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Returning 35 results for 'mechanical satchel with only are from for look'.
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mechanical snatches with only are from for long
mechanics satchel with only are from for lore
Species
Eberron: Forge of the Artificer
Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that nevertheless can feel pain and emotion
look of their face, limbs, and plating.
Warforged Traits
Creature Type: ConstructSize: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you select this speciesSpeed: 30 feet
Monsters
Monstrous Compendium Vol. 2: Dragonlance Creatures
):
Chattergrab. Parts of this gadget look like gnashing metal teeth. This gadget hurtles toward a creature the mastermind can see within 60 feet of itself. The creature must succeed on a DC 16 Dexterity saving
appendages, or both.
Nevermind Gnomes
Mount Nevermind is a hollow, dormant volcano on the island of Sancrist in Krynn. Within the mountain, a vibrant community of rock gnome tinkerers and other inventors relentlessly study various scientific pursuits to create mechanical marvels.
Monsters
The Wild Beyond the Witchlight
, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy “theater curtain
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
makes the whole company look bad). Either way, read: “I’ve been told about the misunderstanding regarding your identities. I can’t say much for your relative inexperience and lack of skill. But it looks
from a satchel and places it on the conference room’s oak table. “You know the town of Phandalin? Just off the Triboar Trail? A few months back, we awarded a group a franchise there. We received word
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, but negotiates for passage if the characters speak to it. The gynosphinx appears to have suffered ancient injuries to its head, which have healed and been replaced by mechanical components. Both the
appear entirely ignorant, and I look forward to adding whatever small knowledge you might possess to my collection.”
Creature. Originally wounded in an encounter that nearly destroyed Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
time. And the members of the alternative expedition certainly look to sabotage or destroy the characters’ mechanical guide in order to strand them. These competitors might succeed in securing some of the
enhanced medusa for Lynx, or the brains in iron for Sir Ursas (see below for more information on both). Each expedition also has its own mechanical guide. You might use the members of the rival expedition
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with human tracks, as well as a set of tracks that look like they belong to a pair of giant rodents. The reptilian (kobold) tracks fan out, leading to areas M2, M3, and M4. The rodent (giant rat
weighing more than two kobolds tries to stand on it. These kobolds need another day to complete their sabotage; until then, the walkway is safe. The characters can’t hear the kobolds, but if they look
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Warforged Ignacio Bazan-Lazcano Warforged are mechanical beings built as weapons to fight in the Last War. An unexpected breakthrough produced sentient beings made from wood and metal that
an artificer to customize the look of their face, limbs, and plating. Warforged Traits Creature Type: Construct
Size: Medium (about 6–8 feet tall) or Small (about 3–4 feet tall), chosen when you
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
and in its wake, artificers across Khorvaire made many magical and mechanical advances—but none quite as impressive as the elemental airship. With its intricately carved soarwood hull and distinctive
Lyrandar’s control of the skies, but for now, adventurers look to Lyrandar airships as the foremost means of transcontinental travel.
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. House Tarkanan Assignments d4 Assignment 1 Steal a satchel full of research on the War of the Mark, carried by a wizard who works at Morgrave University. 2 Kill a Karrnathi warlord who is visiting
Sharn, and make it look like an accident. 3 Kill a target before she signs her last will and testament to assign her property to a new heir. 4 Rescue a dreamlily dealer with an aberrant mark who has been
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. He gnashes his teeth if he has to address the characters, taking every opportunity to be insulting and misleading. If the characters look through his satchel while he’s still conscious, he throws an
, except if the characters take his satchel. Treasure Killing or incapacitating Droki gives the characters the chance to rummage through his belongings. He wears boots of speed and a hat that is one of a
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
occupied by a female genasi, her skin encrusted with patches of faceted crystals. The project she’s working on is a silver skull with jeweled teeth.
Not bothering to look at you, the genasi says, “Your
. Manipulating Time Having a mechanical guide spend 1 charge in this area taps into the ritual magic Seodra is using to craft the demilich’s skull, causing a random character to age by one year. This effect can be reversed by casting a remove curse spell using a 6th-level spell slot.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
in the Dock Ward — three dead so far, each one decapitated by a blade in the dead of night. Look into it, will you? Methinks the City Watch could use a little help.” Characters who spend three
placed four potions of poison in a small silk-lined coffer. The potions look, smell, and taste like potions of mind reading. Awaiting delivery near the God Catcher is Esvele Rosznar, the Black Viper (see
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opens, and a blast of musty, dust-choked air spills out from the room beyond. That dusty chamber holds three creatures that look like inverted pyramids with mechanical arms and legs, and another
mechanical creations to sit dormant. The hallways and rooms are dusty, showing few signs of life or movement. Except where otherwise noted, all areas of the super-secret basement have the following
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
impressive bits of technology from the crashed planar craft, teleportation-field devices consist of two matched magical-mechanical rings. Both rings channel the power of teleportation and flight, and were
and in Daoine Gloine (where Kwalish has used the magical-mechanical technology of the craft to set up his new lab). If the characters manage to secure a pair of such devices, you can let the players
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
eventual experimental subjects. They attempt to look like Mack Francache, Seodra the gemsmith, or anyone else they’ve seen pass through the cell area in order to escape. 10f. This cell is sealed off behind a
Impersonation trait to create copies of anyone approaching too closely. Manipulating Time Having a mechanical guide spend 1 charge in this area causes one of the cell doors (chosen at random
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
sill) when the opening disappears is pushed out of the tower a split second before the window vanishes. Tour of the Tower Topolah gives the characters a quick look at each floor of her tower, showing
mechanical gnomes wearing harnesses tend to the plants. The harnesses are attached to ropes that loop around pulleys affixed to the ceiling, enabling the gnomes to hoist themselves into the air and move
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
are the details of the overland journey. If you don’t want to play out that journey, the characters’ mechanical guide can use its teleportation ability to take them to the temple. If the characters
the tomb is he who plans its construction.” Characters who have a chance to look around this area can also find calligrapher’s supplies; a forgery kit; spell scrolls of arcane lock, glyph of warding, and legend lore; a wand of secrets; and a strongbox containing 30 pp.
