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                        Returning 12 results for 'connect causing'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     of each dwarf protrudes from the wall. Three of these hands grasp copper tankards.
 The stone pillar has copper pipes running through it. These pipes connect to the vats in area 22c. When the brewery
                                                
                                            
                                                
                                                     weighing 50 pounds or more steps on a pit’s cover, it swings open like a trapdoor, causing the creature to spill into the pit below and take 2d6 bludgeoning damage from the fall. The lid is spring-loaded
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     sharply distinguish them. Satyrs’ solid horns connect to their heads at the base of their skulls, while their legs end in sturdy hooves. Thick fur covers their bodies from the waist down, shorter at the
                                                
                                            
                                                
                                                    . Satyrs delight in living a life free of the mantle of law. They gravitate toward being good, but some have devious streaks and enjoy causing dismay.  Size. Satyrs range from just under 5 feet to about 6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     about ancient plant life.
 One guard patrols this area. Hallways to the north and south connect to area V4. Alarms. The short hallways that connect this area to the grand entrance (area V1) have
                                                
                                            
                                                
                                                     historical use.
 One guard patrols this area. Hallways to the north and south connect to area V3. Secret Doors. The northern and central exhibit rooms each have a secret door in the east wall that
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     creates its lair in an area of natural caves, shaping the chambers with its disintegration ray. Most of the entryways and passages that it fashions to connect one chamber with another are too narrow to
                                                
                                            
                                                
                                                     be empty, be filled with mud (causing anything trapped in it to eventually drown), or have spikes at the bottom. Door Trap. In a seldom-used cavern with a high ceiling, a beholder might erect a wall
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                     each year. The primary benefit of belonging to a guild is access to work, since the guildmaster can connect parties of adventurers with patrons and jobs suited to their talents. Beyond that, there are
                                                
                                            
                                                
                                                     opportunity to peruse archives and talk with other members. Circle members are often willing to do minor favors for other members—gathering information, embarrassing a minor noble, causing a distraction
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     void of the Astral Plane. One could float in the skies of Avernus in the Nine Hells without being destroyed and without causing harm to its residents. Whatever is on or within a certain distance of a
                                                
                                            
                                                
                                                    .
 
 A Morkoth’s Lair A morkoth claims dominion over an entire island, and it also maintains a central sanctum on that isle. This lair is most often a twisted network of narrow tunnels that connect
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     the ground, gathering evil energy around himself in glowing wisps. The desiccated man then screamed and the energy exploded, causing something terrible to happen. This vision terrified Sarcelle. A
                                                
                                            
                                                
                                                     and four hand-turned wheels connect to the pipes.
 Coupleofkooks  Many of Vecna’s cultists in
 Neverdeath Graveyard bear tattoos
 of the lich-god’s unholy symbol The wheels control the water pressure
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                     offerings, causing other tlexolotls to stir. Izel doesn’t understand or care that the awakening tlexolotls endanger the region’s populace. The Elemental has little experience with Humanoids or the concept of
                                                
                                            
                                                
                                                     mortality. The magma vents beneath the volcano connect to the Elemental Plane of Fire. Izel convinced the awed salamanders on the other side to assist him. He knows nothing of the vicious attacks
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
                                                    
                                                
                                            
                                                    , causing creatures to create works of art on the spot and obsess over them Joy: Appears in glens or flowering fields, inspiring creatures to dance, relax, and sing Love: Appears along beaches or
                                                
                                            
                                                
                                                     actions. On initiative count 20 (losing all ties), the mimic colony takes a lair action, causing one of the following effects; it can’t use the same effect two rounds in a row: The mimic colony
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                    ) check can pull out a charged disk from the slot, causing the buzz saw to power down. This charged disk is identical to the disks that power the replica modrons. A character can topple the buzz saw over
                                                
                                            
                                                
                                                    , pistons, sprockets, screws, bolts, and countless other mechanical bits — all of which twitch and slide across the floor as if drawn together by some unseen force. The pieces connect and entwine to take
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     gate that connects with the Stone Golem Quarries. 91. Hall of Skulls Three of the skulls here connect to corridors, which the Thayans simply avoid. Characters who approach this room see the following
                                                
                                            
                                                
                                                     the panel without causing damage. Treasure. Each Thayan has a fine chisel (worth 50 gp). At the feet of the golem are a few jars of rare oils and boxes of rare powders. A character who succeeds on a DC
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     is trapped with a tripwire that the kobolds connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the
                                                
                                            
                                                
                                                     presence in the same way as the ordinary ones described in area 16. If the characters head for area 21 without causing hostilities, these guards follow the characters into Yusdrayl’s presence. Development
                                                
                                            
                                        





