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Returning 35 results for 'both button diffusing contact records'.
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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->Candlekeep Mysteries
V4. Hall of Records The walls along this hallway of descending staircases contain a record of the deeds the prince accomplished in his life. The plaster and the paintings are perfectly intact. Scenes
contact with the golem, their adventures across Anauroch, their exploration of Haruun, and their encounter with Zikzokrishka. The final painting is of the characters standing before the prince’s tomb
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
V4. Hall of Records The walls along this hallway of descending staircases contain a record of the deeds the prince accomplished in his life. The plaster and the paintings are perfectly intact. Scenes
contact with the golem, their adventures across Anauroch, their exploration of Haruun, and their encounter with Zikzokrishka. The final painting is of the characters standing before the prince’s tomb
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
V4. Hall of Records The walls along this hallway of descending staircases contain a record of the deeds the prince accomplished in his life. The plaster and the paintings are perfectly intact. Scenes
contact with the golem, their adventures across Anauroch, their exploration of Haruun, and their encounter with Zikzokrishka. The final painting is of the characters standing before the prince’s tomb
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->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->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of Janya have detailed records of wreck sites and other points of interest around their undersea city. A character who succeeds on a DC 14 Intelligence (History) check knows that Janya is an aquatic
embrace new ideals and oppose the People’s Stewards. Atiba-Pa can also share this information. He clearly views the group as misguided and encourages the characters to avoid contact with them. Making
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
spell or similar magic reveals that it’s a desecrated object. Any creature that comes into contact with it must succeed on a DC 13 Charisma saving throw or gain the following flaw, which supersedes
. Prolonged contact with the figurehead might have other ill effects, at your discretion. White Lady of Lac Dinneshere. What looks like a woman tied to the figurehead is actually the White Lady of Lac
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety
force, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of Janya have detailed records of wreck sites and other points of interest around their undersea city. A character who succeeds on a DC 14 Intelligence (History) check knows that Janya is an aquatic
embrace new ideals and oppose the People’s Stewards. Atiba-Pa can also share this information. He clearly views the group as misguided and encourages the characters to avoid contact with them. Making
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety
force, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
, records, and accounts of their kind. Arcanaloths speak and write all languages, making them cunning diplomats and negotiators. An arcanaloth properly paid can broker treaties or alliances with subtlety
force, suggestion
3rd level (3 slots): counterspell, fear, fireball
4th level (3 slots): banishment, dimension door
5th level (2 slots): contact other plane, hold monster
6th level (1 slot
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
of Janya have detailed records of wreck sites and other points of interest around their undersea city. A character who succeeds on a DC 14 Intelligence (History) check knows that Janya is an aquatic
embrace new ideals and oppose the People’s Stewards. Atiba-Pa can also share this information. He clearly views the group as misguided and encourages the characters to avoid contact with them. Making
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
touchstones to past events. The characters might learn that a ruin they’re exploring was destroyed in a catastrophic battle or natural disaster.
Historical Records. Written historical details might
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
touchstones to past events. The characters might learn that a ruin they’re exploring was destroyed in a catastrophic battle or natural disaster.
Historical Records. Written historical details might
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
touchstones to past events. The characters might learn that a ruin they’re exploring was destroyed in a catastrophic battle or natural disaster.
Historical Records. Written historical details might
roll warrants it.
Magical Footnotes. Spells such as Contact Other Plane, Legend Lore, and Speak with Dead allow characters to learn information while leaving you control of the particulars.
Primary
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
claim and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
claim and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
claim and sell can find mundane tools and records here (see “Conclusion” for details). H7c: City Sculpture. In the center of this chamber stands an immovable 10-foot cube of pink sandstone. The cube’s top
character can search the wall and make a DC 12 Wisdom (Perception) check. On a success, the character notices a button worked into the stone. Pressing the button causes the wall to slide away
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. An adventurer makes contact with
), where the spirits of Vlax’s kin can persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because she can’t bear to lose all contact with Vlax. The warden has
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. An adventurer makes contact with
), where the spirits of Vlax’s kin can persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because she can’t bear to lose all contact with Vlax. The warden has
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. An adventurer makes contact with
), where the spirits of Vlax’s kin can persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because she can’t bear to lose all contact with Vlax. The warden has
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. An adventurer makes contact with
), where the spirits of Vlax’s kin can persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because she can’t bear to lose all contact with Vlax. The warden has
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. An adventurer makes contact with
), where the spirits of Vlax’s kin can persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because she can’t bear to lose all contact with Vlax. The warden has
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
murder members of a noble family, has served 1d20 years of a life sentence. 6 Grix (neutral goblin), convicted of espionage, has served 1d6 years of a 10-year sentence. An adventurer makes contact with
), where the spirits of Vlax’s kin can persuade Vlax to join them in the afterlife. The warden refuses to make the journey, however, because she can’t bear to lose all contact with Vlax. The warden has
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
. West of it is a contact stone.
Creatures. Six Thayan apprentices and eight Thayan warriors (see appendix B for both stat blocks) are resting here, watched over by a wight. Half the warriors and
gate. North of the gate is a contact stone.
If the pigs from area 19 rush into this room, they move unwittingly toward the skeletons, knocking half of them prone before retreating back into the pigpen






