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Returning 35 results for 'button been designated certain removed'.
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Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Severity and Level Each hazard in this section is designated as a nuisance or as deadly for characters of certain levels. A nuisance hazard is unlikely to seriously harm characters of the indicated
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Severity and Level Each hazard in this section is designated as a nuisance or as deadly for characters of certain levels. A nuisance hazard is unlikely to seriously harm characters of the indicated
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Severity and Level Each hazard in this section is designated as a nuisance or as deadly for characters of certain levels. A nuisance hazard is unlikely to seriously harm characters of the indicated
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
adamantine keyhole set into the underside of the chest’s lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
adamantine keyhole set into the underside of the chest’s lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
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
adamantine keyhole set into the underside of the chest’s lid. The key cannot be removed, and adamantine clamps prevent it from being turned while the chest is open. When the chest lid closes, a muffled
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
. Ernest likes to collect buttons from the carnival’s guests to sew onto his cloak. He has a rhyme for requesting them: Spare a button if you please,
I’ll sew it next to all of these.
I offer nothing in
often cajoles bystanders into dancing. On the Story Tracker, jot down the names of characters who give at least one button to Ernest. If one or more of these characters find themselves trapped or
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Parts of a Trap The description of a trap includes the following parts after the trap’s name: Severity and Levels. A trap is designated as a nuisance or as deadly for characters of certain levels. A
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit
from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit
from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit
from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100. When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snail is removed from a wall, the cell’s antimagic field is dispelled. Eating an oyster teleports a character (along with his or her possessions) to the air cell (area 47C), while eating a snail
or similar tool can use an action to pry a bone out of the wall, pierce the wax seal, and inhale the air within. The first time a bone is removed from a wall, the cell’s antimagic field is dispelled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snail is removed from a wall, the cell’s antimagic field is dispelled. Eating an oyster teleports a character (along with his or her possessions) to the air cell (area 47C), while eating a snail
or similar tool can use an action to pry a bone out of the wall, pierce the wax seal, and inhale the air within. The first time a bone is removed from a wall, the cell’s antimagic field is dispelled
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
snail is removed from a wall, the cell’s antimagic field is dispelled. Eating an oyster teleports a character (along with his or her possessions) to the air cell (area 47C), while eating a snail
or similar tool can use an action to pry a bone out of the wall, pierce the wax seal, and inhale the air within. The first time a bone is removed from a wall, the cell’s antimagic field is dispelled
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
easily reach the conclusion that certain creatures are exempt from this magical restriction. Fire Suppression. Flames larger than a candle are suppressed within the keep. (The fireplace in the Hearth
collection is magically protected against theft. Any such work that is removed from the keep disappears and immediately returns to its proper place in the library. This ward also has a flaw that the Avowed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
easily reach the conclusion that certain creatures are exempt from this magical restriction. Fire Suppression. Flames larger than a candle are suppressed within the keep. (The fireplace in the Hearth
collection is magically protected against theft. Any such work that is removed from the keep disappears and immediately returns to its proper place in the library. This ward also has a flaw that the Avowed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
easily reach the conclusion that certain creatures are exempt from this magical restriction. Fire Suppression. Flames larger than a candle are suppressed within the keep. (The fireplace in the Hearth
collection is magically protected against theft. Any such work that is removed from the keep disappears and immediately returns to its proper place in the library. This ward also has a flaw that the Avowed
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
dedicated to Sseth, the neutral evil yuan-ti god. If the candle is removed from the altar by a creature that is not a yuan-ti, green mist billows up through cracks in the floor and coalesces into two yuan-ti
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
dedicated to Sseth, the neutral evil yuan-ti god. If the candle is removed from the altar by a creature that is not a yuan-ti, green mist billows up through cracks in the floor and coalesces into two yuan-ti
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
notices that one of the altar’s carvings has a button carved to look like a serpent’s eye. If this button is pressed, a secret compartment on the north side of the altar opens. Inside this compartment
dedicated to Sseth, the neutral evil yuan-ti god. If the candle is removed from the altar by a creature that is not a yuan-ti, green mist billows up through cracks in the floor and coalesces into two yuan-ti
Magic Items
The Wild Beyond the Witchlight
hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
If wine is poured into the cauldron and stirred
dissipates quickly. At the same time, all Humanoid creatures within a certain radius of the cauldron fall unconscious for 1 hour, except those that are attuned to the cauldron or immune to being charmed. The
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
exhaustion from the creature. Once a creature benefits from the water, it can’t do so again until 24 hours have passed. The water loses its properties if it’s bottled or otherwise removed from its source
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the laws of Ravnica, involving the efforts not just of the designated legislators but also a network of bureaucrats: aides, writers, researchers, lobbyists, clerks, and so on. The Lyev Column enforces
guild’s elaborate system of laws is structured to prevent wrongdoing first and foremost, even at the expense of certain liberties. The Azorius can act as a benevolent proactive force that keeps evildoers
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the laws of Ravnica, involving the efforts not just of the designated legislators but also a network of bureaucrats: aides, writers, researchers, lobbyists, clerks, and so on. The Lyev Column enforces
guild’s elaborate system of laws is structured to prevent wrongdoing first and foremost, even at the expense of certain liberties. The Azorius can act as a benevolent proactive force that keeps evildoers
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
the laws of Ravnica, involving the efforts not just of the designated legislators but also a network of bureaucrats: aides, writers, researchers, lobbyists, clerks, and so on. The Lyev Column enforces
guild’s elaborate system of laws is structured to prevent wrongdoing first and foremost, even at the expense of certain liberties. The Azorius can act as a benevolent proactive force that keeps evildoers
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
exhaustion from the creature. Once a creature benefits from the water, it can’t do so again until 24 hours have passed. The water loses its properties if it’s bottled or otherwise removed from its source
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
from the desert heat. Water of Athis. The River Athis still flows in certain areas of the pyramid. The water ends the poisoned condition on any creature that drinks it and removes all levels of
exhaustion from the creature. Once a creature benefits from the water, it can’t do so again until 24 hours have passed. The water loses its properties if it’s bottled or otherwise removed from its source
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
(some members’ identities remain secret) who serve as Niv-Mizzet’s closest advisors. The Izzet League is organized into units designated as laboratories that specialize in certain fields of research






