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Returning 35 results for 'trinkets from door'.
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Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
hallway, casting flitting shadows on the walls. The hall contains three sliding doors along the walls, and a heavier hinged door stands at the opposite end.
The three cupboards, accessed by sliding
the doors open, hold workshop supplies, boxes of junk, and other mundane bric-a-brac. If one or more characters spend at least 15 minutes searching a cupboard, they find 1d4 trinkets inside it (each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
west. (There’s also a one-way secret door to the north.)
Sandy Floor. A thin layer of sand covers the floor.
Hanging Shields. Dented, rusty shields adorn the walls, which are also covered with
graffiti.
One-Way Secret Door A one-way secret door built into the north wall can’t be opened from the south without the aid of a knock spell or similar magic. Any character who finds the secret door
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
this room. Hanging on the handle of each door to this room is a crude wood-and-rope sign bearing the chalk words “HOMUNCULI UNWELCOME” in Draconic. The western door is closed and has a gold coin
wedged in its frame (see area 19). The eastern door is ajar. A gold coin lies on the floor just inside the room, which contains the following:
Homunculus. Unless it has been encountered and detained
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
14. Sepulchers This corner of the dungeon holds a pair of dusty crypts. 14a. Southern Crypt The door to this room is engraved with a large rune, while the door frame is carved with leering dwarven
skulls. A character who understands Dwarvish recognizes the rune on the door as a dwarven symbol of death (identical to the one in area 27). Behind the door is a dusty, 10-foot-high crypt that contains
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. If an alarm sounds, the guards drop a heavy wooden crossbar across the double door to the south until Chief Yarb-Gnock gives the order to remove it. A ram or a similar siege weapon is needed to break
down the barred door. K10. Guard Barracks These rooms are furnished similarly with mangy furs heaped atop hammocks made from old fishing nets. No goblins are resting here when the characters arrive
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
empty except for two doors. The door in the north wall is round and made of adamantine (see area 39c).
Corpse. Between the northern and southern halves of the room, where the room is narrowest, a
(roll on the Trinkets table in chapter 5 of the Player’s Handbook). Tied to her waist is a hide pouch that contains a figurine of wondrous power (onyx dog). Teleport Trap A creature teleported by this
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
with a peculiar window display: One nearby shop stands out from the others. It has a deep purple facade, and in its window hangs a stuffed beholder. Above the door hangs a sign whose elaborate letters
Xoblob Shop When the characters enter, they quickly get a sense of the strangeness of the place: A cloud of lavender-scented purple smoke trails out of the shop’s door as you peer inside. Every wall is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
the room in front of a double door. Another door stands along the west wall, and the wall opposite that appears to have collapsed, revealing a rough passageway beyond.
Two grells and four cultists
that gains this benefit can’t do so again until the next dawn. Water taken from the fountain loses its magic after 10 minutes. West Door. The door into area B2 is locked. Lord Viallis carries the key
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Second Floor (C10-C14) C10. Guest Room The door to this room is open. This bedroom hasn’t been disturbed in years, as evidenced by the thick dust and cobwebs covering everything.
Furnishings
include a narrow bed with a moldy mattress and an elegantly carved headboard, an empty wooden dresser, a nightstand, a coat rack, and a padded armchair. An oval mirror hangs on the wall next to the door
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
relax while off duty. A character who listens at the door with a successful DC 10 Wisdom (Perception) check hears the villains within engaged in a game of knucklebones. This makes for a mysterious
warriors wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.
