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Returning 17 results for 'speak console'.
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speak consume
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
newest one is Prisoner 299. Characters who want to speak with Vaelish Gant must arrange a meeting with Prisoner 237 (see “Prisoner 237: Vaelish Gant”). To add detail to some of the inmates, roll on the
levels (areas R19 through R23). Seven guards (veterans) are stationed in this surveillance hub. One sits at a console south of the staircase. The other guards watch the prisoners, whom they can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
containers are suspended over the warehouse floor by chains, which run up and through a winch before descending to a mechanical control console atop the catwalk. Two doors near the console lead to other
more iron and silver scrap. A console on the catwalk controls both containers. A creature adjacent to the console can spend an action to throw a lever and tip either of the containers. If a container is
Magic Items
Infernal Machine Rebuild
known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
Explorers who
discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
newest one is Prisoner 299. Characters who want to speak with Vaelish Gant must arrange a meeting with Prisoner 237 (see “Prisoner 237: Vaelish Gant”). To add detail to some of the inmates, roll on the
levels (areas R19 through R23). Seven guards (veterans) are stationed in this surveillance hub. One sits at a console south of the staircase. The other guards watch the prisoners, whom they can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
containers are suspended over the warehouse floor by chains, which run up and through a winch before descending to a mechanical control console atop the catwalk. Two doors near the console lead to other
more iron and silver scrap. A console on the catwalk controls both containers. A creature adjacent to the console can spend an action to throw a lever and tip either of the containers. If a container is
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
passphrase. If a character responds with the passphrase they learned in the “Occupied Mansion” section (“By her will: the world”) the draconians let the characters pass. If they don’t speak the
active, the controls indicate something is malfunctioning. If the character wishes, they can use the console to diminish the power of this magic, but they can’t deactivate it completely. Diminished Magic
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
passphrase. If a character responds with the passphrase they learned in the “Occupied Mansion” section (“By her will: the world”) the draconians let the characters pass. If they don’t speak the
active, the controls indicate something is malfunctioning. If the character wishes, they can use the console to diminish the power of this magic, but they can’t deactivate it completely. Diminished Magic
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
corner tower. Characters can speak quietly with a prisoner without being noticed from the tower. R12: Meeting Room This room holds a large, rectangular table with a single chair on one long side and
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pouring. The juice never fails to console an upset child. When the characters arrive, the displacer beast is minding two boys named Viro and Allowin while their mother fetches food and drink. The displacer
beast is unusual both in disposition and in its ability to speak Elvish and Sylvan. Appendix D contains additional roleplaying notes for Dirlagraun. Missing Child Dirlagraun If the characters
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
pouring. The juice never fails to console an upset child. When the characters arrive, the displacer beast is minding two boys named Viro and Allowin while their mother fetches food and drink. The displacer
beast is unusual both in disposition and in its ability to speak Elvish and Sylvan. Appendix D contains additional roleplaying notes for Dirlagraun. Missing Child Dirlagraun If the characters
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
corner tower. Characters can speak quietly with a prisoner without being noticed from the tower. R12: Meeting Room This room holds a large, rectangular table with a single chair on one long side and
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
corner tower. Characters can speak quietly with a prisoner without being noticed from the tower. R12: Meeting Room This room holds a large, rectangular table with a single chair on one long side and
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Prisoner 13
corner tower. Characters can speak quietly with a prisoner without being noticed from the tower. R12: Meeting Room This room holds a large, rectangular table with a single chair on one long side and
arrow slits, observing the cells, while one sits at a metal desk and console with a myriad of switches and dials and a brass tube with a funnel-like flare.
The stairs lead to areas R19 through area
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the district have been shut off. The characters can lower the bridges and turn on the streetlamps using a control console in area L6 or area L12. Mines. The mine entrances, once protected
at them until they leave or until the poltergeist is destroyed. The poltergeist is invisible and can’t speak. L11: Warehouse 6 Bright light seeps through cracks around the sliding metal doors of this
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
throughout the district have been shut off. The characters can lower the bridges and turn on the streetlamps using a control console in area L6 or area L12. Mines. The mine entrances, once protected
at them until they leave or until the poltergeist is destroyed. The poltergeist is invisible and can’t speak. L11: Warehouse 6 Bright light seeps through cracks around the sliding metal doors of this
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character using thieves’ tools. If released, the lever automatically shifts to the up position, shutting the valves in the pipes and stopping the flow of slime. The lever can be torn from the console with a
telepathic link to the aboleth also ends for any creature that leaves the control room. Because the communication is telepathic, all participants can understand one another even if they don’t speak
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
character using thieves’ tools. If released, the lever automatically shifts to the up position, shutting the valves in the pipes and stopping the flow of slime. The lever can be torn from the console with a
telepathic link to the aboleth also ends for any creature that leaves the control room. Because the communication is telepathic, all participants can understand one another even if they don’t speak