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Returning 35 results for 'mechanical some with once all folding for lock'.
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mechanical some with once all flying for long
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Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
contains a folding boat, a helm of underwater action (see appendix C), and an incomplete apparatus of Kwalish. The missing levers of the apparatus can be found in area 7, and require a successful DC 14
Intelligence (Arcana) check or a Dexterity check using thieves’ tools or tinker’s tools to reassemble. Manipulating Time Having a mechanical guide spend 1 charge in this area causes 1d4 lizardfolk
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
. Poison Needle Mechanical trap A poisoned needle is hidden within a treasure chest's lock, or in something else that a creature might open. Opening the chest without the proper key causes the needle to
Sample Traps The magical and mechanical traps presented here vary in deadliness and are presented in alphabetical order. Collapsing Roof Mechanical trap This trap uses a trip wire to collapse the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
39. Secret Door The secret door leading into this area can be detected with a successful DC 14 Wisdom (Perception) check, but is locked. Without the key (found in area 2 or area 20), the lock requires
. The third is a quartz holding locate object. Manipulating Time Having a mechanical guide spend 1 charge in this area either causes 1d4 of the largest uncut rubies to become cut and polished, doubling
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
Door Located at the back of an empty tank, this locked door leads to area 9. It can be detected with a successful DC 14 Wisdom (Perception) check. Without the key carried by Andras, its lock can be
picked with a successful DC 18 Dexterity check using thieves’ tools, or it can be forced with a successful DC 18 Strength check. Manipulating Time Having a mechanical guide spend 1 or more charges in
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->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->Dungeon Master’s Guide
Lock of Trickery 30–32 Moon-Touched Sword 33–34 Mystery Key 35–36 Orb of Direction 37–38 Orb of Time 39–40 Perfume of Bewitching 41–42 Pipe of Smoke Monsters 43–44 Pole of Angling 45–46 Pole of
3 spell) 33–36 Folding Boat 37–40 Glamoured Studded Leather 41–44 Heward’s Handy Haversack 45–48 Horseshoes of Speed 49–52 Instrument of the Bards (Canaith mandolin or Cli lyre) 53–56 Ioun Stone
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
and fitted with a sturdy lock seals off this cabin, whose only feature is a chamber pot. The captain carries the key to the door. The lock can be picked by a character who makes a successful DC 17
iron safe with a combination lock. Jarlaxle and his lieutenants (Fel’rekt Lafeen, Krebbyg Masq’il’yr, and Soluun Xibrindas) know the combination: 1–20–59. A character can pick the lock with a successful
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
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
end of the corridor, a room covered in dust and webs opens up. Six mechanical cubes with arms and legs scurry about, disturbing the dust for what appears to be the first time in years. Each carries
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
F1) slams shut, followed by the sound of several mechanical locks engaging. Varnyr, the senior-ranking Avowed in the place, has locked the hatch, sealing herself, the characters, Ebder, Gailby
suppress the urge to hum the melody without any outward signs of duress. Exit Hatch The hatch has been targeted by an arcane lock spell, which can be dispelled by using the key in Varnyr’s possession. The
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
lean toward the creation of mechanical devices. Every warren has members of each persuasion, and they are all bound by mutual respect for what they do despite their different perspectives. Practical
into their work. Artificers often develop a reputation for a particular style and type of work. For example, a friendly gnome artificer might create lovable mechanical pets and companions, while a grumpy
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
-mechanical components once here have been stripped out. These were worked into Kwalish’s original experiments or otherwise repurposed. Creatures. These horrid undead are the monastery’s so-called
Control Ability Check to Deal With 1 (Alton) 3 and 9 The true, evil nature of the monks and the Grand Master; the story of how the Grand Master first came to power Dormitories; can lock and unlock
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
perform the spell 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
drink
sanctuary
snare *
2nd Level aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
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
snare *
2nd Level aid
alter self
arcane lock
blur
continual flame
darkvision
enhance ability
enlarge/reduce
heat metal
invisibility
lesser restoration
levitate
magic mouth
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
with a successful DC 14 Wisdom (Perception) check. Without the key carried by Andras, its lock can be picked with a successful DC 18 Dexterity check using thieves’ tools, or it can be forced with a
successful DC 18 Strength check. Manipulating Time Having a mechanical guide spend 1 charge in this area causes Andras to return to his quarters (area 8) to rest. If Andras and Stolos are both at this
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
you’re using a tool. For example, 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
Arcane lock
Blur
Continual flame
Darkvision
Enhance ability
Enlarge/reduce
Heat metal
Invisibility
Lesser restoration
Levitate
Magic mouth (ritual)
Magic weapon
Protection from
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Traps The Obstacle Course is replete with mechanical and magical traps. Two recurring types are described below. Covered Pits Melairkyn dwarves built these pits, and Halaster keeps them in working
detected, an iron spike or similar object can be wedged between the pit’s cover and the surrounding floor to prevent the cover from opening. The cover can also be held in place using an arcane lock spell
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
that lead to a two-story brick mansion and eastward toward a detached coach house. An arcane lock spell is cast on the gates. Forcing them open requires a successful DC 25 Strength (Athletics) check
, while picking the lock requires a successful DC 20 Dexterity check using thieves’ tools. The spell doesn’t bar members of the Gralhund family, their staff, their guards, or Lady Gralhund’s
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
on the floor. Four mechanical constructs resembling wolf-sized, dog-headed cockroaches march in a circle around the perimeter of the cylinders.