Four Redbrand ruffians are drinking and playing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
17. Main Entrance There isn’t a stoop or other surface to stand on outside this castle entrance, but hanging on the front door is a crude wooden sign inscribed with the words “Otto’s Castle” in
Draconic. The exterior door is not locked, but opening it triggers a permanent alarm spell that rings throughout areas 18, 28, and 38. This alarm warns the faerie dragon and Maddgoth’s homunculus that
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
room is currently unoccupied, and its door is locked. In addition to a key he loans to guests, Alan has a master key that unlocks the door. Picking the lock requires thieves’ tools and a successful DC 10
Dexterity check. The richly appointed room contains velvet curtains, framed paintings of ships, a canopied bed, a night table, a sea chest, and a wardrobe. The door to the west opens up to a private
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
others hanging from the ceiling above the table) and a large wooden waste barrel (currently empty). Next to the door, hanging from a stone hook mounted to the wall 20 feet above the floor, is a 2-foot
-long iron key that weighs 25 pounds. This key unlocks the cages in area 8. The cabinets contain all manner of spell components and trinkets accumulated by Sansuri over the years. Characters can find
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
cabinets overflow with clothes, blankets, tools, trinkets, toys, and other miscellaneous junk.
Private Rooms. A side entrance leads to a few low rooms where Ruckus lives.
Storage. A storeroom door
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
) check, a character perceives a section of the wall rattling in the wind, discovering a wooden door that was hidden behind a pile of rocks. H2: Teocín’s Quarters A makeshift wooden door blocks the
entrance to this chamber. Candlelight shines through the cracks. A character who listens at the door and succeeds on a DC 13 Wisdom (Perception) check hears growling beyond it. Passwall Trap. A 5th-level
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
uniforms (your choice), a purse containing 30 gp, and three trinkets (determined randomly by rolling on the Trinkets table in the Player’s Handbook). M4: Cold Locker Six mortuary stretchers, chilled
. This drawer is jammed shut. A human commoner—a pasty-faced Herald of Dust named Fruth who fell asleep on the job and was mistakenly pronounced dead—bangs on the door from the inside, begging to be freed
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
all of Zilch’s prepared spells, and 1d4 + 3 stolen trinkets (roll on the Trinkets table in chapter 5 of the Player’s Handbook). Characters can use Zilch’s maps to get to Menzoberranzan, Gracklstugh, or
alliance against the unruly duergar and svirfneblin enclaves. The drow sleep in cots arranged in neat rows, while the merchants store their valuable wares in three stone buildings. The door to each
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
, on the south side, is a 12-foot-high arched double door made of carved stone. A rope hanging next to the door rings a bell when tugged. If the characters knock or ring before entering, Wyllow’s
, coursing through the starry skies.
Staircase. A stone spiral staircase in the northwest corner descends 10 feet to area 6c and climbs 10 feet to area 6h.
The stone door to area 6f has an arcane lock
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond. When the characters open the door, read the following: The
door opens onto a five-foot-wide landing that is fifteen feet above a large cellar, with stone steps descending to the floor in two short flights. Another door stands beneath the stairs to the north. A
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) score of 14 or higher hears what sounds like sobbing or muttering coming from within. The door is sealed firmly, as are the shrine’s four windows, and all are coated by an unnaturally resilient resin of
the hags’ creation. A character can open a door or window as an action, but only by forcing it with a successful DC 20 Strength (Athletics) check. Any of the hags can touch an area of resin as an
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
hostile toward interlopers. They are positioned as follows: One guard stands in front of the doors to area S5. One guard stands in front of the doors to area S6. One guard stands next to the door to
the plates. S4: Kitchen The door to the kitchen hangs open. Two hounds with smoldering black fur feed on a pair of charred human corpses in the middle of this kitchen.
The hounds were once Jhaeros’s
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
purple coral. Doors on the south wall of the corridor lead to area 3. Each door is made of ironbound oak, measures 15 feet tall by 7 feet wide, and has AC 15, 50 hit points, and immunity to poison and
psychic damage. Neither door has a lock. A similar hall stretches northward. The statue at the end of the north hall depicts a male storm giant blowing a pink and blue conch shell. Giant-sized doors to
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
murdered in the tundra and dragged back to the chasm to be eaten. The pouch contains 4 gp, 14 sp, 21 cp, and a random trinket. Roll on the Icewind Dale Trinkets table in appendix A to determine what
transport them. Z8. Caged Berserker Situated atop the ledge is a cage made of thick timber beams with a bolted iron door and iron fittings. The cage is five feet on a side and seven feet tall. Inside it, a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
comes from a shadowed corner above the door at the top of the stairs.
