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Returning 24 results for 'mechanisms smith with openly are from for loud'.
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Warforged
Legacy
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Species
Eberron: Rising from the Last War
how new they are to the world. The Warforged Quirks table contains example quirks.
Warforged Quirks
d8
Quirk
1
You analyze — out loud — the potential threat posed by
, Church, Crunch, Crystal, Dagger, Dent, Five, Glaive, Hammer, Iron, Lucky, Mace, Oak, Onyx, Pants, Pierce, Red, Rod, Rusty, Scout, Seven, Shield, Slash, Smith, Spike, Temple, Vault, Wall
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
Battle Smith Commanding nothing less than the power to create life, many battle smiths turn their genius toward forging technologically remarkable puppies and kitties.
Maybe I’ve underestimated
them.
Tasha
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and
Compendium
- Sources->Dungeons & Dragons->Eberron: Forge of the Artificer
Upper Tavick’s Landing With its restrictive laws and aristocratic pride, Upper Tavick’s Landing is openly hostile not just to street crime but to any display of violence, loud noise, and even
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Battle Smith Battle Smith with Steel Defender Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an
soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
to stoop to get down to that level! A giant’s metal hammer could serve as an anvil for a human smith, and a giant’s shield is bigger and heavier than a feasting table. Giants Are Heavy. If a giant
could wind up pinned or crushed if the giant rolls over suddenly. Giants Are Loud. The footsteps of giants in the distance are often initially mistaken for thunder, even on a clear day. The sounds of
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
.
Light. All caves are illuminated by hanging oil lanterns attached to rope-and-pulley mechanisms that make it easy for the gnomes to lower the lanterns and refill them with oil.
Waterfall. The caves of
Gnomengarde echo with the roar of the nearby waterfall. The sound is so loud that gnomes and visitors must shout to be heard unless there’s a closed door between them and the waterfall.
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
last night by a loud crash. According to the smith, a crystalline vine burst out of the ground and punched a hole through the roof of his neighbor’s bakery. “Must be divine punishment for the bad pies
and steep prices,” says the blacksmith with a nervous chuckle. Suddenly, the earth shakes violently beneath your feet. You hear the dull roar of a distant eruption. The smith and several others hurry
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
top of the walls or flies beyond them is expelled from the maze, taking 22 (5d8) force damage and reappearing with a loud pop in an unoccupied space near the wall carving. Finding a Key. Any character
there are no mechanisms within it to pick or disarm. The sarcophagus is impervious to damage and spells. The crystal sarcophagus changes color every 6 seconds, shifting through the following repeating
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
disrepair. A character who inspects the lift and succeeds on a DC 10 Intelligence (Investigation) check uncovers the lift’s broken mechanisms as well as its former power source: a dull and cracked shard
1st level or higher. The mechanisms in turn can be repaired with a successful DC 16 Intelligence (Arcana) check; if the character has proficiency with tinker’s tools, this check is made with advantage
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
the occupants are noncombatants. Unless some loud disturbance has awakened them, the kobolds sleep piled atop one another on mounds of reeds that are infested with small lizards and other vermin
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
of the chutes and onto stone slabs with a loud thump. An upright coffin on spidery legs ferries corpses deeper into the facility.
Marco Bernardini Map 1.1: Corpse Receiving and Shipping View
mechanisms connected to the Spirit Sump’s circular control stations. As an action, a character at a control station can make a DC 14 Intelligence (Investigation) check to repair that station’s pump, doing
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
radiate dim light. The crickets are indifferent toward the characters. If the characters disturb the crickets, the insects begin to chirp loudly. The trolls in area L8 investigate any loud noises coming
in an unoccupied space within 15 feet of the creature. The new swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
, the insects begin to chirp loudly. The trolls in area L9 investigate any loud noises in this area. Mushrooms. The fungi in this cavern are edible, and characters can forage here without having to
swarm acts on the destroyed swarm’s initiative count. If the characters extinguish all light sources and cease attacking and making loud noises, the bats settle back into their roosts at the end of the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The lowest check is the DC for the goblins’ Wisdom checks to notice the party. Developments If the goblins spot the characters (or if the characters approach openly), the goblins shoot arrows from
safe. Developments Any loud noises here attract the attention of the goblins in area 7. One goblin comes to investigate the disturbance. If it doesn’t return, or if it spots trouble and sounds the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the characters (or if the characters approach openly), the goblins shoot arrows through the arrow slits. However, they can’t fire directly at enemies who have reached or gone past the broken gate. The
the rubble appears dangerous, the tower is stable and the eastern passage is safe. Development. Any loud noises here attract the attention of the goblins in area C7. One goblin is sent through the
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
warns the cultists in areas K2 and K3. If the characters openly approach the gate and call out, read the following text: Clattering sounds and muffled voices come from inside the gatehouse. Then a human
defensive post. Holger, a thug, commands the gatehouse. Three more bandits have bunks here. The chain mechanisms are easy to operate. A character has to use three actions to bar or unbar the gate, or to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
drinking a potion of greater healing (see “Treasure”). Reinforcements. These hobgoblins are often loud, engaging in training or contests. The forces in area E6, E7, and E8 might investigate a
doors spaced fifteen feet apart along the north and south walls. Many of the doors are secured from this side with hasp-and-pin mechanisms.
The four westernmost cells (furnished on the map) serve as
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
thirty torches and a leather sack with fifteen candles inside it.
At the foot of the bed is an unlocked but empty wooden footlocker. This is Gustav and Elisabeth’s bedroom. D35: Reliquary Loud
ceiling are 8 feet long. Embedded in the east wall is a wooden wheel connected to hidden chains and mechanisms. A character can use an action to turn the wheel, raising or lowering the portcullis in
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. Awarding Experience
) check contested by the blights’ Dexterity (Stealth) check to avoid being surprised by them. Developments Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
(see “Treasure” below). Two stonemelders (see chapter 7) work here, along with a dwarf master smith Rhundorth — one of the delegates from Mirabar (see below). If Miraj Vizann (see chapter 7) survives
ceiling cast a lurid purple glow over everything. Issuing from a tunnel that descends toward the east is the loud, constant sound of stone grinding against stone.
If the nothics in area G15 retreat
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Characters can move quietly about the room without waking it. Loud noises cause it to awaken, as do attacks made against it and any attempts to use or disturb the cauldron. Crafty characters who
make any loud noises here and have not yet encountered the jabberwock (see appendix C) in area P22, it awakens and investigates. The jabberwock enters and leaves the palace through the hole in the wall
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
dozens of small and shabby rooms and at least four levels of cellars. Few people bother to sleep at the Mermaid, due in part to its operators’ loud pronouncement that they aren’t responsible for any
mechanisms and cleverer magic. In addition to defending the city, the Seatower also serves as the local prison of Baldur’s Gate. Three levels of dungeons extend beneath it, the lower two below sea level
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
dozens of small and shabby rooms and at least four levels of cellars. Few people bother to sleep at the Mermaid, due in part to its operators’ loud pronouncement that they aren’t responsible for any
secret doors leading to its vaults hidden by clever mechanisms and cleverer magic. Mike Schley The Seatower of Balduran In addition to defending the city, the Seatower also serves as the local
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
harnessed horses or oxen can be driven through the water to bathe them, drive off flies, and let them drink. It also boasts a tanner, a smith, some horse dealers and trainers who keep extensive stables, and
warriors awaken to the sound of any loud disturbance. All the tribe members are hostile toward interlopers. A manticore also calls the cavern home. Having formed a tenuous alliance with the Black Lion






