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Returning 19 results for 'before being deception caution record'.
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before being deception carrion reborn
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Baravar Cloakshadow is the god of illusion and deception, given the respectful title of Sly One. Callarduran Smoothhands is the god of stone and the Underdark, patron of the svirfneblin. Craft and
impulses. Young gnomes are warned to “never let Urdlen burrow into your heart,” as a caution against giving in to wicked impulses.
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
the location of the tomb, but he has not brought it with him out of caution for the diary’s safety. He promises that they can see it next time. Gargosh agrees to meet them the next day at the same spot
, equipped and ready to go. The Gargosh Deception Between the time the characters first meet with Gargosh and when they are to reconvene, Drannin and his misfit team take Gargosh prisoner and get the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
permission, they can avoid most trouble with the tower’s inhabitants. Otherwise, stealth and caution will be important. Have the characters make four DC 13 Dexterity (Stealth) group checks from the
with a successful DC 12 Charisma (Deception or Persuasion) check. If one or more mages fall in battle, the rest use greater invisibility spells to turn invisible and retreat, putting the tower on
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
have sufficient renown in a politically influential faction — or a talent for deception: A character who has at least 4 renown in the Harpers can convince Mirt (see appendix B) to use his authority as a
deception. Meeting with the Magister The courthouse magister is Hester Barch (LG female Turami human acolyte with Insight +4), a petite woman in her seventies. Magister Barch is slow to anger and fond of
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
approach Nezzarum without first fighting Xia, the dragon is initially Indifferent. Indifferent Dragon. If Nezzarum hasn’t seen the characters prove themselves in battle, he errs on the side of caution and
bizarre nature of “Orcus’s” commands can take the Search action and make a DC 15 Wisdom (Insight) check. On a success, the character realizes a deception is afoot. Friendly Dragon. If he becomes Friendly
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
mortals to evil, but he and his minions never breached a contract and explained the terms clearly. Had they not obeyed the rule of law in doing so? Was it not mortal ambition, rather than infernal deception
sins entered the court record. Even Primus’s patience has its limits, and in time, the remaining angels who were eager to testify were told that only a few more would be allowed to speak. A brawl
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
this same principle to other Charisma checks using Deception, Intimidation, or Performance. Passive Checks Ability checks normally represent a character’s active effort to accomplish something, but
of a passive ability check to other abilities and skills. For example, if your game features a lot of social interaction, you can record each character’s Passive Insight score, calculated in much the same way as Passive Perception: 10 plus all modifiers that normally apply to a Wisdom (Insight) check.
compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
+ 150 + 100)
Hard: 825 XP (225 + 225 + 225 + 150)
Deadly: 1,400 XP (400 + 400 + 400 + 200)
Record the totals, because you can use them for every encounter in your adventure.
3. Total the Monsters
).
Challenge Rating When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose challenge rating is higher than the party’s average level. Such a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
2,400 4,900 7,300 10,900 20th 2,800 5,700 8,500 12,700 CHALLENGE RATING
When putting together an encounter or adventure, especially at lower levels, exercise caution when using monsters whose
(400 + 400 + 400 + 200)
Record the totals, because you can use them for every encounter in your adventure.
Total the Monsters’ XP. Add up the XP for all of the monsters in the encounter. Every
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
can take an action and use trickery or intimidation to convince a guard to leave. The character must make a DC 10 Charisma (Deception, Intimidation, or Persuasion) check. If the check succeeds, the
alarm sounds, any guards in the area plus 1d3 other guards from that floor hear it and investigate. The characters can find a record of the museum’s payment for these spells, including their specific
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
(+1)
CON
14 (+2)
INT
11 (+0)
WIS
12 (+1)
CHA
18 (+4)
Skills Deception +6, Intimidation +6
Damage Resistances necrotic
Damage Immunities poison
Condition
the Sea. Sailors across the world claim that naiads know all the secret aquatic routes of Theros. Using this hidden system of currents and arteries, a ship might reach any destination in record time
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Fiendish Folio Volume 1
runes. Living creatures wither and rot within the entropic energy emanated by Ygorl’s magic.
After the fifth artist dispatched to record Ygorl ’s appearance failed to return, I let the matter rest
(+4)
CON
24(+7)
INT
20(+5)
WIS
16(+3)
CHA
26(+8)
Saving Throws Str +14, Con +14, Cha +15
Skills Arcana +12, Deception +15, Intimidation +15, Persuasion +15
Damage
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
the following changes: Mirran and Nym are neutral evil. They are unarmed and unarmored (AC 12). They have the following additional skills: Deception +9, Performance +9. The sisters are entertaining
important information about her father!” or “Princess Serissa told you that we were coming, or have you forgotten?” Have the liar make a Charisma (Deception) check contested by the giants’ Wisdom (Insight
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
this world and the faerie realm of the Feywild is thought to be weak on this day. Though this phenomenon provokes caution in rural areas (with folk avoiding woodlands, putting offerings of food on
deception, attempting to cheat her in a deal, and buried her under a mountain of molten gold as punishment. A commemoration of that event, Leiruin is the day for guild members to pay their annual dues and
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
succeeding on three DC 16 Charisma (Deception) checks. These checks can be made once every 10 minutes during the game. A character doesn’t need to be playing the game to goad the Fiends. Winning the Game. A
characters’ unique situation is a result of a planar imbalance caused by a group of modrons lost in the Outlands. She hopes that by manipulating the data these modrons record, she can profitably influence
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
record time and hopes that plundering the lost Netherese city of Ythryn will turn her fantasies into reality. The tiefling has the secret support of the archdevil Levistus, having traded her soul years
.
STR
10 (+0)
DEX
11 (+0)
CON
12 (+1)
INT
16 (+3)
WIS
13 (+1)
CHA
15 (+2)
Saving Throws Int +5, Wis +3
Skills Arcana +5, Deception +4, History +5
Senses
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
you determine whether the vault door in area G20 can be opened or not. It is strictly a tool for DM record-keeping and not meant to be shared with the players. Permission is granted to photocopy this
camp. His evil shaman has convinced him to take this drastic course of action. Once the characters’ presence becomes known, they are brought before King Gunvald. He treats them with respect and caution
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
he also has Deception +4. The other three mutates are named Chals, Harralie, and Paulam. The cultists are happy to see people they can kill and feed to the monster in the worship hall to the south
and deliver it to the fanatics in Illithinoch (see later in this adventure). Record if this happens, as it alters how the characters confront the mind flayer fanatics in chapter 8.
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
immediately commence preoperative procedures. The androids attempt to place the character on the operating table and attack any who interfere. During the struggle, the androids caution interrupters that
vegepygmies. Unlike their northern cousins, these vegepygmies are splotched with bright green patches and skittish in nature. They are indifferent to most trespassers, regarding them with caution, but they