This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
corner above the door at the top of the stairs, outside area B13. The nest is a Medium object with AC 11, 12 hit points, and immunity to poison and psychic damage. It holds a swarm of insects (wasps
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
door with a bugbear marionette hanging next to it. Gouged into the door frame is the word “Krek” (a Goblin word meaning “this for that” or “trade”). The walls of the shop on the other side of the door
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
are sprawled on the floor. One carries a key card whose color matches this room’s door. If the door is open or doesn’t require a key card, the skeleton carries a blue key card. 8 A metal box stamped
with a lightning bolt rests on the floor of this room. Inside are 1d4 energy cells. 9 One spaceship trinket lies in a corner. Roll on the Spaceship Trinkets table to determine the trinket. 10 Schematics
Compendium
- Sources->Dungeons & Dragons->Divine Contention
army of a hundred warriors. Three suits of full plate armor rest on dummies by the western wall. Weapons Locker. This locker is reinforced with a superior lock. To open this door, a character must
face the wall if he knows he has guests coming. B10. Laboratory The laboratory is crammed with tables bearing alchemical gear. Bottles of rare ingredients line the walls, alongside strange trinkets and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
descended deep to the Haven of the Red Quill. The guardians almost finished us before the door was opened. Gods, how I wish …” The characters are welcome to take or copy any of the documents, but Taresson
pockets a random trinket (determined by rolling on the Trinkets table in the Player’s Handbook). On a failed check, the character sends a pile of dusty items spilling to the floor and earns a stern look
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
33. The Tomb of Tlacaelel (Tlah-kah-AYL-ayl) Beyond the door is a pillared porch overlooking a chamber that contains a model of a city. Arrayed on the porch are numerous clay statues of guards
spectacle, however, for several of the models have been smashed and melted.
Fire Trap. On the floor just inside the doorway is a glyph of warding (save DC 17). The first character to step through the door
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
of glass sits on the muck atop a low hill. The oval reflects the surrounding mist-shrouded landscape with supernatural clarity. The oval looks like a giant mirror, but it functions as a door between
village. Storeroom. Objects the warforged pilgrims deem sacred line the shelves of this storeroom (see “Treasure” below). Treasure. The storeroom contains curiosities and trinkets salvaged from Mournland
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
with them is in sight. A character who examines the surroundings finds a trail of food, cloth, and discarded trinkets that leads into the brush. A few hundred feet away, the characters find their
drawn toward the place, as if a familiar voice were calling their name. As characters approach the door, they hear faint voices inside. Read the following text when the characters enter the ruin: The
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the characters. One or more characters can shift the kobolds’ attitudes to Friendly by helping them finish the statue (see “Sculpting the Statue”) or by giving them treasure or worthless trinkets that
open them. The kobolds are unaware of the secret door concealing area N16, having never visited that part of the lair.) Wyrmlings. Nakari rescued a pair of wyrmlings from the nearby forest and is raising
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
as a result, they tend to be squalid and smelly. 4. Warehouse All three captains store their booty in this common warehouse. The double door is sealed with an iron padlock to which only the captains
jungle delights — is prepared here. When leftovers become so rancid the pirates won’t eat them, they’re either fed to the deinonychus or sent to the captives in the cage (area 5). The door to the kitchen
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
submarine. The third crate contains hundreds of trinkets recovered from the sea floor — tribute from various sea elf clans that pledge fealty to the storm giant king. The trinkets include everything
wooden bookshelves covered with nautical charts plundered from sunken ships, as well as two anemone chests (each contains 3d6 × 100 pp). A concave wall to the south has a giant-sized secret door set
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Spaceship Trinkets table to determine the trinket. Lift. The lift from the cargo hold above (area S33b) is connected to this room. Aphelion or a character who has a violet key card can call the lift down to
character comes within 10 feet of the wolf-in-sheep’s-clothing or threatens it, the aberration uproots and attacks. Eric Belisle A cute little bunnyoid sits on a stump Marine Observatory. Behind a door on