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Returning 10 results for 'covered which resetting'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
until it clicks to a stop. Turning the wheel causes mechanisms under the floor to clank and whir, locking the lids of all the covered pits on this level and deactivating all the teleport traps on this
level. Resetting the wheel to its original position reactivates these traps. The living unseen servant doesn’t announce its presence to anyone. If the characters turn the wheel but fail to destroy
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
until it clicks to a stop. Turning the wheel causes mechanisms under the floor to clank and whir, locking the lids of all the covered pits on this level and deactivating all the teleport traps on this
level. Resetting the wheel to its original position reactivates these traps. The living unseen servant doesn’t announce its presence to anyone. If the characters turn the wheel but fail to destroy
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the
with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever. S3. Weapons Locker The
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stalls with straw-covered floors. A harness, riding crop, and saddle hang in each stall. Swinging wooden doors cap either end of each stall, one leading from the tower to the stall and the other from the
with the ram, pushed out of the hall onto the drawbridge, and knocked prone. The eagle resets when it swings back, locking back into place and resetting its activation lever. S3. Weapons Locker The
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thick fog clings to the floor, which is covered in putrid waste. The black ceiling is moving. The catacombs fill an area roughly 110 feet east to west by 180 feet north to south, and the floor is covered
stone “door”—actually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall, and 3 inches thick. Removing or resetting a stone slab requires an action and a successful DC 15 Strength check. Each
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
thick fog clings to the floor, which is covered in putrid waste. The black ceiling is moving. The catacombs fill an area roughly 110 feet east to west by 180 feet north to south, and the floor is covered
stone “door”—actually a tight-fitting stone slab measuring 3 feet wide, 5 feet tall, and 3 inches thick. Removing or resetting a stone slab requires an action and a successful DC 15 Strength check. Each
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
from within the southeastern passageway, and a crude wooden cage door closes off the southern exit. The floor is covered with sleeping furs, crates, sacks, and rubbish.
The second orc raiding party
action quenches the flames around the creature entirely. After the door is opened, the counterweight pulls it shut again in 2 rounds, resetting the trap. The characters can prevent this from happening
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
from within the southeastern passageway, and a crude wooden cage door closes off the southern exit. The floor is covered with sleeping furs, crates, sacks, and rubbish.
The second orc raiding party
action quenches the flames around the creature entirely. After the door is opened, the counterweight pulls it shut again in 2 rounds, resetting the trap. The characters can prevent this from happening
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
jar carved in the shape of a skull. Buried in the ashes of the hearth is a spare shortsword covered with soot.
Leather Trunk. This trunk holds a spare, loaded light crossbow under some linens
into the floor and remains in that position for 1 minute before resetting itself. A character who searches that section of floor before stepping on it must make a DC 13 Wisdom (Perception) check. If the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
jar carved in the shape of a skull. Buried in the ashes of the hearth is a spare shortsword covered with soot.
Leather Trunk. This trunk holds a spare, loaded light crossbow under some linens
into the floor and remains in that position for 1 minute before resetting itself. A character who searches that section of floor before stepping on it must make a DC 13 Wisdom (Perception) check. If the