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Returning 33 results for 'being button deciding contact returner'.
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Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
chest is shut, the chest locks and the clamps snap shut on the key once more. Any character inside the chest when this happens is trapped. At the same time, a button magically appears on the lid of
magic. Consequently, the lid cannot be removed. The stone sarcophagus is impervious to damage and spells. Whenever one of the three chests is locked, a carved button magically appears on the sarcophagus
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
long as the character can reach the mechanism at the top of the pit and can see. Hidden among the flagstones on the pit’s floor is a stone button that, when pressed, unlocks the secret door to area 29d
. A character who searches the bottom of the pit can find the button with a successful DC 12 Wisdom (Perception) check. 29d. Gods and Demons Statues. Watching over this chamber are four 9-foot-tall
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime During the break between episode 4 and episode 5, the characters are likely to be focused on deciding their next move. The urgency of seeking out the final orrery component at Horn
local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime During the break between episode 4 and episode 5, the characters are likely to be focused on deciding their next move. The urgency of seeking out the final orrery component at Horn
local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Franchise Downtime During the break between episode 4 and episode 5, the characters are likely to be focused on deciding their next move. The urgency of seeking out the final orrery component at Horn
local nobles or mages who have left relics there to be safeguarded. The carousing activity can bring the characters into closer contact with merchants or nobles connected to Horn Enclave. One of those
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
she can’t bear to lose all contact with Vlax. The warden has made her affliction known to the prison guards and Absolution Council members, and they have grown accustomed to her personality changes and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
she can’t bear to lose all contact with Vlax. The warden has made her affliction known to the prison guards and Absolution Council members, and they have grown accustomed to her personality changes and
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
of a trumpet while pressing a button on the console can broadcast their voice throughout the prison. Using the loudspeaker requires an action. R19. Guard Barracks Characters who climb the spiral
she can’t bear to lose all contact with Vlax. The warden has made her affliction known to the prison guards and Absolution Council members, and they have grown accustomed to her personality changes and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. She has collected them since childhood, though they are not valuable. The footlocker holds the attendant’s modest personal effects, including a stuffed cat with green button eyes and a bracelet with
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. She has collected them since childhood, though they are not valuable. The footlocker holds the attendant’s modest personal effects, including a stuffed cat with green button eyes and a bracelet with
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. She has collected them since childhood, though they are not valuable. The footlocker holds the attendant’s modest personal effects, including a stuffed cat with green button eyes and a bracelet with
make contact with a mirror. A creature that makes contact with a mirror for the first time on a turn or starts its turn in contact with one takes 22 (4d10) psychic damage. A creature that passes
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mage who has been transformed into a nothic. Zala helped Markos contact Krokulmar and blames this Far Realm entity for her transformation. Now she anxiously turns to the stars, hoping to find a way to
) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet. Hidden Closet. This
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mage who has been transformed into a nothic. Zala helped Markos contact Krokulmar and blames this Far Realm entity for her transformation. Now she anxiously turns to the stars, hoping to find a way to
) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet. Hidden Closet. This
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
mage who has been transformed into a nothic. Zala helped Markos contact Krokulmar and blames this Far Realm entity for her transformation. Now she anxiously turns to the stars, hoping to find a way to
) check discovers not only the secret door but also a secret button on the headboard. Pushing the button causes the bed to slide eastward, allowing easy access to the hidden closet. Hidden Closet. This
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
searches the wall for secret doors and succeeds on a DC 17 Wisdom (Perception) check notices the sheen of frequent touches on the snowflake button. Treasure. Four items on display are magical: Rust
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
searches the wall for secret doors and succeeds on a DC 17 Wisdom (Perception) check notices the sheen of frequent touches on the snowflake button. Treasure. Four items on display are magical: Rust
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
searches the wall for secret doors and succeeds on a DC 17 Wisdom (Perception) check notices the sheen of frequent touches on the snowflake button. Treasure. Four items on display are magical: Rust
throw, taking 14 (4d6) cold damage on a failed save, or half as much damage on a successful one. No more than once per day, while Zorhanna is immersed in the pool, she can use it to contact the Prince
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks
could reach the islet. Silent Treatment. After the characters encounter the froghemoth, Aphelion doesn’t contact or respond to them until they reach the ship’s fourth level. Treasure. At the bottom of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks
could reach the islet. Silent Treatment. After the characters encounter the froghemoth, Aphelion doesn’t contact or respond to them until they reach the ship’s fourth level. Treasure. At the bottom of the
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
chilled beverage tanks beneath the counter. With the press of a button, each nozzle can dispense up to 1 gallon of alcohol or a synthetic lubricating oil in a variety of flavors. The beverage tanks
could reach the islet. Silent Treatment. After the characters encounter the froghemoth, Aphelion doesn’t contact or respond to them until they reach the ship’s fourth level. Treasure. At the bottom of the
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and the DM. Group Design When selecting a feature, the characters must make decisions together — meaning the players must do the same. Deciding on the features of a headquarters should be a team
contact with a warded area takes 13 (3d8) lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn. Grease Compartment. Whether
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and the DM. Group Design When selecting a feature, the characters must make decisions together — meaning the players must do the same. Deciding on the features of a headquarters should be a team
contact with a warded area takes 13 (3d8) lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn. Grease Compartment. Whether
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
players and the DM. Group Design When selecting a feature, the characters must make decisions together — meaning the players must do the same. Deciding on the features of a headquarters should be a team
contact with a warded area takes 13 (3d8) lightning damage, and must succeed on a Constitution saving throw or have its speed reduced to 0 until the start of its next turn. Grease Compartment. Whether
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
twenty workers, and he insists on keeping careful records. Key NPC. The Believers have no formal leader, but if they did, Dornen would be it. He is a longstanding member who serves as the deciding
asks. He is a useful, loyal informant and contact, though he’s not really cut out for any derring-do. Trouble in Red Larch. If one or more characters seem interested in helping the town with its recent
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
twenty workers, and he insists on keeping careful records. Key NPC. The Believers have no formal leader, but if they did, Dornen would be it. He is a longstanding member who serves as the deciding
asks. He is a useful, loyal informant and contact, though he’s not really cut out for any derring-do. Trouble in Red Larch. If one or more characters seem interested in helping the town with its recent
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
twenty workers, and he insists on keeping careful records. Key NPC. The Believers have no formal leader, but if they did, Dornen would be it. He is a longstanding member who serves as the deciding
asks. He is a useful, loyal informant and contact, though he’s not really cut out for any derring-do. Trouble in Red Larch. If one or more characters seem interested in helping the town with its recent
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bakers, and they are frozen in time. In addition to the large cake described below, characters can see platters of blue-frosted cupcakes and candied apples on sticks, bowls of sugar-glazed button
easily put the owl in a jabberwock-hunting mood if they have the means to speak with it. If the jabberwock and the owl ever make eye contact, the jabberwock flees the palace with the owl in pursuit. Bait
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bakers, and they are frozen in time. In addition to the large cake described below, characters can see platters of blue-frosted cupcakes and candied apples on sticks, bowls of sugar-glazed button
easily put the owl in a jabberwock-hunting mood if they have the means to speak with it. If the jabberwock and the owl ever make eye contact, the jabberwock flees the palace with the owl in pursuit. Bait
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
bakers, and they are frozen in time. In addition to the large cake described below, characters can see platters of blue-frosted cupcakes and candied apples on sticks, bowls of sugar-glazed button
easily put the owl in a jabberwock-hunting mood if they have the means to speak with it. If the jabberwock and the owl ever make eye contact, the jabberwock flees the palace with the owl in pursuit. Bait






