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                        Returning 12 results for 'shaft all charges'.
                    
                
                        
                            
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                                        staff all charges
                                    
                                
                                    
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     dark room at the bottom of the 140-foot shaft (level 1, area 1). Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece
                                                
                                            
                                                
                                                     to this gaping orifice hangs a winch with a simple rope-and-pulley mechanism that Durnan, the proprietor, uses to lower adventurers down the shaft and (sometimes) pull them up again. Durnan controls
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     the cavern is in no immediate danger of collapsing. See the âCave-In!â section for details on how that might change. Elevator. The elevator is rusted in place, and the shaft it once traversed is
                                                
                                            
                                                
                                                     as they sense movement. If the mine entrance has not yet collapsed and all the characters are in or near this room, Itzmin detonates his charges (see the âCave-In!â section earlier in the adventure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     span the length of its shaft. When you whisper the word âseekâ and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you donât
                                                
                                            
                                                
                                                    . A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a flying speed of 30 feet until you land. At the end of each of your turns, your
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     the forges. As soon as any disturbance happens here, the slaves turn on the efreeti. The efreeti then focuses his attention on corralling his charges, leaving the cultists to deal with the characters
                                                
                                            
                                                
                                                     shifts watching this area. The guards aim to prevent anyone from entering area E14. E14. Shaft to the Fire Node At the end of this passage, a wooden platform similar to a drawbridge extends into a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     bunk beds line the walls, their sheets crumpled. A dark opening in the west wall reveals an empty shaft framed with a metal truss.
 At any given time, 1d6 goblin psi brawlers (see appendix A) sleep
                                                
                                            
                                                
                                                     psionic goblins their powers. This refers to the Indigo Sanctum, which is across the bridge (area Z19). The goblins arenât aware of any more details regarding Ruxithidâs grand plan. Mine Shaft. The gap
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     Dragonshard Pool Effects table to determine what happens to the item. An item can be affected by the pool only once; subsequent exposures have no effect. The pool has 4 charges. It expends 1 charge each time an
                                                
                                            
                                                
                                                     item is dipped into it. The pool regains all expended charges daily at dawn.  Dragonshard Pool Effects   d6 Effect   1â2 The item is destroyed. 3â4 The item gains a cosmetic defect such as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
                                                    
                                                
                                            
                                                    .
 The characters might attempt to descend into the area through the chimney. The shaft is about 80 feet long; its walls are irregular and rough but slippery, requiring successful DC 15 Strength
                                                
                                            
                                                
                                                     (Athletics) checks to climb. Anchoring a rope at the top of the shaft reduces the check DC to 5. A careful climber can easily avoid the fire on the way down. If a characterâs check fails by 5 or more, the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     can use ropes to pull it over with a successful DC 22 Strength (Athletics) check. Doing this breaks the statue and reveals a flooded, 15-foot-wide shaft that descends for 30 feet, then bends to the west
                                                
                                            
                                                
                                                     divination magic. The basin has 3 charges. As long as the water in the basin is unpolluted, a creature can touch the basin and expend 1 charge to cast a scrying spell from the basin. The subject of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves
                                                
                                            
                                                
                                                     determine the nature of an available task.  d6 Task   1 Guard a mining shaft that was recently attacked by duergar from the Underdark. 2 Escort supply wagons moving to and from Saltmarsh. 3 Explore a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldurâs Gate Gazetteer
                                                    
                                                
                                            
                                                     shaft where prisoners must constantly tread water or risk drowning, while also fending off the blind, biting shrimp that dwell there. Though long-term incarceration is rare in the city, there are
                                                
                                            
                                                
                                                     always a few inmates rotting in these cells, ranging from petty criminals to political prisoners locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldurâs Gate might wind
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     dank lower levels. Particularly problematic inmates end up in the Swimming Hole â a flooded and lightless shaft where prisoners must constantly tread water or risk drowning, while also fending off the
                                                
                                            
                                                
                                                     locked away on trumped-up charges. Characters who run seriously afoul of the law in Baldurâs Gate might wind up in the Seatower. While the Fist treats the prison as something of an afterthought, any
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     doors to the tubes for them. Characters who refuse to assist Aphelion and access the tube by their own means are greeted by an unlit metal shaft without functioning antigravity. Deck Map. A screen
                                                
                                            
                                                
                                                     pistol with 4 charges remaining. One Pixel Brush  A worker robot roams the wreckage of an abandoned dining room S8: Lounges This messy lounge is in ruins. Skeletons rest in its torn recliners, clutching
                                                
                                            
                                        






