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Returning 14 results for 'before being destination convince revive'.
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before being destination continue receive
before being distinction continue remove
before being destination convince remove
before being destination continue refine
before being destination continue revive
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
characters into the planes of existence. These adventure ideas are most appropriate for characters of level 11+. Planar Adventure Situations 1d10 Situation 1 When magic fails to revive a dead person
, the only solution is to venture to the Outer Planes to find the person’s spirit and either release it from some prison or convince the person to return to life. 2 People who venture into the woods keep
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
doing so will validate the viewpoint of her faction). Through compelling roleplaying or by succeeding on a DC 14 Charisma (Persuasion) check, a character can convince her to settle for making a copy of
) check. If the characters return and give him something that looks like an ancient relic but isn’t the lost Djaynaian lore, they can convince him it was all they found with a successful DC 14 Charisma
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
headed north. He doesn’t know their destination, but he suspects they’re not just wandering. He suggests that perhaps the Dragon Army, the elves, and the characters have similar interests in this
with Dalamar, he’s pleased. They can explore the locations in any order they wish. Dalamar plans to convince Zhelsuel to let him meet the characters at Wakenreth. Once they’ve relayed their findings
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
speak to the deva guarding the Jail Car and convince the angel to revive the dead aasimar. The characters are free to keep the wand of magic missiles, since Ignatius doesn’t need it to make a case
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
superior to everyone else, and it loathes Spite Harrowdale for being Halaster’s favored pupil. Cephalossk tries to convince the characters to distract and kill Dumara (Spite’s oni bodyguard) while it
whatever a creature inserts into a tube on its turn arrives at the destination at the start of that creature’s next turn.
Nylas Jowd Nylas Jowd (NE male Thayan human mage with animate dead prepared
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
successful DC 15 Wisdom (Deception or Persuasion) check to convince the patrol not to attack the party. If Grin Ousstyl is with the party, he quietly suggests that the characters offer the drow a bribe of
opens into a forgotten tunnel. Roll a d10 and consult the Goblin Tunnel table to determine where the tunnel leads. Goblin Tunnel d10 Tunnel Destination 1–2 Kyorbblivvin (see “Kyorbblivvin”) 3–4 A
Magic Items
Infernal Machine Rebuild
functions as a familiar and has the statistics of a cat.
An exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you
grow with you.
93
While standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once.
Each time you finish a short rest
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
transportation to some far-flung destination, she offers to fly them there. She can also hook them up with a spell scroll containing any one spell of 5th level or lower. Lifferlas’s Quest Lifferlas urges the
conflict between dragons and giants, and she urges the characters to seek out a powerful good dragon, convince it to contact other good dragons, and use them to combat the giants. Naxene is confident
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
communicate with Mudlump can, with a successful DC 13 Charisma (Persuasion) check, convince him not to attack Amidor or the party. Here are three options for settling the dispute, though clever players
can come up with others: Honorable Duel. The characters convince Mudlump to participate in an honorable duel against one of their own. If Mudlump wins, he gets Pollenella; if he loses, he lets Amidor
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
opportunity in Phandalin and had Halia killed. Sharna (LE female dwarf bandit captain) is the sect’s agent. She aims to revive mining in the area, with the goal of making Phandalin a haven for the rogue
). Savvy characters might convince Stuuzant to take a position in their franchise, with the ogre making a great sentry or bodyguard. However, the townspeople might need assurances to accept such a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
members of the Emerald Enclave, the adventurers can easily convince Dasharra to help them fly to Svardborg, Lyn Armaal, or some other destination within a few hundred miles of Fireshear. Otherwise
or Persuasion) check, a character can convince the dryads to let the party search for the relic and take it away. The check is made with disadvantage if the dryads can’t understand the character’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
merely mortals who have accumulated enough power to convince the rest of the multiverse otherwise. With enough time, talent, and dedication, anyone could ascend to godhood. Defiers accept that there
. Part morgue, funeral home, and tomb, the Mortuary is the destination for Sigil’s dead. There, the Heralds of Dust count the Bleak Cabal and the Doomguard as allies. Conversely, the Mind’s Eye
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
receives a bonus of 25 gp if all caravan goods arrive at the destination. Urlam Stockspool (N male Illuskan human spy), a shrewd, immaculately dressed businessman, runs the caravan company and is a
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
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
nothing of value. S19a: Office. This private chamber contains a desk, simple furnishings, and documents in an unknown language related to the ship’s activities and destination. An unlocked drawer in
sternly and questions them about the outside world. A character who portrays the Barrier Peaks in a positive light and succeeds on a DC 16 Charisma (Persuasion) check can convince Griss to relocate the






