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Returning 35 results for 'mechanus south with only above from for long'.
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Monsters
Waterdeep: Dragon Heist
Indomitable (2/Day). Tashlyn can reroll a saving throw that she fails. She must use the new roll.
Second Wind (Recharges after a Short or Long Rest). As a bonus action, Tashlyn can regain 20 hit
cover by serving as a bodyguard to Vorondar Levelstone, a dwarf magister stationed at the South Gate. She likes the dwarf and has earned his confidence, allowing her to reach the rank of captain in the
Backgrounds
Sword Coast Adventurer's Guide
society.
Halruaa. Located on the southern edges of the Shining South, and hemmed in by mountains all around, the magocracy of Halruaa is a bizarre land to most in Faerûn who know about it. Many folk
terrible or seek something incredibly important.
Zakhara. As the saying goes among those in Faerûn who know of the place, “To get to Zakhara, go south. Then go south some more.” Of
Monsters
Eberron: Rising from the Last War
and reclaim the world above.
As long as the overlords are bound by the Silver Flame, they can't physically manifest in the world. But each overlord embodies a particular aspect of evil, which grows in
and yearn to carry his bloody banner into the soft lands of the south. The minotaurs of Droaam revere Rak Tulkhesh as the Horned Prince. But the most powerful of the overlord's follower's is the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
normally deals 1d10 + 5 damage always deals 10 damage on Mechanus. Optional Rule: Imposing Order At the end of each long rest taken on this plane, a visitor that isn’t lawful neutral must make a DC 10
Mechanus On Mechanus, law is reflected in a realm of clockwork gears, all interlocked and turning according to their measure. The cogs seem to be engaged in a calculation so vast that no deity can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
some future act of conquest. The march is long and dangerous, and only a small number of modrons returns to Mechanus. ZUZANNA WUZYK The Great Modron March
Great Modron March, The When the gears of the plane of Mechanus (see chapter 6) complete seventeen cycles—once every 289 years—the modron (MOE-dron) leader, Primus, sends a vast army of modrons
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
most common are modrons, mechanical denizens of Mechanus that seek to enforce order on the plane. Outlands Constructs d4 Encounter 1 A tyrannical homunculus rules over the small domain of its long
has been transformed into the walking hive that’s home to numerous swarms of insects (wasps). Quintin Gleim Mechanical dinosaurs roam an orderly realm influenced by the lawful energies of Mechanus
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
in for the long haul of Mechanus bureaucracy, word filters through the administration’s ranks until Aristimus hears about the characters and comes to investigate their intentions after 1d4 hours
Exploring Automata CoupleOfKooks “You think Automata’s straight streets and ticks and tocks are order?! Wake up! The powers of Mechanus don’t want what’s best for you. They want you predicable
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
reconnaissance mission. The march is long and dangerous, and only a small number of modrons returns to Mechanus. “Every 289 years, the entire multiverse goes mad. Like clockwork.”