The constructs are four skitterwidgets (see the end of
door to area U3 is locked. The complex lock can be opened with a successful DC 15 Dexterity check using thieves’ tools, but any such check takes 1 minute. A character can also use an action to try to
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55
or 3 spell) 22–23 Figurine of Wondrous Power (bronze griffon, ebony fly, golden lions, ivory goats, marble elephant, onyx dog, or serpentine owl) 24–25 Folding Boat 26–27 Gem of Seeing 28 Helm of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
gallons of wine. M30: Dungeon Cell The door to this room is locked. Opening the door requires the proper key (typically in Hierarch Anish’s possession), Thieves’ Tools, or a Knock spell. The lock is
midpoint of the staircase, a shallow niche in the south wall contains a wooden box that is actually a Folding Boat and a lit Hooded Lantern. Ronnom Daamos leaves these items here to help him reach
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
. Loud mechanical noises come from behind the west wall.
Unless they are drawn to area X19 by sounds of combat there, four quaggoths gnaw on bones in this room and attack intruders on sight. The
contains braziers of glowing-hot coals in the northwest corner and the southwest corner. Loud mechanical noises come from behind the double door in the middle of the east wall.
Unless they were drawn to
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Barn Door Locations The following locations are keyed to the map of the Barn Door. Map 11.1: the barn door View Player Version B1. Library The tower’s front door is sealed with an arcane lock spell
called rockets, which are attached to the bottom of the tower. B3. Stonky’s Study This smaller tower is attached to the main tower’s second level. The door to this area is sealed with an arcane lock
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Confrontation Singing the final stanza draws Shemshime into the room. The book trembles, and its mechanical inner workings squeal to a halt for a moment before whirring back to life. You hear clicks, and shadows
process. Once Shemshime is trapped again, Varnyr or whoever has the key unlocks the hatch in area F1. Varnyr or Ebder immediately takes the book to lock it away in one of Candlekeep’s secure vaults
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
madness (see “Madness” in the Dungeon Master’s Guide). Iron Trunk. The iron trunk is bolted to the floor. A character using thieves’ tools can use an action to try to pick the lock, doing so with a
winch.
A floor-to-ceiling iron cage in the middle of the room contains an elevator shaft with chains running up and down away from it. The chains are in constant motion, and you hear loud mechanical
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
a single keyhole, situated in the rearing dragon’s open mouth.
Dragon Door. The door that is carved to look like a dragon has a mechanical lock as well as an arcane lock spell cast on it. The
lock for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the magical lock is bypassed, requiring another knock spell or the use of the key. The key, which
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
carries the key. As an action, a character can pick the lock with a successful DC 15 Dexterity (Sleight of Hand) check using thieves’ tools. The chest contains a fine fur-trimmed robe worth 10 gp, a gold
casts the Arcane Lock spell on the door to buy themselves time. Silence. A permanent Silence spell pervades the library, eliminating all sound in this area. A Dispel Magic spell ends the effect. The
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
.) Treasure. The harp is worth 2,500 gp. C5: Sarcelle’s Cell This room’s only door is padlocked from the outside. As an action, a character with thieves’ tools can use them to try to open the lock, doing so
with a successful DC 18 Dexterity (Sleight of Hand) check. The cult’s four mages (in areas C14, area C16, and area C26) each carry a key to the lock. Because the stone is unevenly set around this door, a
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. The pegasi can pull the carriage at a speed of 40 feet on land or 80 feet while flying. Turning the key counterclockwise in either door’s lock can be done only while the carriage is on the ground and
Feywild, but the carriage and its glass pegasi shatter if the vehicle leaves the Feywild. P12. Hall of Stars The double door on the south side of this area is sealed with a hart crown lock (see “Crown Locks
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
room with the statue, read: Inside this room, you can hear loud mechanical noises that seem to come from behind the south wall.
Standing in the middle of the room, facing the double door to the north
alcove. These barriers fall and lock into place if the characters physically forced open the portcullis that seals the vault’s entrance. Placing the fingers and palm of Xardorok’s gauntlet in the hand
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
mithral into their folding cages. Treasure. The fully assembled cage in the corner is a finished example. It can be folded flat with 1 minute of work. It weighs 50 pounds. Although much of the cage is
made of iron, it has reinforcing bars and hinges made of mithral. The cage doesn’t have a lock; customers paid extra for locks manufactured elsewhere. The cage is worth 200 gp. G4: Living Quarters
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
simple. Their effects include poisoned needles that spring out when a lock is tampered with, blasts of fire that fill a room, poison gas, and other lethal measures. Saving throws — usually Dexterity
purpose. A Dexterity check using thieves’ tools can apply to any trap that has a mechanical element. Thieves’ tools can be used to disable a trip wire or a pressure plate, disassemble a poison needle
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
mechanical effects reproduce the magic of certain magic items: a folding boat, wings of flying, and a bag of tricks (tan) Kwalish’s powered armor (see appendix B and appendix D) The “Alien Technology
number of the glass statues have been imbued with mechanical-magical power — armatures of the inventor’s own design that animate into ooze-folk. Once the characters enter the ooze to explore the streets
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
east. It is a set of steel pulleys and thick iron chains connected to a hanging barricade of black stone. The wall appears to be some sort of a canal lock.
This mechanism controls the flow of lava into
southwest wall of this room and the eastern wall of area E17, so that instructions could be passed back and forth between the smiths and the engineers operating the canal and lock mechanism in area
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
frenzied mechanical arms stretch and twist the brightly colored substance into ropes of taffy. Meanwhile, a third worker snips the taffy, wraps it, and sorts it by flavor into one of three buckets
confine one Medium creature and features a hinged door fitted with a complex lock of good quality (1 minute to pick, DC 15). A check to pick the lock is made with Disadvantage if the character is






