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Returning 33 results for 'button beasts diffusing contained reorx'.
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button beast diffusing contained reorx
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden is a self-contained ecosystem with an artificial climate controlled by the weather machine in area S54. By default, these areas are balmy and brightly lit. Garden Encounters. When a random
), Aphelion can’t see or communicate with them. Wildlife. The garden teems with Small and Tiny Beasts from other worlds: four-winged birds, three-eyed frogs, and nubby-horned rats. These creatures are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
book by that name contained in the library-fortress of Candlekeep. With luck, the book holds information that might help you end the saprophytic plague before it wipes out every village, town, and
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
book by that name contained in the library-fortress of Candlekeep. With luck, the book holds information that might help you end the saprophytic plague before it wipes out every village, town, and
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden is a self-contained ecosystem with an artificial climate controlled by the weather machine in area S54. By default, these areas are balmy and brightly lit. Garden Encounters. When a random
), Aphelion can’t see or communicate with them. Wildlife. The garden teems with Small and Tiny Beasts from other worlds: four-winged birds, three-eyed frogs, and nubby-horned rats. These creatures are
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
garden is a self-contained ecosystem with an artificial climate controlled by the weather machine in area S54. By default, these areas are balmy and brightly lit. Garden Encounters. When a random
), Aphelion can’t see or communicate with them. Wildlife. The garden teems with Small and Tiny Beasts from other worlds: four-winged birds, three-eyed frogs, and nubby-horned rats. These creatures are
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, gooey, fungal growths before losing their autonomy, acting like zombies. They also release spores that infect other beasts and humanoids. Eventually, the plague reduces all infected creatures and
book by that name contained in the library-fortress of Candlekeep. With luck, the book holds information that might help you end the saprophytic plague before it wipes out every village, town, and
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
creatures that many folk consider risible at best and dangerous only in passing. Perhaps the truths contained herein shall dispel such ignorant notions. Any creature of power can upset the Balance and is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
creatures that many folk consider risible at best and dangerous only in passing. Perhaps the truths contained herein shall dispel such ignorant notions. Any creature of power can upset the Balance and is
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
magic button to bring things back to the way they should be, this person you love so much restored to who they really are rather than what cancer is grinding them down into. It’s easy to give in to
creatures that many folk consider risible at best and dangerous only in passing. Perhaps the truths contained herein shall dispel such ignorant notions. Any creature of power can upset the Balance and is
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
for a few bugbears. Goblin Hovels. The camp’s goblins settle wherever their hobgoblin commanders tell them to. Their quarters usually surround the areas where slaves and beasts. The typical goblin
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
for a few bugbears. Goblin Hovels. The camp’s goblins settle wherever their hobgoblin commanders tell them to. Their quarters usually surround the areas where slaves and beasts. The typical goblin
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
represent a location constructed to serve as a staging area by a host that is actively campaigning. The basic layout of a war camp is circular. To prepare the site, slaves, goblins, and any beasts fit for
for a few bugbears. Goblin Hovels. The camp’s goblins settle wherever their hobgoblin commanders tell them to. Their quarters usually surround the areas where slaves and beasts. The typical goblin
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
below its bulging midsection. The panel is a nine-digit keypad locking mechanism, and each glowing button has braille-like bumps on it. Spellix was unable to remove the keypad or crack open the crate
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
below its bulging midsection. The panel is a nine-digit keypad locking mechanism, and each glowing button has braille-like bumps on it. Spellix was unable to remove the keypad or crack open the crate
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
below its bulging midsection. The panel is a nine-digit keypad locking mechanism, and each glowing button has braille-like bumps on it. Spellix was unable to remove the keypad or crack open the crate
