Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'mechanism satchel with only above from for like'.
Other Suggestions:
mechanus satchel with only about from for like
Monsters
The Wild Beyond the Witchlight
creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They
purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy.
Monsters
The Wild Beyond the Witchlight
of its turns, ending the effect on itself on a success.Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t
, of course). Eating salt is also a defense mechanism, because it makes the campestris taste salty and thus unpleasant to most creatures, though bullywugs consider them a delicacy.Bludgeoning, Piercing, Slashing
Monsters
Curse of Strahd
love. Her visits to the castle were nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he
. Eventually, it was shut away like a discarded toy.
Evil Toy. Pidlwick II was kept in a small closet adjacent to one of the guest bedrooms. On rare occasions when someone stayed there, Pidlwick would
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Dankgrass
Favorite Methods to Destroy Documents d6 Method
1 Any way you like, provided you make a copy first
2 Mimic shredder
3 Fake dragon-head incinerator
4 The
Features
1 Proficiencies and Starting Equipment, Gift of Words
2 Documancy Satchel, Fluent in Boss
3 Satchel of Holding, Document Flexibility
4 Scroll Humidor, Scroll Service
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
or raised. The true monster of the mine reveals itself M7. Bucket Lift Landing The mechanism creaks as the bucket lift descends to the floor of a small cave where two dusty tunnels lead in opposite
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
G4. Kitchen This kitchen is furnished with gnomes in mind, so everything is either close to the floor or readily reachable by tugging on an overly complicated rope-and-pulley mechanism. Five rock
gnome recluses busy themselves here: Joybell (female) uses a poker to stoke the fire of a hot iron stove standing against the east wall. Dimble (male) uses a complicated press-like contraption to squeeze
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. Luminescent, fern-like plants sprouting from the mud fill this area with dim light.
Severed Limb. Part of the ledge wall is stained with blood. Directly below the stain, a severed leg wearing a sturdy boot
mounds and subsequently bled to death. Treasure. The corpse wears a leather satchel that contains 224 gp, an ornate stone carving of an owl (50 gp), and a journal written in Dwarvish. The journal
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Ice Gate Level The uppermost level of the fortress contains the mechanism that operates the ice gate—enormous doors through which Xardorok’s chardalyn dragon comes and goes. These doors are carved
Shaft. The 10-foot-wide stone shaft descends 100 feet to area X6 and 200 feet to area X22. Ice Gate. The large stone wheel near the east wall is part of the mechanism that opens and closes the doors
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
. When a weight of 50 pounds or more is placed on the cover of the pit trap, it swings open like a trapdoor, causing any creature standing on it to fall in. The creature takes 10 (3d6) bludgeoning damage
pit open. A character in the pit can try to disable the spring mechanism from the inside with a successful DC 15 Dexterity check using thieves’ tools, provided that the mechanism can be reached and the character can see it.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
, which has a head shaped like an anchor, unlocks the painted chest in area 18. The winch mechanism to raise and lower the portcullis (area 4) is on the east wall in the northwest section of the gallery
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
fitted with two tentacle-like things that bob up and down in time with his brisk pace. He keeps muttering a repetitive series of phrases to himself at different volumes, failing to notice you. “Droki is
. 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
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
front of the book for her stat block) joined the Avowed, using the book as her entrance gift into the library. She found it in an abandoned satchel near a secluded cave system called the Lykortha Expanse
tending to those in need, but she’s aware of the fungal plague spreading like wildfire up and down the Sword Coast. She has been expecting someone to show up looking for the book. Zelyth allows the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
into place, so the floor remains steeply sloped and the passage north remains blocked. The locking mechanism is hidden by the northern (elevated) edge of the floor, and it’s in a very narrow space. The
stone around it can be chipped away over several hours of tedious labor until the edge of the slab no longer holds in place. A knock spell can also defeat the locking mechanism. Treasure. The silver
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->Acquisitions Incorporated
might ask what aspirations they have, or what it’s like working for Omin Dran and Jim Darkmagic. Use the following points to guide the conversation:
BRACUS
Bracus has been aware of the characters and
his enemy is now his friend. Reaching into his hoardsperson living loot satchel, Bracus retrieves the chronolometer and the dimensional loop. He then offers both to the characters in exchange for them
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the insertion of a magic ring of any sort. Only such an item will trigger the mechanism, which causes the block to sink slowly into the floor so as to allow entry into the passage beyond. The object
south wall of the pit is a wooden door painted to look like stone, which is easily discovered by anyone who looks at this wall while inside the pit or who makes a tactile investigation of the wall from
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
four rotting sofas, a couple of throne-like chairs, and a jumble of stands, small tables, and vases and urns that are dented, chipped, and broken. Only the rather plain tapestries hanging on the east
balanced floor of this room sets a mechanism into motion. Each round they remain in the place, on initiative count 0, roll a die. An odd-numbered result means that the floor of the room will jump and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
has large white eyes and rubbery purple skin, with four tentacles encircling its inhuman mouth. It cradles and gently caresses what looks like a disembodied brain with feet.