— Kwint Stormbellow, rock gnome adventurer
Modrons Modrons are beings of absolute law that adhere to a hive-like hierarchy. They inhabit the plane of Mechanus and tend its eternally revolving gears, their existence a clockwork routine of
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Morte’s Planar Parade
Beasts Varied Beasts roam the Outlands, with many species being long extinct on Material Plane worlds. Plane-influenced creatures and gigantic or idealized animals from the Beastlands are common
influenced by Mechanus and composed of simple geometric shapes charges creatures that enter the angular canyons it inhabits. It moves only in straight lines and turns only at right angles. 3 Stirges drawn
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
Conclusion If the characters return to him with the logbook and Beltha, Aristimus is outwardly reserved but inwardly delighted. So long as the logbook is recovered, he provides the characters with a
pass to access the gate to Mechanus, along with a simple trinket: a precise copper pocket watch with a face that tracks 168 hours. The watch is worth 500 gp—double that in lawfully aligned settlements
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
March to Nowhere The Labyrinth is aptly named, for even the most resolute of explorers can become lost in its depths, as a number of modrons discovered to their dismay. Separated long ago from their
fellows during the Great Modron March, these modrons have been wandering the Underdark for a long time. As the party travels deeper into the Labyrinth, any character with a passive Wisdom (Perception
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
X21. West Staircase Three 10-foot-long staircases separated by 10-foot-square landings connect areas X18 and X36. Thick dust covering the stairs has not been disturbed in ages. The uppermost landing
has secret doors set into its north and south walls. The south door opens into area X19, and the north door opens into area X20.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Chaotic Good, Neutral Good Bytopia Lawful Good, Neutral Good Carceri Chaotic Evil, Neutral Evil Elysium Neutral Good Gehenna Lawful Evil, Neutral Evil Hades Neutral Evil Limbo Chaotic Neutral Mechanus
Celestials. The Lower Planes are the home of Fiends. The planes in between host their own unique denizens: for example, modrons are Constructs that inhabit Mechanus, and slaadi are Aberrations that thrive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
this optional rule. At the end of a long rest spent on an incompatible plane, a visitor must make a DC 10 Constitution saving throw. On a failed save, the creature gains one level of exhaustion
. Incompatibility between lawful and chaotic alignments doesn’t have the same effect, so Mechanus and Limbo lack this quality.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
Najkir Monastery Joshua Raphael The Island Najkir The island Najkir is a rugged, egg-shaped island 6 miles wide and 10 miles long. Persistent fog shrouds much of the island, which has a black pebble
beach to the north and white cliffs to the south. The island has a large population of goats and sheep, and the surrounding reefs are home to plenty of fish. The only permanent structure on the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
27. Dining Hall This room contains a plain wooden table flanked by long benches. Moldy humanoid bones lie strewn on the dirt floor—the remains of the cult’s vile banquets. In the middle of the south
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
41. Privies This room is divided into four stone privies with holes cut into their floors and long-disused lavatory pits below. An invisible gray slaad lurks in the privy to the south. It attacks anyone who searches or uses its privy.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
W7. Pantry Much of the roof above this chamber has collapsed, leaving debris scattered across the floor. Birds have made nests on the wooden shelves that line the north and south walls. Rats long ago devoured anything they could reach, and all other foodstuffs have rotted away.
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
) arrives to interview the characters about their strange situation. It seeks information so greater powers in Mechanus can decide whether they want to blame the characters for their reality-defying
locations. 4 The characters witness an illusory, miles-long procession of thousands of modrons. Any character who draws close to the illusions can see that the modrons look terrified of their
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
29. Eye See You! Hanging Shields. Sixteen old shields bearing emblems from long-forgotten human, dwarven, and elven realms hang on the north and south walls of this tunnel.
Scrying Eye. As the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
Lost Caverns The Lost Caverns of Tsojcanth hide in the Yatil Mountains south of Iggwilv’s Horn. Not much is known about the caverns’ namesake, the mysterious Tsojcanth, who was eclipsed by the
archmage who succeeded them. Whether Tsojcanth was slain by Iggwilv or left before her arrival, this predecessor’s only remaining trace is the caverns’ name, while the Witch Queen’s influence persists long after her departure. The caverns are divided into the lesser and greater caverns.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Temple Features The tower and its basement levels are of ancient construction, their original purpose long forgotten by the area’s residents. Ceilings throughout the temple are 10 feet high and flat
. All areas of the upper level of the temple are illuminated by braziers, lamps, or magical light. All areas of the lower level are dark except for the south cell in area B11 and the training room (area B12).
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
15. Dusty Throne Ruins. Much of this room collapsed long ago, and what remains is covered with dust.
Footprints. Footprints (left by wererats in human form) crisscross the dusty floor.
Throne. A
plain stone throne stands against the south wall. Beyond it, heaps of rubble fill a collapsed tunnel.
A search of the throne and the surrounding room yields nothing of value. The wererats in area 14 have already searched the area thoroughly.