or pay someone in Ten-Towns to cast the spell (see “Magic in Ten-Towns”). Unlocking the crate causes the gibbering mouther contained inside it to spill out. It attacks all other creatures indiscriminately. K13. Treasury This small room is empty.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
comforts, including silk bedsheets, soft furs from exotic beasts, a bowl of fresh fruit, a censer of burning incense, and a cushioned wicker reading chair. Skrianna’s Diary. Skrianna keeps a diary in her
shrine almost resembles a lantern, designed to be easily transportable. Contained inside is a black basalt statuette of Lolth in her drow form, strung with cobwebs. A detect magic spell reveals an
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sensation pays well for sensations not contained in its extensive collection. Sensates reward adventurers for delivering sensory stones that contain coveted yet dangerous experiences, such as the thrill
. Fantastic mounts—such as displacer beasts, unicorns, and bizarre ponies warped by the magic of the Outer Planes—pull the bulbous carriages. Trusted by the ward’s wealthy elite, the cabdrivers of Tea
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sensation pays well for sensations not contained in its extensive collection. Sensates reward adventurers for delivering sensory stones that contain coveted yet dangerous experiences, such as the thrill
. Fantastic mounts—such as displacer beasts, unicorns, and bizarre ponies warped by the magic of the Outer Planes—pull the bulbous carriages. Trusted by the ward’s wealthy elite, the cabdrivers of Tea
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Sensation pays well for sensations not contained in its extensive collection. Sensates reward adventurers for delivering sensory stones that contain coveted yet dangerous experiences, such as the thrill
. Fantastic mounts—such as displacer beasts, unicorns, and bizarre ponies warped by the magic of the Outer Planes—pull the bulbous carriages. Trusted by the ward’s wealthy elite, the cabdrivers of Tea
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
speed instead of a flying speed. The creature hides in the treetops, mimicking the cries of distressed Beasts to attract prey. A character who hears the sounds recognizes them as imitations with a
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
speed instead of a flying speed. The creature hides in the treetops, mimicking the cries of distressed Beasts to attract prey. A character who hears the sounds recognizes them as imitations with a
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
speed instead of a flying speed. The creature hides in the treetops, mimicking the cries of distressed Beasts to attract prey. A character who hears the sounds recognizes them as imitations with a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Any low-challenge cavern-dwelling beasts are perfect for prodding the adventurers along.
3. Traps This part of the underground complex contains a number of traps installed by the previous occupants
might target such characters as easy marks in future adventures. Trap D. The area of trap D appears as normal stone, and its trigger is contained in the double door. It takes a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Any low-challenge cavern-dwelling beasts are perfect for prodding the adventurers along.
3. Traps This part of the underground complex contains a number of traps installed by the previous occupants
might target such characters as easy marks in future adventures. Trap D. The area of trap D appears as normal stone, and its trigger is contained in the double door. It takes a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
. Any low-challenge cavern-dwelling beasts are perfect for prodding the adventurers along.
3. Traps This part of the underground complex contains a number of traps installed by the previous occupants
might target such characters as easy marks in future adventures. Trap D. The area of trap D appears as normal stone, and its trigger is contained in the double door. It takes a successful DC 20
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. If a button is subsequently pressed, the machine dispenses the product for that selection’s number, as shown on the Vending Machine Options table. The buttons then dim, and the product arrives in
. Six displacer beasts dwell in the southeast lounge. Their den is a collection of bones, chewed-up power cables, shredded upholstery, and soiled uniforms. The displacer beasts are hungry and territorial
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. If a button is subsequently pressed, the machine dispenses the product for that selection’s number, as shown on the Vending Machine Options table. The buttons then dim, and the product arrives in
. Six displacer beasts dwell in the southeast lounge. Their den is a collection of bones, chewed-up power cables, shredded upholstery, and soiled uniforms. The displacer beasts are hungry and territorial
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. If a button is subsequently pressed, the machine dispenses the product for that selection’s number, as shown on the Vending Machine Options table. The buttons then dim, and the product arrives in
. Six displacer beasts dwell in the southeast lounge. Their den is a collection of bones, chewed-up power cables, shredded upholstery, and soiled uniforms. The displacer beasts are hungry and territorial