The tentacled creature is
shows his affection by hugging them. He stays close to them, trusting in their ability to protect him. If Renaer is with the party, he can shoulder the burden of protecting Floon. Treasure In a satchel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
opens into the next hall. 29c. Second Interstitial Hall This hall is choked with dust and cobwebs. It ends in a blank wall that holds a hidden secret door. The secret door is locked, and the mechanism to
(Perception) check spots the trap. When a weight of 50 pounds or more is placed on the cover of the pit trap, the cover swings open like a trapdoor, causing any creature standing on it to fall in and take
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
apocalyptic Heralds of the Comet, can use such telescopes to locate obscure wonders, like the Donjon Sphere. The Solar Bastion, Heralds of the Comet, and Donjon Sphere are detailed in chapters 10, chapter
12, and chapter 17, respectively.
Library The library on the second floor of this observatory holds books of extraterrestrial esoterica, plus astronomical references like star charts, almanacs, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
weighing 50 pounds or more steps on a pit’s cover, it swings open like a trapdoor, causing the creature to spill into the pit below and take 2d6 bludgeoning damage from the fall. The lid is spring-loaded
and snaps closed after the creature falls through. A successful DC 20 Strength check is necessary to pry the lid open. A character in the pit can also attempt to disable the spring mechanism from the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
actually the cover of a pit. When a creature steps on the cover, it swings open like a trapdoor, causing the intruder to spill into the pit below. The pit is usually 10 or 20 feet deep but can be deeper
cover can also be smashed open. A character in the pit can also attempt to disable the spring mechanism from the inside with a DC 15 Dexterity check using thieves' tools, provided that the mechanism can
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
statues, rippling like black cloth in a light breeze.
Locked Double Door. Beyond the shadowy curtain is a 12-foot-tall arched double door with an ornate carving of a bronze dragon above it, its
mechanism. A silver rod with a key-shaped end, which can be found in areas 10 and 13b, fits into this keyhole perfectly. Using a light source to cast the shadow of a rod-key onto the doors causes
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
that formerly operated the tower’s time mechanism. The characters can attempt to cross over using the fallen tower as a bridge, or they might discover the controls within the foundation that allow the
of the panel, as well as the silver wires that connect it to the rest of the tower structure. A successful DC 10 Intelligence (Investigation) or Wisdom (Perception) check notices two gemstone-like
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
of tunnel can detach from one another. When 50 pounds or more of weight is applied to the floor at the midpoint of tunnel A, a mechanism causes the tunnel to quickly rotate 90 degrees clockwise and
for more information on this weapon), a dungeoneer’s pack, a pouch containing 8 gp, an ivory back scratcher shaped like a dinosaur claw (25 gp), a holy symbol of Bahamut (25 gp), and a red crystal
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
Campestris Campestris are happy-go-lucky mushroom-like creatures with few cares or worries. They are captivated by music, though they can’t distinguish a well-played performance from a bad one. If
mushroom creatures eat salty soil, filter out the salt, and excrete a slippery paste of purified soil (stripped of things nourishing to fungi, of course). Eating salt is also a defense mechanism
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a7
the trap by taking the needle out of the mechanism requires the use of thieves’ tools and a successful DC 10 Dexterity check. The needle deals 1 piercing damage and 11 (2d10) poison damage if it hits
tomb, except where otherwise noted, are constructed as covered pits. Each one is 10 feet deep and concealed by a counterweighted trapdoor that looks like the floor and opens as soon as any person steps
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
can be disarmed only by someone who is exposed to the trap’s effect. For example, the mechanism that controls a hallway filled with scything blades is on the opposite end from the entrance, or a
characteristics that make the trap a more dynamic threat. Level and Threat. A complex trap uses the same level and severity designations that a simple trap does. Trigger. Just like a simple trap, a
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
nonetheless frequent, and she never traveled without her fool, the delightful Pidlwick. The little man was like a ray of sunshine in Castle Ravenloft, and though he failed to amuse Strahd, he delighted
followed, Pidlwick II tried its best to fill its namesake’s shoes, but the effigy’s mere presence was upsetting to Tatyana, and it was never called on to perform. Eventually, it was shut away like a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
continue her duties for as long as she was contracted. Lonely Family. The Dolindars were all lonely, and there weren’t many of them. They didn’t like Evernight but couldn’t leave it for some reason
mechanism below the phrase “NO WORLD TO RETURN.” This mechanism is a lock. As an action, a character with thieves’ tools can use them to try to pick the lock, doing so with a successful DC 16
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If characters come from within the fire temple and act like they belong there, the guards pay them little mind. Characters who arrive escorted by hobgoblins must convince the guards to let them pass
with a successful DC 10 Wisdom (Perception) check. If the wire is tripped, a spring-loaded greataxe disguised to look like part of the southern statue snaps across the hallway and makes an attack against
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->Mordenkainen's Tome of Foes
inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first
stop for many of these plucky souls is a faraway city where they hope to find some like-minded companions. Fancy Feet A halfling’s potential for adventuring usually manifests early in life. When a child
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it's trapped. Rather than
24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something more
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
sides, a mechanism inside fires a hail of poison needles toward anyone in front of it. After inspecting the chest and making a few checks, the characters are still unsure if it’s trapped. Rather than
18d10 24d10 Complex Traps Complex traps work like standard traps, except once activated they execute a series of actions each round. A complex trap turns the process of dealing with a trap into something