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
elaborate costume. Part dress, part mechanical theater, the outfit makes her look frighteningly tall; without it, she is a hunched and withered bag of bones. She shrouds her wrinkled features behind a gauzy
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
unload some of the treasures they might be carrying. Nonmagical weapons, armor, and shields can be purchased in the Blade Bazaar. Merchant Madness Characters who look around the bazaar notice a number of
from a displacer beast sewn into the hat’s crown. A large satchel hangs from his shoulder, and he’s always muttering to himself. Duergar merchants glare scornfully at this derro, and none will discuss
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
individual components mysteriously fail until they are all installed in the orrery housing once more.
The Ruins When the characters reach the top of the hill and get a closer look at the ruins of
. Any character who succeeds on a DC 10 Wisdom (Perception) check after the fight starts notices that one of the jackals (Hamebi in animal form) wears a satchel slung across its back. Tactics. Hamebi
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
chest of drawers, and a small table flanked by two chairs. Seated at the table and playing a quiet game of three-dragon ante are two slender human men who look like brothers. They are both unarmed
. On a success, the character detects poison residue inside each one. This poison killed the falcons in the aviary (area M5). The other drawers are empty. Treasure. The first satchel in the chest of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
warrior spirits it summons come from the Abyss and look like minotaurs. A single character can search through the pile of body parts in 1 hour, while multiple characters working together can reduce
mushroom flour, a spider silk satchel containing 8 days of rations (dry moss and mushrooms), a silver holy symbol of Lolth (25 gp), and a glove of missile snaring (the matching glove can be found in area 8a). All these items are strewn atop 200 gp and 1,700 sp.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
hands formed from solid gold. A wooden flying machine has wings that flap when it becomes airborne. A miniature model of a mechanical dragon turtle has a brass plate affixed to its pedestal that reads
temple, Valetta identifies it as Nim, a nimblewright that was gifted to the temple by a Lantanese wizard. If they describe the incident involving the mechanical bird, Valetta sighs and leads them up a
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters in its investigation. If they agree to help, the mind flayer asks them to look for clues and question suspects. (In the meantime, the mind flayer quietly casts detect thoughts, focusing on every
the privy at one end of the train car. Characters who search the cabin find Quintus’s satchel, which contains two spare traveler’s outfits, a set of cartographer’s tools, and a map case containing
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drainpipes from the roof of the manor fill the cistern with water. A waterproof satchel hangs from a submerged rope
attached to the south wall of the cistern, about 2 feet below water’s surface. The satchel can’t be seen from above the water, but a character can probe the cistern with a pole or jump in to find it
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Two
study various scientific pursuits to create mechanical marvels. Nevermind Gnome Inventor Brimming with innovative ideas and reckless enthusiasm, the inventors of Mount Nevermind love any chance to
mastermind quickly assembles a clockwork gadget, producing one of the following effects (the mastermind’s choice):
Chattergrab. Parts of this gadget look like gnashing metal teeth. This gadget hurtles
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
in a conventional way; you look as if you’re producing wonders using mundane items or outlandish inventions. Tools Required You produce your artificer spell effects through your tools. You must have
effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
. He can cast the prestidigitation cantrip at will and uses it to make his dirt-stained garments look clean. Sladis Vadir has always felt a strange attraction to the Underdark, but the demonic incursion
possesses a satchel made from carrion crawler hide, inside which are ten pounds of edible fungi. She also carries a full waterskin and three torchstalks (see “Fungi of the Underdark” in chapter 2), one of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
large windows that look out over the harbor. To one side of a central pillar rests a comfortable bed, its oak headboard carved to resemble a kraken. An oak dining table surrounded by six high-backed
a life-size mechanical unicorn ridden by a mechanical drow ranger waving two scimitars (when a lever under the float is pulled, the unicorn farts a 15-foot cone of confetti, which it can do twice
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
effort, both in game and around the table. What should a headquarters look like initially? Do the characters prefer to travel by land or by sea, or to operate from a fixed location? Is a ruined keep
true, the orcs won’t come back (probably). This abandoned lighthouse headquarters is strong enough to stand against any storm (probably), and many of the leaks have been fixed already. And just look at
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Look for ways to raise the stakes of a scene, so players feel that every decision matters. This could be driven by the consequences of failure: through your actions, you’re protecting your friends
spread to his clothes.
Combat can feel very mechanical. I move 10 feet. I make an attack roll. I use a reaction. One way for the DM to encourage more cinematic action is to present a list of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
larger than normal and was crafted by giants for use by their smaller allies. 19 Gnome. The item is crafted to appear ordinary, and it might look worn. It could also incorporate gears and mechanical
on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
provides no mechanical benefits. It shrinks away to nothing after 1 hour. Gambling Fever After the characters have had time to look around, or if they make for the cavern straight away, read: A murmur of
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Quill. If the characters accept this offer, Damien leads them to area M10. If the characters look like trouble, Damien alerts one of the suits of animated armor, which goes to warn Renekor about the
, spare silverware, cooking utensils, food, and general household goods for the manor. Treasure. Any character who spends at least 5 minutes searching the room finds a satchel containing a packet of dust






