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Returning 16 results for 'confines while requires'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Prison Arcturia confines living subjects here until she finds time to experiment on them. The 15-foot-high room is engulfed in a permanent antimagic field (see the antimagic field spell for
. Closed portcullises are locked in place; forcing one upward requires a successful DC 26 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
4. Prison Arcturia confines living subjects here until she finds time to experiment on them. The 15-foot-high room is engulfed in a permanent antimagic field (see the antimagic field spell for
. Closed portcullises are locked in place; forcing one upward requires a successful DC 26 Strength (Athletics) check.
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see “Treasure”). A character
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
specters can pursue their prey beyond the confines of the tomb, if necessary. Opening a sarcophagus lid requires a successful DC 17 Strength check and reveals treasure within (see “Treasure”). A character
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
earth, and his energies suffused the entire cavern, empowering elemental summoning within its confines. If the circle is used to cast a spell that summons an earth elemental, the spell’s duration
becomes 1d4 + 6 days and the spell requires no concentration. The summoned elemental never becomes hostile toward the spell’s caster or its companions. To gain these benefits, the caster must provide
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
earth, and his energies suffused the entire cavern, empowering elemental summoning within its confines. If the circle is used to cast a spell that summons an earth elemental, the spell’s duration
becomes 1d4 + 6 days and the spell requires no concentration. The summoned elemental never becomes hostile toward the spell’s caster or its companions. To gain these benefits, the caster must provide
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cylinder turns, narrow bits of metal pluck the pegs to produce the notes of the melody. The cylinder is sitting askew, which prevents it from working properly. Fixing the music box requires three
the characters in your game will want to leave the confines of the Firefly Cellar or even help K’Tulah escape. It’s up to you whether to allow this and to consider how Candlekeep responds.
If the
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
cylinder turns, narrow bits of metal pluck the pegs to produce the notes of the melody. The cylinder is sitting askew, which prevents it from working properly. Fixing the music box requires three
the characters in your game will want to leave the confines of the Firefly Cellar or even help K’Tulah escape. It’s up to you whether to allow this and to consider how Candlekeep responds.
If the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
spells activate, causing four earth elementals to rise up from the floor — one in each quadrant of the room. They attack any other creatures they detect, but can’t leave the temple’s confines. They
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
door requires a successful DC 20 Strength (Athletics) check to open or close. The iron sconces are bolted to their niches and radiate faint auras of conjuration magic under the scrutiny of a detect
spells activate, causing four earth elementals to rise up from the floor — one in each quadrant of the room. They attack any other creatures they detect, but can’t leave the temple’s confines. They
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The fungi here are mostly edible. Foraging in this cavern requires a successful DC 15 Wisdom (Survival) check to avoid the harmful molds and slime. On a failed check, the mushrooms the character gathers
mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any creatures that enter the lake. Rebuking Island. Iggwilv recorded a series of messages in this cave to taunt
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Intelligence (Nature) check recognizes the danger it poses. The slime falls on creatures that approach the corpse. Mushrooms. The fungi here are mostly edible. Foraging in this cavern requires a successful DC 15
swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
. The fungi here are mostly edible. Foraging in this cavern requires a successful DC 15 Wisdom (Survival) check to avoid the harmful molds and slime. On a failed check, the mushrooms the character gathers
mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any creatures that enter the lake. Rebuking Island. Iggwilv recorded a series of messages in this cave to taunt
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
Intelligence (Nature) check recognizes the danger it poses. The slime falls on creatures that approach the corpse. Mushrooms. The fungi here are mostly edible. Foraging in this cavern requires a successful DC 15
swimming speed of 30 feet) lurk in the lake, which is 20 feet deep. Spotting them beneath the water’s mirrorlike surface requires a successful DC 20 Wisdom (Perception) check. The ghasts ambush any
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the relief’s eyes stop glowing, and opening the door again from this area requires the expenditure of more spell slots. The door can be opened from the east side like any normal door. T5: Cave of Seven
. Acererak’s magic confines the statues to this room, but previous adventurers have told them about surrounding areas. The statues can share details about what’s in areas T16 and T18. Treasure. One of
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, the relief’s eyes stop glowing, and opening the door again from this area requires the expenditure of more spell slots. The door can be opened from the east side like any normal door. T5: Cave of Seven
. Acererak’s magic confines the statues to this room, but previous adventurers have told them about surrounding areas. The statues can share details about what’s in areas T16 and T18. Treasure. One of