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Returning 35 results for 'bee blend diffusing constructed release'.
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Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
its five major islands. Kalapang Kalapang, the largest community on the island of Malabulak, stands among verdant fields. The city is a blend of old and new, with ancient religious sites and relics of
foreign rule constructed alongside newer structures built by traders and immigrants looking for security. Kalapang is welcoming toward foreigners and encourages visitors. Powerful clans and the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
pits in the sloped floor to guard their ale supplies. The pits’ covers blend in with the surrounding floor, though a successful DC 15 Wisdom (Perception) check detects each pit. When a creature
constructed the pit covers so that they won’t open if an object is rolled over them. A character can circumvent the traps by climbing into an empty barrel and rolling down the hall or climbing onto a barrel
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
, Intimidation, or Persuasion) check, the brain warns them of the risks of tampering with the journal (see below). It then negotiates for the characters’ aid, claiming that only it can safely release
constructed from an augmented beholder’s or astral dreadnought’s eye set within a mechanical socket. A successful DC 15 Intelligence (Arcana) check or Dexterity check made with thieves’ tools or tinker’s tools
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
of the area is filled with rubble and becomes difficult terrain. Falling Net Mechanical trap This trap uses a trip wire to release a net suspended from the ceiling. The trip wire is 3 inches off the
pounds of weight is placed on the pressure plate, causing the statue to release a 30-foot cone of fire. Each creature in the fire must make a DC 13 Dexterity saving throw, taking 22 (4d10) fire damage
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
something else entirely. Both Konrad and Rugga are in constant agony. They can communicate telepathically out to a range of 60 feet. Their communications consist of pleas to release them from their torment
vines by attacking their root in the center of the room. Treat the root as an immobile, Medium object with AC 15 and 100 hit points. When the root is reduced to 0 hit points, the vines release spores
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
spikes affixed to the bottom. The opening is covered by a wooden trapdoor painted to blend into the stone of the tunnel. A character who has a passive Perception score of 16 or higher notices the trapdoor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
spikes affixed to the bottom. The opening is covered by a wooden trapdoor painted to blend into the stone of the tunnel. A character who has a passive Perception score of 16 or higher notices the trapdoor
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
The Winding Way When the abbey was constructed, the cultists dug these tunnels for treasure storage. Only the abbey’s overlord was privy to all the passage’s secrets, and he died in the pirates
spikes affixed to the bottom. The opening is covered by a wooden trapdoor painted to blend into the stone of the tunnel. A character who has a passive Perception score of 16 or higher notices the trapdoor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
lid
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
lid
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor, causing
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
trap uses a trip wire to release a weighted, 10-foot-square Net suspended from the ceiling. The trip wire is 3 inches off the ground and stretches between two columns or trees. The first creature
lid
Duration: Instantaneous
This 10-foot-deep pit has a hinged lid constructed from material identical to the surrounding floor. When a creature moves onto the lid, it swings open like a trapdoor
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
door to this room. This room contains three mismatched tables at odd angles, each one littered with food scraps and empty mugs. A makeshift bar has been constructed along the south wall. Four
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
door to this room. This room contains three mismatched tables at odd angles, each one littered with food scraps and empty mugs. A makeshift bar has been constructed along the south wall. Four
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
inside it but has no clue how to release it (see area X22). Treasure. A spellbook on the western bookshelf contains the spells Edino has prepared plus alarm, arcane lock, detect thoughts, dimension
door to this room. This room contains three mismatched tables at odd angles, each one littered with food scraps and empty mugs. A makeshift bar has been constructed along the south wall. Four
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
only a few seconds before she dies and turns to dust; with her dying breath, she implores the characters in Loross (the dead Netherese tongue) to “destroy the crown … release my memories … let me have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
only a few seconds before she dies and turns to dust; with her dying breath, she implores the characters in Loross (the dead Netherese tongue) to “destroy the crown … release my memories … let me have
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
a grand scale, sending a region or an entire world back to an earlier time (effectively erasing part of history). The obelisks were constructed to counteract the effects of calamitous spells and
only a few seconds before she dies and turns to dust; with her dying breath, she implores the characters in Loross (the dead Netherese tongue) to “destroy the crown … release my memories … let me have
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
. Secret Doors. The passage to the south branches in a Y shape. The southwest branch connects to area 5, and the southeast one leads to a secret door cleverly constructed to blend into the natural rock
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
yellow mold (see the Dungeon Master’s Guide). Most of the food here is unfit for consumption, but a crate marked with a bee along the east wall contains 1d4 doses of healing honey, crystallized but still
cultists of Zargon killed the former leader of the Mages of Usamigaras, a respected priest named Demetrius. Dungeon Tip. The ziggurat has many secret doors, which blend in with their surroundings
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
yellow mold (see the Dungeon Master’s Guide). Most of the food here is unfit for consumption, but a crate marked with a bee along the east wall contains 1d4 doses of healing honey, crystallized but still
cultists of Zargon killed the former leader of the Mages of Usamigaras, a respected priest named Demetrius. Dungeon Tip. The ziggurat has many secret doors, which blend in with their surroundings






