Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 15 results for 'bar both down convince rangers'.
Other Suggestions:
bar both down continue range
bar both down convinced range
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
sits at Tordek’s table and tries to strike up a conversation with the dwarf. Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and
adds, “I get up, glare at the elf, and head to the bar.” Results of Roleplaying The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
sits at Tordek’s table and tries to strike up a conversation with the dwarf. Chris says, “Tordek spits on the floor, growls an insult at the bard, and stomps over to the bar. He sits on a stool and
adds, “I get up, glare at the elf, and head to the bar.” Results of Roleplaying The DM uses your character’s actions and attitudes to determine how an NPC reacts. A cowardly NPC buckles under threats
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Emerald Enclave The Emerald Enclave takes an interest in characters who seek to preserve the balance within Waterdeep (particularly clerics of nature, druids, and rangers). Any such character is
a successful DC 15 Charisma (Intimidation or Persuasion) check, convince her to leave Waterdeep and take her gang with her. Reward: Each Emerald Enclave character gains 2 renown. 5th “The Xanathar
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
, the Thornapple’s baked clay walls create a cool interior. Dozens of tables are filled, and a huge stage across from the entrance is being set for a performance. From behind a long, well-stocked bar
Nargis Ruba, entertains customers from behind the bar. Characters who survey the crowd and succeed on a DC 14 Wisdom (Perception) check note several armed figures focusing more on the tavern patrons than
Compendium
- Sources->Dungeons & Dragons->Sleeping Dragon’s Wake
Charisma (Intimidation or Persuasion) check convinces a Scaly Eye member to stand down. If the characters can then convince a Scaly Eye member they mean no harm, the member shares all of the
sidekicks. See the “Scaly Eye Members” sidebar for more information. B5. Bronze Gate Entrance A bronze gate locked from the inside with a heavy bar blocks this entrance tunnel. A creature inside the Bronze
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
covered in green velvet. To one side of the hall is a stage where three harpists play, surrounded by a lounge with comfortable chairs and small tables. Beyond that is the bar, and a door presumably
drink at the bar.
Bartender. The skeleton bartender uses clockwork devices to shake rum drinks, peel fruit, blend fruit juices, and create souvenir flattened tokens (at a cost of 3 tokens). A door
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
flooded, with the remains of tables, chairs, and a bar barely protruding above the water’s surface.
Murky water fills this room to a height of 3 feet, making the flooded area difficult terrain for
speaking Draconic can try to convince the dragon they mean no harm by making a DC 18 Charisma (Persuasion) check. On a successful check, the brass dragon nods and disappears. On a failed check or if a
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
bar. The barkeep is Squid (N male half-elf commoner), so-called by the locals because of a squid-shaped birthmark on his face. If the characters ask Squid about Oppal by name, or about any
Neverwinter.”
If the characters can’t convince Squid to talk to them, they can chat with others in the tavern. With the right motivation, another NPC can point the group in the right direction
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
from prejudice toward tieflings. If the characters wish to complete this quest, they must contrive a secret and convince Urlam of its veracity, which can be accomplished with a successful Charisma
staff cordial. The tavern is a popular hangout for rangers and scouts, most of whom sell their services as wilderness guides. One of Nemyth’s “regulars” is a friendly and capable guide named Zindra
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
door of thick timbers reinforced by iron bands.
The gate is barred from the inside. It can’t be forced open by any means short of a siege engine. The bar can be raised from inside the gatehouse passage
defensive post. Holger, a thug, commands the gatehouse. Three more bandits have bunks here. The chain mechanisms are easy to operate. A character has to use three actions to bar or unbar the gate, or to
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
make them edible despite being decades old. Crate 3 contains forty-nine 5-pound silver trade bars (worth 25 GP each). One silver bar is clearly missing (it’s in the sinkhole in area S24). Crate 4
Astral gate chamber (area S12) to steal more of his treasure, having succeeded at least once already. As an Influence action, a character can try to convince Ylagan they aren’t responsible for the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
looms atop a hill. Womforders lock and bar their doors and shutter their windows at night, for fear of the so-called Womford Bat, a nocturnal predator that snatches folk it can catch outside after dark
retreats to the hearth if he sees any magic. Like most Uthgardt, he is fearful of magic and distrustful of spellcasters. Orok is drawn to rough-looking wilderness types, such as barbarians and rangers. If
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
. If disguised, the characters must provide a halfway compelling story to convince Kaz to let them pass. If they fail to convince Kaz, he and his wyvern refuse to let them pass. The ceiling of the vault
broken throughout the long main room, and three gigantic casks line the wall behind what was once a beautiful oak bar. Behind the casks are doors for loading and unloading the casks.
The air cult
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
carries a floral scent. A bar takes up one corner of the room, alongside shelves of expensive wines and spirits and baskets of fresh fruit. Two tables stand along one wall, each set up as a manicure
the moon elf Morganna, talking to other guests and trying to convince likely prospects to indulge in the temple’s “special treatments.” She takes notice of the characters and welcomes them, playing
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
, Rolteme and Azalea Rosznar, and is preparing to sneak through the villa and rob the Cassalanters blind. The characters can convince the Black Viper to help them as they scour Cassalanter Villa by succeeding
chairs, fainting couches, and a wine bar. C20. Linen Closet This closet is packed with folded bedsheets and other assorted linens. Two of the downy duvets stacked in this room are rugs of smothering that






