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Returning 15 results for 'mechanism some with only are for for learn'.
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mechanus some with only are for for learn
Spells
Player’s Handbook
You sense any trap within range that is within line of sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell
that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
sight. A trap, for the purpose of this spell, includes any object or mechanism that was created to cause damage or other danger. Thus, the spell would sense the Alarm or Glyph of Warding spell or a
mechanical pit trap, but it wouldn’t reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell reveals that a trap is present but not its location. You do learn the general nature of the danger posed by a trap you sense.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
also insist that the masks be turned over to them. If the characters demand payment, the dwarves frown but agree to pay up to 200 pp for each mask. Once the dwarves learn about an entrance to Tyar
intruders are enemies. He’s calculating enough to engage in conversation, trying to learn what the characters are capable of and why they’re here. Bastian tries to convince the characters to go after
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
escape, but it serves its purpose by impeding intruders. Other examples of delaying traps include collapsing walls, a portcullis that drops from the ceiling, and a locking mechanism that shuts and bars a
check, but a crudely made or hastily built trap has a DC of 15. Exceptionally devious traps might have a DC of 25. You must then put some thought into what the characters learn with a successful check
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
simple pull-chain mechanism in times of danger. This hall is devoid of decoration. A frozen well stands hear a hallway to the east, and three iron cages are pushed against one wall. One contains a
filthy creatures could imagine. You don’t understand the glory of it, the power found in the ice. None of you do. But you will learn soon enough when my father unleashes his terror upon Ten-Towns
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
passes through the tunnel mouth has a 50 percent chance to trip it and trigger two mechanisms. The first mechanism is a spring-loaded wooden contraption resembling a claw that swings out from the wall of
later, the second mechanism releases a 5-foot-diameter stone sphere that drops into the cave (marked T on the map) and rolls into the wooden claw across the tunnel mouth, which is demolished by the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
organ. Any creature that has proficiency in the Performance skill can, with hours of practice, learn to play the crab organ. Performing next to the ledge are King Hekaton’s two eldest daughters
and the new arrivals, but Mirran orders the guards to stand down so that she and Nym can learn “what brings these puny creatures to court.” If the characters make demands, Mirran is enraged by their
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
will be casing the characters to learn what they carry. Cell 13C. The king’s chief lieutenant, a fire giant named Boldo, hangs in chains as punishment for failing to be properly deferential to Snurre
to exposure to drow poison (see “Sample Poisons” in chapter 8 of the Dungeon Master’s Guide). The mechanism for this trap is inside the chest, thus it cannot be detected from the outside. A character
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
disguise behind. Infernal Tablets. The barbed devil spends its time chiseling on granite tablets to inscribe them with Infernal runes. Characters who can read Infernal script can learn about the devil’s
the locking mechanism in this way causes the portcullises in area X37 to fall, sealing off that room’s eight alcoves. Stone Lever. Pulling down the lever in the south alcove deactivates the trap in area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mechanism: a five-foot-tall doll with the name “Marigold” sewn onto its vintage dress. When a creature other than Alda enters the room, the doll animates and attacks. Marigold uses the scarecrow stat
, and at midnight, the egg hatches. See “Museum Feeding Frenzy” to learn what happens when the egg hatches. Rigged Pedestal. A detect magic spell reveals an aura of transmutation magic around the
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
secret about Lord Neverember. A scrawl in the margin of a note claims that “her secrets will make a worthy sacrifice.” (The characters can learn more by examining Jerot’s papers in area C25
. Characters who are able to communicate with the water elemental can learn the following from it: Cult Activity. Cultists who worship a god whose symbol is a hand and an eye recently moved into nearby
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
“secrets” that make up most of the texts here find Marlos Urnrayle’s personal testament. From this text, they can learn the following: Marlos Urnrayle is the Prophet of Earth; He was drawn to a place
lead up to area M11 on the monastery’s ground floor. A large well sits in one corner of this room, equipped with a winch-and-bucket mechanism for fetching water. Doors enter from the north, west, and
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
goblin gods. Caerhan saw potential for the goblin to become a productive member of society, so he became a friend and mentor to Gorkoh, and encouraged him to learn about magic. Caerhan has also
sustenance and treasure, is equivalent to maintaining a character in a wealthy lifestyle.
That said, having Dabshabah stay with the party for a short time, then take off on her own to learn the
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
, dumping the creature into the pit. With a successful DC 15 Dexterity check, a creature can use thieves’ tools to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it
back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using thieves’ tools. If this check






