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Returning 35 results for 'before bad direction convince return'.
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Spells
Player’s Handbook
You step into the border regions of the Ethereal Plane, where it overlaps with your current plane. You remain in the Border Ethereal for the duration. During this time, you can move in any direction
unless a feature gives them the ability to do so.
When the spell ends, you return to the plane you left in the spot that corresponds to your space in the Border Ethereal. If you appear in an occupied
Spells
Player’s Handbook
until all its effects are dispelled.
Corridors. Fog fills all the warded corridors, making them Heavily Obscured. In addition, at each intersection or branching passage offering a choice of direction
, there is a 50 percent chance that a creature other than you believes it is going in the opposite direction from the one it chooses.
Doors. All doors in the warded area are magically locked, as if
Monsters
Mordenkainen Presents: Monsters of the Multiverse
of a conquering army on the Material Plane. These fearsome Constructs obey their summoners until they are dismissed back to Acheron, but if a summoner comes to a bad end, a cadaver collector might
wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Cadaver collectors respond to a summons from a mortal only when they are called to the scene of a
Cadaver Collector
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Mordenkainen’s Tome of Foes
back to Acheron, but if a summoner comes to a bad end, a cadaver collector might wander the Material Plane for centuries, collecting corpses while searching for a way to return home.
Sweeping the Dead
Revenant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
to go to the afterlife and not return.
Turn Immunity. The revenant is immune to effects that turn undead.
Vengeful Tracker. The revenant knows the distance to and direction of any creature against
Monsters
Mordenkainen Presents: Monsters of the Multiverse
hag. Over time, “Granny” or “Grampy” convinces the child that it’s okay to do bad deeds—starting with breaking things or wandering without permission, then
it.
A hag can have up to three iron tokens active at one time. As an action, the hag can discern the direction and approximate distance to those active tokens. The hag can deactivate any of those
Monsters
The Book of Many Things
condition.
Supernatural Tracker. The hound knows the distance to and direction of any creature that has come within 30 feet of it, even if that creature is on a different plane of existence. If the
return to the Gardens of Decay with the hunt incomplete. Powerful Undead, such as vampire;vampires and death knight;death knights, might be accompanied by packs of harrow hounds.PoisonNecrotic, Psychic
Monsters
The Wild Beyond the Witchlight
of its turns to determine its behavior during the turn:
1–4. The target takes no action or bonus action and uses all of its movement to move in a random direction.
5–6. The
upbeat demeanor and is a strict observer of noble etiquette and courtesies. He knows the way to Downfall and can point charactersin the right direction. He can also impart the following useful information
Backgrounds
Baldur’s Gate: Descent into Avernus
a frivolous lark. You’ve maintained a solitary vigil outside the cavern entrance ever since.
2
You crossed the Guild in a bad way. Fortunately, its members think you’re dead. Less
superseding event. Suddenly directionless and unable to return to your homeland, you have lingered, adrift, in this wretched city.
Feature: Discovery
The quiet seclusion of your extended
Hermit
Legacy
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Backgrounds
Player’s Handbook (2014)
hence the reason for your return to society.
Work with your DM to determine the details of your discovery and its impact on the campaign.
Other Hermits
This hermit background assumes a
background. On the other hand, if you want to go in a more religious direction, the acolyte might be what you’re looking for. Or you could even be a charlatan, posing as a wise and holy person and letting pious fools support you.
Sailor
Legacy
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Backgrounds
Player’s Handbook (2014)
Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Variant Sailor: Pirate
more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad
Monsters
Curse of Strahd
return the courtesy, the duchess commissioned the legendary toymaker Fritz von Weerg to build a clockwork effigy of Pidlwick as a gift for Strahd's family. Although the duchess's heart was in the right
Ideal. “I wish I could make people happy.”
Bond. “I would like to find someone—anyone—who isn't afraid of me and who enjoys my company.”
Flaw. “When I'm upset, I do bad things.”Poison
Monsters
Curse of Strahd
another humanoid corpse on the same plane of existence and regains all its hit points. While his soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Turn
Immunity. Sir Godfrey Gwilym is immune to effects that turn undead.
Vengeful Tracker. Sir Godfrey Gwilym knows the distance to and direction of any creature against which it seeks revenge, even if
Guards and Wards
Legacy
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Spells
Basic Rules (2014)
branching passage offering a choice of direction, there is a 50 percent chance that a creature other than you will believe it is going in the opposite direction from the one it chooses.
Doors. All
appear in the places you designate; they return within 10 minutes if dispersed by wind while guards and wards lasts.
Place a constant gust of wind in one corridor or room.
Place a suggestion in one
Monsters
Planescape: Adventures in the Multiverse
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
Etherealness
Legacy
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Spells
Basic Rules (2014)
dismiss the spell. During this time, you can move in any direction. If you move up or down, every foot of movement costs an extra foot. You can see and hear the plane you originated from, but everything
, allowing you to move through objects you perceive on the plane you originated from.
When the spell ends, you immediately return to the plane you originated from in the spot you currently occupy. If
Monsters
Mordenkainen's Fiendish Folio Volume 1
bad luck a gull might happen to land near a crab folk lair and utter the right combination of cries to summon up this ancient compulsion. Driven to action, the crab folk rampage along the coast
, looting and smashing any settlements they know of or encounter. After six days exactly, their rampage ends, and they return to their humble lives.
Deep-Seated Memories. When a coastal raid or a theft of
Monsters
The Wild Beyond the Witchlight
.
Personality Trait. “When dealing with outsiders, I present myself as a kindly old grandmother.”
Ideal. “Children are better off working for me than picking up lots of bad habits
regains all of its shared spells.
