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Returning 26 results for 'mechanus some with once all fighting for locks'.
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mechanics some with once all fighting for locks
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Prison Cell The crystal doors to this room are magically locked, but they open automatically for any creature that carries a Stardock rod (see “Stardock Rods”). There are no physical locks to be
allow it, Marquox follows them to Stardock, fighting alongside them until it reunites with its kin. At that point, the mind flayers either turn against the party (if the characters appear weak) or lure
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
, break off from an icy mire in its deepest recesses and are gradually assembled and organized, perhaps under the influence of nearby Mechanus, into the perfect cubes of Avalas. The nature of Acheron
question of what they are fighting for, among armies that have forgotten how to even ask the question. On a more literal level, an adventure in Acheron can involve preventing a villain from scavenging
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
the scene, they find themselves literally being drawn into it. Each character drawn into the scene temporarily becomes one of the yuan-ti fighting the wounded Hexacali. The character gains the
and succeeds on a DC 15 Wisdom (Perception) check sees that one of the gears has popped out slightly. If it is pressed, the gear locks in place, causing all the gears to turn and the gate to open for
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
of stone and sealed with Qualith door locks (see “Qualith Door Locks”). Unless they are held open, the doors automatically close and lock. UNDERGROUND RIVER
The underground river on this level is
blocked by a 10-foot-diameter, circular iron grate that Tiny creatures can slip through. Forcing open the grate while fighting off the current requires a successful DC 30 Strength (Athletics) check. 12c
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
they hear fighting in area 5, they take up positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help. The heap of
clothing belongs to the various captives who have been housed here over the last two months—at least a dozen people to judge by the size of the pile. Cell Doors. The cell doors feature simple locks
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
carved into the back of the alcove shows a monstrous frog with tentacles fighting a crane. Wooden beams radiate from the walls at floor height, with four-foot gaps between them. Carved frog heads extrude
from the walls above the beams.
The wall relief shows Kubazan (a froghemoth) fighting Papazotl (an eblis). An inscription written in Old Omuan tells how Kubazan earned his tentacles from the god
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Beastlands 16–18 Meticulously carved half doors in two colors Bustling gnomish factory on the plane of Bytopia 19–21 Barred jail cell door that locks when closed Unforgiving prison in the depths of
the chaotic plane of Limbo 34–36 Ticking portal formed from hundreds of gears Dusty archives in Mechanus, a plane of absolute law and order 37–39 Stained-glass door on a landing of pure light Gleaming
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped from the raw material
something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Swashbuckler The one-on-one fighting style of a swashbuckler is a perfect fit for the stylish bravado that befits an Acq Inc franchise. Your mobility, audacity, and charm offer versatility in any number of
of trouble just as easily as the rest of the party gets into it. Whether you’re picking locks at speed on the way out of a noble’s estate or mastering the operation of a strange magic device before it
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, while others are imbued with sentience and capable of independent thought. Golems are the iconic constructs. Many creatures native to the outer plane of Mechanus, such as modrons, are constructs shaped
certain creatures. The tags have no rules of their own, but something in the game, such as a magic item, might refer to them. For instance, a spear that is especially effective at fighting demons would work against any monster that has the demon tag.
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
worked on refining its latest and greatest invention. The new creation might have been little metal knights that walk and fight and knock each other over, elaborate coffers with locks that latch
passing ship or convoy. Simply put, the Nelanther Isles are a chain of reavers and raiders, who eke out a living fighting whomever they can find. No one’s ever bothered to count or name all the tribes of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
defeating the construct in combat, characters can pull out its charged disks to hinder its attacks. With a successful DC 12 Wisdom (Perception) check, any character fighting the mechachimera notes that
lion head is disabled, it loses its bite attack. Prisoner. Screve held a pentadrone from Mechanus as his prisoner in this area, using the modron as a model for the constructs he was creating. The
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
anyone who visits his inn.
Epicurean. Good food and drink are the keys to Haldryck’s heart.
Overseller. Haldryck advertises his inn’s basic necessities—like clean sheets and doors with locks—as luxury
the bandits are Hostile to the characters.
If the characters don’t relinquish their gold or talk their way out of the situation, Pral gives the signal for the bandits to spring out (see the “Fighting
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
bones and scraps of clothing, but see “Treasure” below. Development. Fighting in this room alerts the Redbrands in area R5 that trouble is on the way. Treasure. A jeweled gold bracelet worth 140 gp
.
