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Returning 9 results for 'correct descend'.
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Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
correct ones. Disconnecting a wrong wire triggers a magical surge that targets all creatures within 5 feet of the psipod except the one inside it. A targeted creature must make a DC 17 Wisdom saving
error, Extremiton either takes steps to correct it or tries to draw attention away from it. For example, it doesn’t know Dwarvish well enough to cause the residents of Alterdeep to speak it fluently, so
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. Main Room The larger part of the tower’s second floor contains two staircases, which descend to area B1 and ascend to area B4. The scents of salted meat and dried fruit fill this area. Bookcases built
to Success:
Test rockets!
Separate Barn Door from foundation!
Set correct coordinates!
Set countdown timer for 60 minutes!
Evacuate underlevel!
Tie self to command chair!
Blast off
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
learn the apprentices’ names from the museum (area Y29). Each time a creature steps through a door without speaking the correct name, a barbed devil appears in the dark corridor beyond. The devil can
see in the magical darkness and attacks any creatures that move into the corridor without first speaking the correct name. These devils can leave the darkness to pursue their foes. One minute after a
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
the dragon.” His bizarre certainty is, against all appearances, entirely correct. The amethyst dragon Lowarnizel currently lairs in the chamber below (area B17). By itself, Shalfi’s digging would be
characters are interested in helping Jomlus with his task, the spectator believes it is close to properly pronouncing an entire page. Jomlus needs active listeners to correct its speech. The words are
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
much damage on a successful one. If the correct tile is stepped on or depressed, no flames are triggered and a square in the second row on the door lights up — again very faintly. As characters
saving throw. After 3 rounds, the bricks stop falling. A rider/carrier team trying to descend the stairs while carrying the alchemy jug makes Dexterity (Acrobatics) checks with disadvantage unless the jug is placed in a backpack, or slung in a sack or some other hands-free carrier.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
levers that can be used to reposition the statue’s head and limbs. B2: Machinery Storeroom Three ladders descend from the cylinders into this storeroom. The feet of the ladders are lit by three skittering
on a DC 13 Intelligence (Investigation) check learns that the statue’s wand controls a mechanism in the wall. A character who succeeds on this check by 5 or more also knows the correct direction to
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
be heard hissing about the priests and their inane babble (the kenku’s mimicry), and ranting about how it can still sense the hated high priest’s presence in the city. If the characters descend the
one by way of the apparatus of Kwalish from area O5, opens a magical connection to an extradimensional space within the bauble. Entering the correct bauble brings the characters into Kwalish’s
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
feet above the water. Two stairways with ornate rails descend to a stone pier just above the lake’s surface.
The water palace is a lovely place for relaxation and quiet meetings. It’s open to all
have succumbed to the entrancement of the Fountain All Heal (area G9) instinctively know the correct path through the maze, automatically succeeding on checks to navigate it. Hedges. The hedge wall is
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
opened eyes that glow with a faint, magical light. Characters feel as though they’re being watched as they descend the stairs, and the feeling doesn’t go away once they enter the beholder’s lair. The
enough for it to float through. A character can lift the stone plug with a successful DC 19 Strength (Athletics) check. X22. Arrival Point Any creature holding the correct key that steps through the






