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Returning 30 results for 'buttons been diffusing causing resort'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
some past members of the group have exhibited a tendency to indulge in wanton violence, causing as much damage as they ostensibly prevent. Although the Open Lord sets mission goals and parameters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
some past members of the group have exhibited a tendency to indulge in wanton violence, causing as much damage as they ostensibly prevent. Although the Open Lord sets mission goals and parameters
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Waterdeep has a problem that can’t be handled by diplomats or the city’s other armed forces, the Open Lord has the option to mobilize Force Grey. Such action is usually taken as a last resort, since
some past members of the group have exhibited a tendency to indulge in wanton violence, causing as much damage as they ostensibly prevent. Although the Open Lord sets mission goals and parameters
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spin Cycle Trap The first time a creature enters any of the chambers on the Command Deck, a trap activates, causing the ship to rapidly spin end over end for 1 minute. When the ship starts to spin
successful. Deactivate Trap. A character on the Command Deck can take an action to fiddle with arcane control panels embedded in the walls, pressing buttons and hoping for a good result. In this case
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spin Cycle Trap The first time a creature enters any of the chambers on the Command Deck, a trap activates, causing the ship to rapidly spin end over end for 1 minute. When the ship starts to spin
successful. Deactivate Trap. A character on the Command Deck can take an action to fiddle with arcane control panels embedded in the walls, pressing buttons and hoping for a good result. In this case
Compendium
- Sources->Dungeons & Dragons->Spelljammer Academy
Spin Cycle Trap The first time a creature enters any of the chambers on the Command Deck, a trap activates, causing the ship to rapidly spin end over end for 1 minute. When the ship starts to spin
successful. Deactivate Trap. A character on the Command Deck can take an action to fiddle with arcane control panels embedded in the walls, pressing buttons and hoping for a good result. In this case
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spontaneously manifested rather than being dug out, there are no scratch marks or signs of excavation on the walls, floor, or ceiling here. The moss muffles all sound, causing a lack of echoes and creating a
source, it explodes (as described below). The meenlocks trigger the explosives as a last resort. If a meenlock starts its turn with 10 hit points or fewer, it moves to the nearest trigger, uses its
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spontaneously manifested rather than being dug out, there are no scratch marks or signs of excavation on the walls, floor, or ceiling here. The moss muffles all sound, causing a lack of echoes and creating a
source, it explodes (as described below). The meenlocks trigger the explosives as a last resort. If a meenlock starts its turn with 10 hit points or fewer, it moves to the nearest trigger, uses its
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
spontaneously manifested rather than being dug out, there are no scratch marks or signs of excavation on the walls, floor, or ceiling here. The moss muffles all sound, causing a lack of echoes and creating a
source, it explodes (as described below). The meenlocks trigger the explosives as a last resort. If a meenlock starts its turn with 10 hit points or fewer, it moves to the nearest trigger, uses its
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
.
River Tattoo. Prisoner 13 magically ends any effects causing the grappled or restrained conditions on herself. If she is bound with nonmagical restraints, she slips out of them.
Reactions
Readiness
or drawing. The characters can retry if they fail, at the cost of more time and more risk of discovery. Last Resort. A gruesome but effective option is killing Prisoner 13 and taking her body back
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corpse’s neck. The corpse conceals a patch of yellow mold. If touched, the corpse slumps forward, causing the mold to eject its spores. A character who examines the corpse and succeeds on a DC 18 Wisdom
square chute opens into a small bin. Beside it is a panel fitted with a thin, card-shaped slot and six glass buttons numbered from one to six.
Malfunctioning worker bots stripped these kitchens of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corpse’s neck. The corpse conceals a patch of yellow mold. If touched, the corpse slumps forward, causing the mold to eject its spores. A character who examines the corpse and succeeds on a DC 18 Wisdom
square chute opens into a small bin. Beside it is a panel fitted with a thin, card-shaped slot and six glass buttons numbered from one to six.
Malfunctioning worker bots stripped these kitchens of
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
corpse’s neck. The corpse conceals a patch of yellow mold. If touched, the corpse slumps forward, causing the mold to eject its spores. A character who examines the corpse and succeeds on a DC 18 Wisdom
square chute opens into a small bin. Beside it is a panel fitted with a thin, card-shaped slot and six glass buttons numbered from one to six.
Malfunctioning worker bots stripped these kitchens of
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
display’s base notices a small hatch covering a panel of buttons. A character can use these controls to turn on the animatronic display, which alerts not only the guards in this area but also the guards
staircase, causing mayhem in area V1. While it rampages, the creature uses the allosaurus stat block, with these changes: The animatronic allosaurus is a Construct. It is immune to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
display’s base notices a small hatch covering a panel of buttons. A character can use these controls to turn on the animatronic display, which alerts not only the guards in this area but also the guards
staircase, causing mayhem in area V1. While it rampages, the creature uses the allosaurus stat block, with these changes: The animatronic allosaurus is a Construct. It is immune to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
display’s base notices a small hatch covering a panel of buttons. A character can use these controls to turn on the animatronic display, which alerts not only the guards in this area but also the guards
staircase, causing mayhem in area V1. While it rampages, the creature uses the allosaurus stat block, with these changes: The animatronic allosaurus is a Construct. It is immune to poison and psychic
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
hunger. Lludd is hostile toward intruders, but he doesn’t immediately resort to violence. Though he’s selfish and cruel, the behir hasn’t survived this long by attempting to devour every creature that
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
hunger. Lludd is hostile toward intruders, but he doesn’t immediately resort to violence. Though he’s selfish and cruel, the behir hasn’t survived this long by attempting to devour every creature that
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
noise louder than a whisper agitates the bats and sends them into a panic, causing a number of swarms of bats equal to the number of characters in this area descend from the ceiling and attack the source
hunger. Lludd is hostile toward intruders, but he doesn’t immediately resort to violence. Though he’s selfish and cruel, the behir hasn’t survived this long by attempting to devour every creature that
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toadstools. All are diminutive, jovial creatures—no more than three feet tall—wearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
throw, taking 31 (7d8) piercing damage from its thorns on a failed save or half as much damage on a successful one. Roses. The lovely scent of the roses fills the arbor inside the hedge walls, causing a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature’s next turn. 86–90 In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must
wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature’s next turn. 86–90 In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must
wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toadstools. All are diminutive, jovial creatures—no more than three feet tall—wearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
throw, taking 31 (7d8) piercing damage from its thorns on a failed save or half as much damage on a successful one. Roses. The lovely scent of the roses fills the arbor inside the hedge walls, causing a
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toadstools. All are diminutive, jovial creatures—no more than three feet tall—wearing dapper, red clothing with gleaming buttons and buckles. Each wears a different style hat and regards you with
throw, taking 31 (7d8) piercing damage from its thorns on a failed save or half as much damage on a successful one. Roses. The lovely scent of the roses fills the arbor inside the hedge walls, causing a
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
creature’s next turn. 86–90 In this region, circular things (such as buttons, crystal balls, the sun, and so on) seem appallingly wrong. One random creature that starts its turn in this region must
wisp is put in a container, a creature holding the receptacle can cast the resurrection spell once, requiring no components and causing the wisp to vanish. Any creature returned to life in this way






