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                        Returning 19 results for 'clutching workings reveal'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     set into the west, south, and east walls. Each panel is a 6-foot-tall, 3-foot-wide, 1-inch-thick rectangle of golden crystal, carved with the bas-relief image of a dwarf warrior clutching a battleaxe
                                                
                                            
                                                
                                                     reveal the way to King Melair’s true tomb. It promises (truthfully) to do so in exchange for its release from captivity. If the glabrezu is released, it casts dispel magic on the wall behind the tapestry
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
                                                    
                                                
                                            
                                                     smaller — but no less effective — workings of magic that keep safe important locations like Candlekeep. Even the many-layered wards and effects of Undermountain, beneath Waterdeep, are considered a mythal
                                                
                                            
                                                
                                                     might reveal some of the simplest effects of a mythal, active restrictions on spellcasting can be discovered only by trying (and failing) to cast a prohibited spell. A powerful spellcaster might learn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     controlled. Spells like detect magic also reveal that the farmers are surrounded by an aura of enchantment magic. While this magic—the effects of the soul shaker’s geas spell—lingers, the farmers’ eyes
                                                
                                            
                                                
                                                     are confused and remember nothing helpful. Strange Parchment. As the characters investigate the situation, Aunt Dellie notices that one of the farmers was clutching a crumpled sheet of parchment. She
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    M11. Stage Workshop This workshop is accessible from area M2 by a staircase and from area M3 by an elevator. The curtain to area M2 is drawn. A pair of sliding wooden doors opens to reveal the
                                                
                                            
                                                
                                                    ) A plain, empty wooden coffin (AC 15) A plaster statue of an elf king clutching a scepter (AC 13) A plaster wedding cake stuck to a small table (AC 13) A stuffed boar mannequin (AC 11) A 6-foot-tall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     about the workings of the place, but vaguely hint at how newcomers will be welcome to either join their “immured brothers” (the prisoners in area M6) or the “enlightened ones” (the brains in jars in
                                                
                                            
                                                
                                                     their own, Lean Meimbaol from area M1 arrives to personally escort them to the abbey. If combat breaks out, the monks all reveal their true natures, and attempt to overwhelm and capture the characters
                                                
                                            
                                        
                                                     Magic Items
                                                    Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the
                                                
                                            
                                                
                                                     remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     difficult fight on its own, and the addition of bodyguards and monks targeting characters from the balconies could quickly overwhelm a party. You might opt to have the Grand Master reveal some of the
                                                
                                            
                                                
                                                     workings of the monastery through its boasting — specifically, the existence of the treasury and the brains in jars guarding its access. Doing so might encourage characters to escape in that direction
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     line. Another secret door at the opposite end of the tunnel can be found without a check; it pulls open to reveal area L5 beyond. L3. Tidal Chamber The floor here is 6 feet lower than in area L2. This
                                                
                                            
                                                
                                                     near the top of the mountain circled on the map. Perhaps its ruins are still there. The djinni knows Zikran was interested in this possibility.) Diagrams show the structure and inner workings of a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     scarred with gouges. I knew with certainty he could not have approached his afterlife in such a boat. As my torch went out, so did the light within my soul. Clutching my staff, I swore by the gods
                                                
                                            
                                                
                                                     statue on the north wall, which can be opened as a typical secret door, and the southernmost statue near the east wall, which swings aside to reveal a hallway once the altar unlocks it (described below
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     door can be slid sideways to reveal a short passage with an identical secret door at the far end. No check is needed to find the second secret door, as both doors are obvious to anyone in the short
                                                
                                            
                                                
                                                     bodies are draped over an altar in front of the statue, and standing over them is a tall, bald man clutching a bloody knife. He is flanked by two robed cultists, and floating nearby is a hideous
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     sets of doors at the northern end of the west wall push open to reveal area V3 beyond. V3. Stairs and Fresco This hall has the following features: At the south end of this chamber, expertly carved
                                                
                                            
                                                
                                                    , and piled in one of them is a vast golden trove.
 Out of the dusty gloom steps an aged dwarf clutching a staff carved and painted to resemble a pair of entwined dragons — one red, one gold. Despite
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     couch, and several upholstered chairs, one of which is bright blue. Playing cards and coins lie scattered across a table. Slumped around the table are four drunken guild members clutching empty mugs
                                                
                                            
                                                
                                                     reveal a dry, T-shaped chamber (area G30) and a passageway leading south (area G31). Light Sources. Characters who don’t have darkvision must find a way to keep their light sources dry, or else they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     below). Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use an action
                                                
                                            
                                                
                                                     its lightning breath. Illusory Lottie. Lottie, her couch, and her dog are all a projected illusion. The lich nonetheless behaves like a classic villain, and is keen to reveal secrets during the battle
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     serpentine creatures clutching spears. Floating ten feet above them is a spherical creature with a large central eye and ten eyestalks.
 Two salamanders stand guard here along with a beholder known as
                                                
                                            
                                                
                                                     presumes they have come seeking an audience with Jarazoun. The arcanaloth languidly informs the characters that the efreeti is too busy to meet with them. If the characters reveal their true purpose
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                    , Mennek can reveal two pieces of lore. Suffering Aura. Whenever a creature in this room deals damage to one or more creatures, it must make a DC 15 Wisdom saving throw. If the saving throw fails, the
                                                
                                            
                                                
                                                     move as if in a breeze, though you feel no such thing.
 Creatures. A wraith and three will-o’-wisps guard this chamber. The wisps start out invisible. Clutching Vines. While on the ground, a creature
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                     discovers the card could swivel, but the card doesn’t move. The only way to rotate the card and reveal what lies beneath it is to use the Chime of Opening from the Key room (area 18) on it. This reveals the
                                                
                                            
                                                
                                                     bird’s talons clutching a polished silver orb. The east end of the northernmost hall is a door illustrating the Moon card, in the center of which is an exaggerated keyhole. A door to the west displays
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                     (Investigation) check enables a character to deduce that the doors aren’t what they seem, through small clues showing that they are unused. The same check focused on a statue can reveal a small line on
                                                
                                            
                                                
                                                     skeletons clutching greatclubs. The dead orc warrior looks up at you and grins evilly, green fire burning in its hate-filled eyes as it stands.
 Treasure. The orcs looted the shrine after the fall of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     7.1. Damien Mammoliti  Map 7.1: Spaceship Level 1 View Player Version S1: Entrance Sliding double doors open with a hiss to reveal the interior of a massive, derelict vessel of smooth metal. Bulbs
                                                
                                            
                                                
                                                     pistol with 4 charges remaining. One Pixel Brush  A worker robot roams the wreckage of an abandoned dining room S8: Lounges This messy lounge is in ruins. Skeletons rest in its torn recliners, clutching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    ). Temple. If enough statues are moved or broken open, they reveal a pit beyond, where a sheer drop of 25 feet leads down into this former temple. The space below the statues is a huge temple gone to ruin
                                                
                                            
                                                
                                                     character who succeeds on a DC 14 Intelligence (Arcana) check determines that the workings of the panels derive from strange sources — some taken from the planar craft that became the monastery, but also from
                                                
                                            
                                        





