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Returning 35 results for 'bannerets button diffusing call rubble'.
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Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the buildings previously damaged in the Cobblehook Corsairs’ raid. By the time the storm passes, Respite is in ruins. Rubble lines the streets, and the villagers begin looking for a new place to call home.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the buildings previously damaged in the Cobblehook Corsairs’ raid. By the time the storm passes, Respite is in ruins. Rubble lines the streets, and the villagers begin looking for a new place to call home.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
the buildings previously damaged in the Cobblehook Corsairs’ raid. By the time the storm passes, Respite is in ruins. Rubble lines the streets, and the villagers begin looking for a new place to call home.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tending to the wounded or to crying youngsters. Nearby, a row of homes lies in rubble. Iridescent blue scales are scattered amid the debris.
A woman wearing a teal dress embroidered with golden
Nimuel. Thank you for answering my call.” The woman pauses, looking around at the chaos, before addressing you again. “Follow me. I know a place where we won’t have to worry about others overhearing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tending to the wounded or to crying youngsters. Nearby, a row of homes lies in rubble. Iridescent blue scales are scattered amid the debris.
A woman wearing a teal dress embroidered with golden
Nimuel. Thank you for answering my call.” The woman pauses, looking around at the chaos, before addressing you again. “Follow me. I know a place where we won’t have to worry about others overhearing
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
tending to the wounded or to crying youngsters. Nearby, a row of homes lies in rubble. Iridescent blue scales are scattered amid the debris.
A woman wearing a teal dress embroidered with golden
Nimuel. Thank you for answering my call.” The woman pauses, looking around at the chaos, before addressing you again. “Follow me. I know a place where we won’t have to worry about others overhearing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
inspection reveals that the flaming skull, the comet, and the tower are buttons that can be pressed. Flaming Skull. This carving represents Skullport. Each time this button is pressed, a magical
. Each time this button is pressed, a magical, disembodied male voice fills the room and says in Common, “Gate access to Stardock from level 16 only.”
Tower. This carving represents Halaster’s
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects d8 Effect 1 One statue
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects d8 Effect 1 One statue
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
immunity to poison and psychic damage. Destroying a statue doesn’t stop sound from issuing from its location until all its rubble is removed from the area. Statue Sound Effects d8 Effect 1 One statue
out.” 5 One statue says, “Give me an H!” 6 One statue asks, “Hey, have you seen my cat?” 7 One statue screams, “The call is coming from inside the mountain!” 8 One statue says, “Die!” as it casts a power word kill spell targeting the creature that triggered the sound effect.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
!” The first time a character reaches this intersection, a faint call for help is heard coming from the tunnel opening to the north, which ends at a cave-in. The cry for help is an illusion, and
characters who dig through the rubble find nothing in it. 6b. Rattling Chains This 10-foot-high tunnel slopes up gradually to the north, so that its floor rises above the fog. Characters who pass this point
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
holy symbol shaped like a four-pointed star (25 gp). A successful DC 15 Intelligence (History) check identifies it as a holy symbol of Mystryl (see the “Mystryl” sidebar). H7. Rubble-Strewn Cave Aside
from the tower embedded in the west wall (see area 6) and the rubble around it, this 30-foot-high cavern is empty. A naturally formed staircase to the southeast descends to area H10. Tekeli-li. If
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
holy symbol shaped like a four-pointed star (25 gp). A successful DC 15 Intelligence (History) check identifies it as a holy symbol of Mystryl (see the “Mystryl” sidebar). H7. Rubble-Strewn Cave Aside
from the tower embedded in the west wall (see area 6) and the rubble around it, this 30-foot-high cavern is empty. A naturally formed staircase to the southeast descends to area H10. Tekeli-li. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
follow, but will take to marching back and forth in front of the boulder and will continue to threaten the party if they approach again. If the crayfish is attacked, it will immediately call forth its
knowledge of this place, stating that it was brought into these warrens when very young. If asked for directions, it first sends the party to the rubble-filled staircase to the east, and then, if asked a second time, it sends the party to the west.
