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Returning 12 results for 'levers space'.
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Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
7. The Forsaken Prison This miserable cubicle appears to have absolutely no means of egress. Three iron levers, each about one foot long, protrude from the south wall of the chamber.
Even a magical
means of detection will not indicate any way out of this place. Levers. The iron levers can be moved horizontally or vertically, singly or in combination. Only the act of moving all three together
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Open Pit. In the middle of the floor is a 10-foot-wide, 30-foot-long, 20-foot-deep pit with a fine layer of dust and rubble on its floor.
Levers. Two stone levers protrude from the wall opposite the
level or higher to pass through this gate (see “Jhesiyra Kestellharp”). The first creature to pass through the gate triggers an elder rune (see “Elder Runes”). A creature that passes through the gate appears in area 21p on level 3, in the closest unoccupied space next to the identical gate located there.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Enclave Within the Enclave Horn Enclave is a fully inhabited living space, workshop, and stronghold. Residents. The enclave is home to more than one hundred dwarves, with nearly half of those working as
the “11:15 AM” section of the wedding itinerary). Alarm Response. If an alarm is raised, the dwarves cordon off sections of the enclave by accessing levers in hidden chambers, each of which drops a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a Medium creature to squeeze through. At the foot of the stairs is a steel hatch bolted shut from the outside, with two horizontal-sliding iron levers in the adjacent wall. One lever is labeled Thrust
inside, each set in a frame wide enough for a Medium creature to squeeze through. Each footlocker has a partition that divides its interior space in half, with room on each side for one person’s clothing
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
sulfur. The scent comes from four doorways spaced evenly around the room. Each doorway is filled with rusty-orange mist. Between the doorways are four levers set into the walls.
A skeleton lies in the
level by the bowl of magical fire in the east offering room (area P4) might be disoriented and not know which direction is north. Magnetic Trap. Lifting any of the levers along the walls triggers a
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, knobs, and levers festoon the gunner’s station, which comes with firing instructions written in Qualith (a braille-like script that illithids read with their tentacles). A character who hasn’t read
dials.
The black sphere contains the charred remains of a fist-sized crystal that could propel the nautiloid through the air and across space. The crystal cracked and imploded during the crash
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
with anything it was wearing or carrying. Any creature that falls into the vortex has little chance of surviving. If someone throws one end of a rope into its space, the creature can grab hold of it
layout and defenses, but he’s not inclined to share information with strangers. As soon as he hears a door to this room being opened, Thinnings ducks into the narrow space under or behind one of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
30 feet to a second floor that is even with the keep’s battlements. This upper room is filled with levers and pulleys that control the drawbridge and portcullis mechanisms. A creature can use an
unoccupied space within 5 feet of the target. The target is immune to this Possession for 24 hours after succeeding on the saving throw or after the possession ends.
Spellcasting. Gremorly casts one of
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
.
The depth of the well is about 12 feet. The water seeps up from below through cracks in the well’s floor. E17. Mechanical Room A complex assortment of gears, flywheels, drive shafts, and levers fills
and lubricated.
This mechanism operates the canal and lock system that runs between areas E12 and E13. The levers activate counterweights and springs that raise and lower the great barrier door, which
Magic Items
Infernal Machine Rebuild
be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below
preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
levers inside the keep must be pulled at the same time. An automatic mechanism then raises or lowers the bridge over the course of 1 minute. Moat. The moat surrounding the Three Moons Vault is 50 feet
Stairwell A stone guardrail protects anyone standing on this elevated walkway from falling to the floor below. One wall of the walkway bears a shiny red mirror. Stairs in the center of the space
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
walking speed is 25 feet. He can move through the space of a Medium or larger creature. He has advantage on saving throws against being frightened. He speaks Common and Halfling. Manafret wears a
the floor fly together, forming a suit of animated armor that attacks. When the armor is reduced to 10 hit points or fewer, it tries to pull one of the levers on its next turn. Floor Clamps. Pulling a