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Lost Caverns The Lost Caverns of Tsojcanth hide in the Yatil Mountains south of Iggwilv’s Horn. Not much is known about the caverns’ namesake, the mysterious Tsojcanth, who was eclipsed by the
archmage who succeeded them. Whether Tsojcanth was slain by Iggwilv or left before her arrival, this predecessor’s only remaining trace is the caverns’ name, while the Witch Queen’s influence persists long
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
open to the north and west. A single closed door lies just south of the western set of double doors. The ceiling here is 20 feet high. Beyond the open doors to the north, the characters can see a long
. If the characters make a lot of noise, the three flameskulls in area X33a float up the shaft and attack them. The flameskulls also attack anyone they can hear attempting to descend the shaft. A secret door in the south wall opens into area X7.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
5. Looted Reliquary This room once held ritual art and religious statuary. Shelves and curios once lined the north and south walls but now lie shattered and spread across the floor. Treasure The
with shards of blue quartz sewn into it (125 gp), and a 1-foot-tall, 3-foot-long alabaster triptych depicting a dwarven wedding (250 gp). The triptych weighs 25 pounds.
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
east wall. A fireplace built into the south wall features an elegantly carved mantelpiece. Treasure. A detect magic spell reveals an aura of conjuration magic emanating from the fireplace mantel. Any
character who searches it and succeeds on a DC 10 Wisdom (Perception) check discovers that the mantelpiece is actually a lid concealing a long, hidden compartment. The wizard who built the manse hid her staff of birdcalls here.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
stand out from the passage walls, and they have gaps around them, so they could be doors. The passage continues past them.
The doors slide open easily if pushed. To the south, the door leads to a
long stone tunnel that ends in a pit covered by a stone bench with a hole in it (a privy unused for decades). The door on the north side of the hall guards a passage leading to area T5.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
south wall, each with a plaque mounted on it. From west to east, the plaques read Operating Room, Nursery, and Morgue.
Six shadows haunt this room. They are the remnants of dark souls that perished
here long ago. The creatures wait until one or more characters are at least 10 feet inside the room before moving out from within the normal shadows to attack. The shadows can’t leave this room.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
locked hatch is a Large object with AC 11, 25 hit points, and immunity to poison and psychic damage. As long as the outer rings and orbs aren’t in motion, the hatch can be forced open with a successful
sphere and any creatures inside it disappear. The DM ultimately decides where they end up, if anywhere. Possibilities include Mechanus, the Vast Swamp on Oerth, Mount Nevermind on Krynn, a desert on
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
W8. Storage Bare hooks line the walls of this storage room. Shelves to the south hold several pairs of stained wooden sandals with oversized soles. Both doors to this room hang open. The one to the
west is fitted with iron brackets and leads outside into the rain. Lying on the floor next to it is a five-foot-long wooden beam. Before fleeing the winery, the wereravens took the leather rain cloaks
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
admit that their master is Varram, and speak of great treasure down the stairs to the south. The dwarf has been gone for some time, but they have no idea what happened to him. If the devils are
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
10. Dining Hall Two long tables of plain stone stand at the south end of this dining hall, while a long marble table stands to the north. The door up the stairs leading to area 8 has “? DANGER
. They admit that their master is Varram, and speak of great treasure down the stairs to the south. The dwarf has been gone for some time, but they have no idea what happened to him. If the devils are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation Supplement
Dawn Avenger The captain of the Dawn Avenger was an aasimar cleric of Lathander. A little over a year ago, she came to the south shores of Chult with a charter to hunt pirates and instead ran her
ship aground. Thick clouds of smoke from the volcanoes to the north, which hampered visibility, were to blame. Seven survivors including the captain made it to the Snout, but they didn’t stay long. They
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Glitch the Quadrone Not long after agreeing to undertake the adventure, the characters encounter a friendly quadrone named Glitch. (When and where this happens is up to you.) The quadrone used to
train ticket per character, and an ink pen. The tickets are made from paper-thin sheets of brass and grant passage to Mechanus aboard the Concordant Express. Each ticket is stamped with a boarding