Three Redbrand ruffians (see appendix A) stand guard here, though they spend most of their time taunting the hapless prisoners (see “Captives” below). If they hear fighting in area R4, they take
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
enter area 3 against doing so. If someone does anyway, the vampire attacks. Fighting Pit. This rough-hewn arena is 15 feet lower than the floor around it and imbued with magic. Any non-undead creature
” above) is fighting ten prisoners, nine of whom are human commoners. The tenth is a gold elf knight named Shalendra Floshin. Half the humans each deal 1 slashing damage to the vrock each round, and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
level of the mansion; the Gralhunds are fighting to hold the upstairs. G1. Locked Gates Through a set of ornate iron gates, the characters can see a yard with several large trees, as well as two footpaths
. Great Hall Characters who enter this hall for the first time notice the following: The floor is strewn with bodies. Two thugs holding bloody maces stand over them. The sound of fighting can be heard
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
succeed, N’ghathrod allows them to claim the vessel as their own, accepting a demotion until it finds a way to get rid of them.
Lair Actions. When fighting aboard the Scavenger, N’ghathrod can take
behind five treasure chests and five intact crates (numbered below for ease of bookkeeping). The chests are unlocked, their locks broken off. Chest 1 contains 400 sp, 180 gp, and three gold bracelets (25
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, frightened, paralyzed, petrified, and poisoned conditions, and to exhaustion. The clockwork behir does its best to destroy the characters, and continues fighting even after Lottie’s illusion departs (see
below). Any character fighting the clockwork behir can see that the complex arrangement of its workings gives it a unique vulnerability. Any character within 5 feet of the construct can use an action
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
accidentally offended one another. They have changed into dueling garb and are fighting with rapiers to resolve their differences while onlookers drink wine and cheer them on. C25a. Garden Balcony This
locks. Victoro and Ammalia each have a set of keys for them. Opening the door without the keys requires a character to succeed on three consecutive DC 20 Dexterity checks using thieves’ tools. On a failed
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
and loves a good laugh at someone else’s expense. Anyone’s welcome in her taproom. A portal to a massive pit-fighting arena rests at the back of the Bottle and Jug, disguised as the door to an always
with a tiny cog for a cap. When placed on a flat surface, the cap rotates like the gears of Mechanus. Golden Gout. Imported from the Nine Hells, this spiced whiskey burns all the way down. Imbibers
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
scenes from elsewhere in the Platinum Rooms that flicker on the crystal sphere. The archons order anyone who clearly isn’t in Shemeshka’s employ to leave. They attack 1 round later, fighting to the
the workings of their home plane, Mechanus. Shemeshka corroborates everything R04M told the characters in chapter 13. As soon as she has shared this information, or if she is forced into battle after
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
wand is long. If the wand is inserted fully into this hole, there’s an audible “click” as the wand locks into place and the dragon vanishes from the fresco. At the same time, an adult black dragon
circle to express in writing their intent to free Nintra—whereupon the Princess of the Shadow Glass appears in the circle and the fight begins. Fighting Nintra. Nintra screams in ecstasy when she is
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
each of the two pin locks with a separate successful DC 20 Dexterity check. White Gate. Behind the doors to the south is a white gate that connects with the Warrior Pools. 76. Naga’s Den If the spirit
skeletons. They do little but confront creatures moving toward or appearing from either magic gate. The characters can enter and leave this area from the east without fighting, even with the prisoners in
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
, and he loves it. When he grew too old for fighting and patrolling in the jungle, he volunteered to transfer to the kitchen. Now he’s not only the head cook but, more important, is responsible (under the
include mundane items such as paper and ink, locks, clothing, boots, rope, lanterns, lamp oil, and candles. Treasure. The second room contains four potions of healing, four spell scrolls (two each of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
being escorted by Manshoon or one of his lieutenants. The flying snakes join the battle, fighting as allies of the spectator. Teleportation Circle. The teleportation circle functions as described under
spell or similar magic reveals an aura of illusion magic around each one. Attempts to pick or break the locks fail, but a knock spell or similar magic causes a lock to open. Chest 1 has the image of
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
modifiers as the characters. If the shadows are identified as doubles with a successful DC 15 Wisdom (Insight) check, the characters can cease fighting to force their duplicates to do the same. 6 A ball
centerpiece in a complex mechanical clock in a central square The characters find themselves inside a variant version of the apparatus of Kwalish, wandering the plane of Mechanus. Characters cannot leave the






