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                        Returning 14 results for 'connects while released'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     experimentation. Blue Dial. This dial can be turned to the left or right, and it snaps back to center if released. The blue dial determines which wall crystal is lit. Currently, the crystal under
                                                
                                            
                                                
                                                     Crawlway” above), the slime does not accumulate in the room and instead pours into the crawlspace. The lever’s locking mechanism can be released with a successful DC 15 Dexterity check made by a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                    53. The Valve Before you is a foyer, ten feet wide and twenty feet long. A narrow hall connects with this area on the south side, and on the north end a five-foot-wide staircase leads up.
 A wheel
                                                
                                            
                                                
                                                     falls off the beam 30 feet to the bottom of the pit. If the crank is released once the secret door is open, it unwinds quickly, pulling the door shut. To prevent this, the lever can be pulled down to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm King's Thunder
                                                    
                                                
                                            
                                                     fragments are hanging at the same level as the gantries. They are too heavy for the characters to unhitch, but each crane has a winch that can be released, causing the fragment to fall to the floor with
                                                
                                            
                                                
                                                     buckets dangling a few inches above the floor. A tunnel leading west connects to an iron gantry (area 18) that overlooks the foundry (area 34). A salamander stands guard in the middle of the room, watching
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
                                                    
                                                
                                            
                                                     goes looking for a key on her own. Either way, before she leaves, she can help the party for a time if they (and you) wish. White Gates. The corridor to the east contains a white gate that connects with
                                                
                                            
                                                
                                                     anything outside the circle. All demons except for the manes ask to be released, promising to attack the Thayan forces if they are freed. With a successful DC 10 Intelligence (Arcana) check, a character
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                    Tomb Locations The following locations in Xeluan’s tomb are keyed to map 9.2.  Map 9.2: DM’s Map View Player Version X1: Main Entrance A 200-foot-long, excavated tunnel connects the citadel ruins to
                                                
                                            
                                                
                                                     connects to a wooden trapdoor in the ceiling. A burbling fountain protrudes from the wall east of the garden.
 A narrow hallway leads north, and from the southeast corner of the room, a wider
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     unoccupied space. Northeast Archway. This archway connects to area T11. The tunnel leading there is made of smooth, gray stone. East Archway. Any creature or object that enters this one-way portal is
                                                
                                            
                                                
                                                    . This archway connects to area T7 via a hidden doorway. The tunnel beyond the archway is made of obsidian and covered in cobwebs. South Archway. Any creature or object that enters this one-way portal is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     sovereign glue. Each jar is a Small object with AC 13, 3 hit points, and immunity to poison and psychic damage. For each jar that breaks, an invisible stalker is released, appearing in the air above the
                                                
                                            
                                                
                                                     was frozen in time. The horn was destroyed in the blast, which also dealt damage to Warduke and Kelek. (Those two were later released from temporal stasis by the Hourglass Coven and allowed to rest and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     bridge that spans the chasm and connects to a similar ledge that runs along the opposite wall.
 The ledges and stone bridge are 100 feet above the chasm floor and 100 feet below the chasm roof. Area B15
                                                
                                            
                                                
                                                     own cheerless symbols, but they haven’t gotten around to it yet. Piping buried under the floor connects to the spring in the northern part of the Crushing Wave cult’s territory and feeds the pool. The
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     comes from a shadowed corner above the door at the top of the stairs.
 This outdoor stairway connects area B1 on the first floor with area B13 on the second floor, but the steps are in bad shape. A
                                                
                                            
                                                
                                                    . Secret Passage Bavlorna has forgotten about this secret passage, which connects areas B7 and B10. A moldy scent hangs in the air in this dark, L-shaped hallway.
 The secret door leading to area B7 is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    . Her jellified undead body is slopped around an ornamental helmet and shackles. (These devices were once used to safely contain the medusa. See area O4.) A thin silver wire connects the helmet and
                                                
                                            
                                                
                                                     experiments here can be safely examined. However, if the check is failed by 5 or more, the steam mephits are released. Any character who succeeds on a DC 12 Wisdom (Medicine) check gets the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
                                                    
                                                
                                            
                                                     trapdoor in the floor requires a successful DC 20 Wisdom (Perception) check to find. The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to a similar trapdoor in
                                                
                                            
                                                
                                                     Strength check, or someone can easily stave in the side of the keg. Creatures. If the keg is breached, the ice mephit and the steam mephit confined within it are released. The creatures attack anyone who
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     closed with a successful DC 15 Strength (Athletics) check. If this happens, any creatures it has grappled are automatically released. As soon as the chaos quadrapod is killed or sent back through the
                                                
                                            
                                                
                                                     your platform to the crow’s nest in the middle of the ship. Similar rigging connects the crow’s nest to a platform at the aft of the ship. On that far platform, you see an iron door — the exit portal
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     the room when the gas is released must make a DC 14 Constitution saving throw, taking 36 (8d8) poison damage on a failed save, or half as much damage on a successful one. A character who searches the
                                                
                                            
                                                
                                                     southernmost cells have wooden barrels and trunks in them, while the cell in the northern corner contains a scruffy-looking prisoner.
 All the cell doors are locked, and a secret door connects the cell block to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     attacks any living creature it sees. Crypt 1 Herein lie the ones who walk the path of pain and torment The stone door connects not with a crypt, but with a hewn tunnel of stone (area K81). Crypt 2
                                                
                                            
                                                
                                                     a DC 12 Wisdom (Perception) check spots tiny holes bored into the slab’s marble base. It’s from these holes that the gas spews forth. A creature in the crypt when the gas is released must make a DC
                                                
                                            
                                        





