects to this insult, and each night residents bar their doors tight as a turf war of thugs and thieves rages across their rooftops. Among Little Calimshan’s most
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
benefits notwithstanding, the constant illumination that bathes Elturel can be difficult for newcomers to adjust to. Inns and boarding halls usually swathe the windows of their guest rooms in thick cloth
a thieves’ guild somewhere in its walls, and it can be understood why the saying “The High Observer’s headache is named Scornubel” has some merit. Soubar. Soubar is a small walled town with
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
, its moldering halls reputedly still infested by the ghosts of the murdered Szarrs — though stories remain split as to whether the ghosts prey on the Gravemakers or aid them in their duty. Church of
of thugs and thieves rages across their rooftops. Rilsa Rael Medium Humanoid (Human), Neutral
Armor Class 15 (leather armor)
Hit Points 52 (8d8 + 16)
Speed 30 ft.
STR
14 (+2)
DEX
18
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
of the Tears
of Athis, pieces together
two shattered fragments of
the pyramid’s inner halls The robed woman is Iaseda (lawful good, human acolyte), leader of the Tears of Athis. She is fifty
after my father’s death, his great burial place was desecrated by thieves. I was tortured by the thought of his spirit wandering the planes alone forever.”
If translated, the west wall’s hieroglyphs
Compendium
- Sources->Dungeons & Dragons->Netheril’s Fall: Tales of Terror, Treasure, and Time Travel
unison while watching spectacular combat.
Surrounded by market tents and drinking halls on the Outer Platform, the Coliseum of Karsus is the hub of entertainment in Eileanar. Here, droves of High
, while trained Winter Wolves patrol the grounds against would-be thieves and intruders. Despite the warehouse’s outward organization, rebellion simmers here. A human named Edrion Volaris (Medium, Chaotic
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
outside in flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful evil gold dwarf named Rakath Glitterbeard (bandit captain) acts as the bank’s proprietor and key
the city’s more desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
area is closely watched by merfolk guardians, whose standing orders are to kill anyone attempting to disturb it. Rumors abound that the chests have magical protections; one story tells of thieves who
thieves overboard, but spared the ship and its crew. Tarsahk 1–10: Waukeentide This festival has long gathered a number of older holidays under one name, stretching those celebrations into a holiday
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
flooded channels, keeping thieves from tunneling into the magically warded vaults. A lawful evil gold dwarf named Rakath Glitterbeard (bandit captain) acts as the bank’s proprietor and key treasurer of the
desperate credit risks, along with its outright thieves. Stolen treasures from innumerable heists reside in the Counting House’s vaults alongside legitimate deposits, protected by the bank’s walls
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
thieves’ tools and a successful DC 15 Dexterity check. The rooms and cellars are packed with harvested fruit and vegetables in the fall and are empty by midwinter. The watch posts are crucial to the
, mounted between sturdy roof beams, is a large bronze bell that is rung fifteen minutes before prayers every morning, noon, and evening. Wandering the abbey halls are two old black bears named Darlow
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
runes to activate the door. V4: Halls Four ghostly soldiers patrol these hallways. Their eyes are red, and each wears spectral, ridged armor and carries a hollowed-out goat horn.
The creatures are four
key (see area V4), or a character using thieves’ tools can use an action to try to pick the lock, doing so with a successful DC 16 Dexterity (Sleight of Hand) check. V7: Valendar’s Cell When the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Ironbeard or Rizwin, or by anyone who accesses the control panel in its belly and succeeds on a DC 20 Dexterity check using thieves’ tools. If the check fails by 5 or more, the construct animates and attacks
“Orrery Vault” below for more information. Picking the Locks. Three consecutive successful DC 20 Dexterity checks using thieves’ tools are required to open an outer vault door. Failing any check
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
damage each round, instead of 5 (1d10). Moon Door. The door from the trap in the final hall depicts the Moon, not a skull. Shorter Halls. The three halls in this trap are far shorter than those in the
cage’s lock with a successful DC 20 Dexterity check using thieves’ tools. A character who succeeds on a DC 20 Strength (Athletics) check bends the cage’s bars enough to escape. Treasure. The chain
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
size of their combined treasure hoard would attract an incessant stream of adventurers and other would-be thieves — a nuisance on the order of rats in the larder. Despite the distances that separate
’ exacting standards in such matters are richly rewarded for their skill. Every thief has a story about the treasure that was too rich to haul away. You think you’ve seen magnificence? The halls of the pashas
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
someone tries to take it, the ghost of a duergar treasure hunter named Reulek appears and uses his Horrifying Visage, screaming, “Thieves! Learn from my folly! Even in death, the dwarves of Besilmer guard
death may have had nothing to do with the relic. He knows that the remains of the last king of Besilmer are beneath the Halls of the Hunting Axe. He asks the characters to help him return the crowned
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
the Armory, a foreboding stronghold at the ward’s border with the Lower Ward. Deliberately grown razorvine creeps along the structure’s bladed balconies and lower walls, deterring thieves who seek to
might and reduce them to diminutive statures. Grudges fester in bleak cells, and fights regularly break out between inmates in mess halls and common areas. Particularly dangerous criminals never leave
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Sa commissioned an infamous mage named Kordan to create it; Kordan filled the maze’s rooms with bloodthirsty creatures and its halls with a disorienting, rust-orange mist. For each hour the party
for 3 rounds. A creature within 5 feet of the door can try to open it by using its action to make a DC 20 Dexterity (Sleight of Hand) check with thieves’ tools to bypass the lock or a DC 25 Strength
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Command Level The command level contains living quarters for Xardorok and his two sons, as well as halls for training and dining. X1. Entrance Moving east from the top of the stairs leads you to the
madness (see “Madness” in the Dungeon Master’s Guide). Iron Trunk. The iron trunk is bolted to the floor. A character using thieves’ tools can use an action to try to pick the lock, doing so with a