Alter Size. Skabatha magically shrinks herself to Tiny size (between 4 and 8 inches tall) or returns to her normal size. If Skabatha lacks the room to return
Fraz-Urb'luu
Legacy
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Monsters
Out of the Abyss
elaborate fantasies that have no bearing on reality. When I return my focus to the world, I have a hard time remembering that it was just a daydream.”
61–80
“I convince myself that
Monsters
Princes of the Apocalypse
(Costs 2 Actions). Olhydra releases one creature she is grappling by flinging the creature up to 60 feet away from her, in a direction of her choice. If the flung creature comes into contact with a
— bad weather, strong tides, and increasing aggression from dangerous sea life.
Violent downpours become frequent within 10 miles of the lair. A downpour occurs once every 2d12;{"diceNotation
Monsters
Curse of Strahd
on the same plane of existence and regains all its hit points. While the soul is bodiless, a wish spell can be used to force the soul to go to the afterlife and not return.
Special Equipment
. Vladimir is immune to effects that turn undead.
Vengeful Tracker. Vladimir knows the distance to and direction of any creature against which it seeks revenge, even if the creature and Vladimir are on
Backgrounds
Baldur’s Gate: Descent into Avernus
that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew
. Fear and bloodshed are no strangers to you, and you’ve garnered a somewhat unsavory reputation in many a port town.
Variant Feature: Bad Reputation
If your character has a sailor
Orc
Legacy
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Species
Volo's Guide to Monsters
serve as a battering ram if a settlement dares to close its gates, blocking the way to the treasures and tasty food that lie within.
A heavily laden wagon that requires the strongest orcs to return it to
authority and cause the tribe to collapse into chaos, with the survivors scattering either to join new tribes or to strike out on their own. At the other extreme, warriors that return home with a heavily
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Contamination. The sibriex emits an aura of corruption 30 feet in every direction. Vegetation withers in the aura, and the ground in the aura is difficult terrain for other creatures. Any creature
sibriexes can graft on new body parts to give the demons greater strength, vision, or stamina. Sibriexes never give aid freely, though; they demand a service or a treasure in return for the flesh
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
straight home to alert the town. The characters can’t convince Fef to return to the bodies, but they can follow his tracks through the snow easily enough. The fox (see appendix C) in Fef’s trap is rattled
, various townsfolk can point in the direction the verbeeg went after stealing the casks. As the characters make their way to the edge of the forest, read: A figure in cold weather clothing lurches out of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters must convince the council to return them to life. Escape from the Underworld The dead characters wake up in Hades (see chapter 6) and must find a way to escape the grim underworld and return
—rather, it presents an opportunity to take the game in a new direction. Consider these possibilities. A Fresh Start Everyone makes new characters, and the campaign starts anew. This might be the most
Compendium
- Sources->Dungeons & Dragons->Dragon of Icespire Peak
Quest Goals To complete the Butterskull Ranch Quest (“Follow-Up Quests”), adventurers must rescue Alfonse Kalazorn and either convince him to return to Phandalin or rid his ranch of orcs. Alfonse also wants help finding his prized cow, promising a splendid reward in exchange.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
deactivated shield guardian that once served as a wizard’s bodyguard. The wizard died from extreme bad luck decades ago — he fell out of a tree during a particularly bad bout of blue mist fever, hit his
vegepygmy tribes. Random encounters with such creatures are automatically hostile unless characters placate the tribes with treasure or convince them of Vorn’s “wish” to be moved elsewhere.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
out of sight. If Koran is unable to convince the characters to follow it back to the frost giant’s lodge, Kanan steps in and plays the “bad” wolf, baring his fangs and threatening to eat the
Good Wolf, Bad Wolf When the characters first approach the outskirts of Dougan’s Hole or shortly after they first leave town, they encounter two winter wolves named Koran and Kanan. Here’s how the
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Harpy’s Return The harpy that makes its lair in the crow’s nest (area C1) returns to the ship when one of these conditions is met: The characters find the captain’s chest in the hold (area C9) and
return to the lower deck (area C8). The characters finish a short or long rest on the ship. The next time the characters show themselves on the main deck, the harpy confronts them: A terrifying monster
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
character can convince them to parley with a successful DC 12 Charisma (Persuasion) check. The devils won’t forgive their comrade for his compassion, but the characters could persuade them to release
devils direct the group to a mysterious outlander (see “Development” below). If the characters are unable to pay, they must return later with the coin and track down the fiends on the lake shore
Monsters
Fizban's Treasury of Dragons
notice taking from the sea’s bounty without offering something in return.
6
I think of sailors’ songs as their “water speech” and try to converse with them by humming
within 30 feet of the dragon turtle must succeed on a DC 15 Strength saving throw or be moved 30 feet in a direction of the dragon turtle’s choice. On a success, the creature is moved 10 feet
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
has her back to the upstairs window that faces east, and can’t see anyone approaching from that direction. Her incessant singing is so loud that she can’t hear anything but the loudest noises outside
clockwise direction and forming landings at various points. Situated next to each landing is a 9-foot-tall arrow slit that tapers to a width of 5 inches. Much of the tower floor and the staircase is
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Back to the Material Plane Characters can use the shadow crossing to return to Chalet Brantifax’s graveyard, but only in the gloomy hours of the morning. Given the chance, however, members of the
Scarlet Sash take the time to fill in Sylphene’s grave, holding no hope of the characters’ return. In a darkly humorous turn of events, characters who use the shadow crossing to try to get back to Chalet
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Conclusion If the characters return the diadem to Goldenbeard, he offers them lifetime membership in the Silver Fingers Society. He also promises them a personal favor they can redeem next time they
themselves, they must succeed on a DC 16 Charisma (Deception) check to convince Goldenbeard they were unable to retrieve the diadem. If Goldenbeard realizes they’re lying to him, he grows very serious. He