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
goblins also shout to alert their comrades in areas C4 and area C6 that the castle is under attack. C2: Trapped Hall Doors stand closed to the north and south, with a crumbling mound of rubble
partially obscuring the southern hall. To the east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and fallen plaster from a partial collapse of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
follow, but will take to marching back and forth in front of the boulder and will continue to threaten the party if they approach again. If the crayfish is attacked, it will immediately call forth its
knowledge of this place, stating that it was brought into these warrens when very young. If asked for directions, it first sends the party to the rubble-filled staircase to the east, and then, if asked a second time, it sends the party to the west.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As
a Study action, a character can examine the rubble and make a DC 13 Intelligence (Investigation) check. Characters with Tremorsense have Advantage on the check. On a success, the character determines
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As
a Study action, a character can examine the rubble and make a DC 13 Intelligence (Investigation) check. Characters with Tremorsense have Advantage on the check. On a success, the character determines
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
holy symbol shaped like a four-pointed star (25 gp). A successful DC 15 Intelligence (History) check identifies it as a holy symbol of Mystryl (see the “Mystryl” sidebar). H7. Rubble-Strewn Cave Aside
from the tower embedded in the west wall (see area 6) and the rubble around it, this 30-foot-high cavern is empty. A naturally formed staircase to the southeast descends to area H10. Tekeli-li. If
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
follow, but will take to marching back and forth in front of the boulder and will continue to threaten the party if they approach again. If the crayfish is attacked, it will immediately call forth its
knowledge of this place, stating that it was brought into these warrens when very young. If asked for directions, it first sends the party to the rubble-filled staircase to the east, and then, if asked a second time, it sends the party to the west.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
from the ramp connecting to the northern section of this roof, a stone bridge leads to a caved-in tunnel. It once connected to what is now the dragon’s den (area H10). Rubble obstructs the tunnel. As
a Study action, a character can examine the rubble and make a DC 13 Intelligence (Investigation) check. Characters with Tremorsense have Advantage on the check. On a success, the character determines
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
some surface towns, devoted to the faith of the former Delzoun Empire and of the dwarves who answered Bruenor’s call to reclaim the city. Vast cathedrals of stone once echoed with the paeans of a
from the walls, some of the statues have begun to crumble, and many passages are blocked with rubble. The devilish duergar, once in control of the mines below, took delight in defiling the holy icons of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
some surface towns, devoted to the faith of the former Delzoun Empire and of the dwarves who answered Bruenor’s call to reclaim the city. Vast cathedrals of stone once echoed with the paeans of a
from the walls, some of the statues have begun to crumble, and many passages are blocked with rubble. The devilish duergar, once in control of the mines below, took delight in defiling the holy icons of
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
some surface towns, devoted to the faith of the former Delzoun Empire and of the dwarves who answered Bruenor’s call to reclaim the city. Vast cathedrals of stone once echoed with the paeans of a
from the walls, some of the statues have begun to crumble, and many passages are blocked with rubble. The devilish duergar, once in control of the mines below, took delight in defiling the holy icons of
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goblin hauling a bucket of garbage to area 17e 4 1d4 goblins with shovels, either digging through rubble or heading to a dig site 5 1d3 bugbears who sneer at visitors and make rude comments as they
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goblin hauling a bucket of garbage to area 17e 4 1d4 goblins with shovels, either digging through rubble or heading to a dig site 5 1d3 bugbears who sneer at visitors and make rude comments as they
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
goblin hauling a bucket of garbage to area 17e 4 1d4 goblins with shovels, either digging through rubble or heading to a dig site 5 1d3 bugbears who sneer at visitors and make rude comments as they
until its business with the characters is concluded, then politely shows them the door. Princess Doll. One of the items in Kinrob’s junk pile is a sackcloth doll with button eyes and a gold cloth tiara
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and one opposite it, where stone cornices, molding, and carved panels have collapsed to rubble. Near the foot of the stairs, an iron double door stands closed.
Cylinders. The four metal cylinders
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
and one opposite it, where stone cornices, molding, and carved panels have collapsed to rubble. Near the foot of the stairs, an iron double door stands closed.
Cylinders. The four metal cylinders
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see






