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Returning 19 results for 'before bow devising convince reverts'.
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Magic Items
Forgotten Realms: Adventures in Faerûn
A wizard named Damara created this orb while devising a way to become a dragon. Aided by a mysterious magician (actually an aspect of Tiamat in disguise), Damara eventually created an Artifact that
reverts to its original form and the orb reappears outside its body.
Destroying the Orb. If an Ancient Gold Dragon willingly swallows the orb, the orb and the dragon are both destroyed.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
capitulation of the minotaurs on the Maze Level. Once the minotaurs are subservient to House Freth, the drow will use them to clear out and secure the warrens. To this end, Drivvin is devising a ritual to
interest in an alliance, and Tendra and Maleen have come to the Maze Level on a secret mission. Beholden to Halaster Blackcloak, the Shadowdusks have been ordered to convince Drivvin Freth to accept an
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
undead captain places his boot on the rail along the deck of his creaky galleon and leans over the bow. His disembodied hand perches on his shoulder, and lightning from the cosmic storm flashes
. The rest fell prey to ships under the command of Vael, whom Gargenhale calls the scourge of pirates, raiders, and anyone else who refuses to bow to the might of Xaryxis. Despite these cautionary
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
(area 14), and then set the controls in area 5 to release him. To convince them to do so, the fiend promises anything within his power. As a show of good faith, he can relate how to safely open the
the mouth of the great green devil face in this area when the Tomb of Horrors is complete. Manipulating Time Having a mechanical guide spend 1 charge in this area reverts Tarnhem to an earlier period before so much of his life force was drained, awakening him if he is unconscious.
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
devising, or having NPCs conveniently turn out to be a source of some components. The Splintfig sisters from episode 2 are good candidates, as is Hoobur Gran’Shoop if the party stayed on good terms
, posing as last-minute wedding guests, or masquerading as others making a vault deposit. They might attempt to convince the guards that their appointment time was somehow overlooked, pay someone off
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
after the characters disembark. Neverwinter. If one or more characters are members of the Lords’ Alliance, they can arrange a brief meeting with Lord Dagult Neverember and try to convince him to sponsor
convince him of the mission’s importance. If he decides to help, Neverember arranges for a galley called the Seabreaker to transport the characters. The Seabreaker’s captain is an uptight albino wizard
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
provides advantage to any characters’ ability checks made to interact with the monastery’s Grand Master. Secret Agendas. Steal the highest-valued object from the party without getting caught; convince
her potions. Mary strikes an eerie, witch-like figure, surrounded always by swirling magical-mechanical trinkets of her own devising. She is often seen shuffling a deck of several things, and will try
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
come to harass her. A character who tries to convince Xanthe that they bear no ill will can make a DC 12 Charisma (Persuasion) check. A successful check improves Xanthe’s attitude to Indifferent, and the
to spar with the pugnacious fey, the bout proceeds as a nonlethal combat encounter. The sprites bow gracefully, then ready their weapons. Roll Initiative.
The sprites fight valiantly but with
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
afflicting him and reverts to his natural form, that of a human. He maintains this form for 1 minute, during which he begs the characters to find a way to end the curse afflicting him. After doing so
influence is bolstered, giving the characters advantage on checks made to convince him to stand down. If Itzmin is there, he goads Serapio to attack, giving the characters disadvantage. Fighting the
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
character who gets a failure on the check can’t try again, but they can still help another character who then tries to convince the planetar of its own guilt. On a successful check of this sort, a
reverts to hostile if the characters threaten it or fail to make payment in a reasonable amount of time. Standing Gate to Level 19. The crystal menhirs are indestructible and form one of Halaster’s magic
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->Princes of the Apocalypse
perform rites designed to sink ships, cause terrible floods, or summon destructive rainstorms, seeking to make all who live nearby bow to the power of elemental water. Cult lairs usually feature great pools
reverts to its true form after 4 hours, unless it can expend another use of this trait. If the fathomer is knocked unconscious or dies, it also reverts to its true form.
While in serpent form, the
Magic Items
Infernal Machine Rebuild
make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising.
05
You emanate a weak magnetic aura
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
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
through their first turn of any combat that takes place here, then awaken and arm themselves during their second turn. Development If the characters convince Grimjaw that they are here to join up, they
from the top of the wall to the deck of the boat, about six feet below. Hatchways lead into the boat’s cabin from the bow and the stern.
This is the Rivermaid. The ship’s water genasi captain
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
. On a failed check, the guard signals the goblins in area H7 to release a flood (see “Flood!” below), then uses a bow to shoot at the characters. Rope Bridge. This bridge spans the passage 20 feet
shouts. The other goblin boss, Errk, shouts along supportively. Yeemik wants to oust Klarg and become the new leader. If the adventurers agree to parley, Yeemik tries to convince them to kill Klarg in
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
. Waking the Dragon. If awakened, Sparkrender is hostile toward the characters, growling and barking threats in Draconic. Characters who speak Draconic (the paladin and the wizard) can try to convince
. Bow down to the children of Tiamat!” “Enough of this! This work is too important to be hindered by the likes of you!” The dragon fights until reduced to 10 or fewer hit points, at which point he
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
have proof they have done so, might be able to convince Drexa to help them. Drexa has seen failed coups before, and he sides with the characters only if he’s sure to wind up on top. Narrow Tunnel. The
Dethek script on the lid of the sarcophagus, followed by the Dwarvish phrase, “Bow your head, and remember valor.” The crypt contains Hendrel’s bones, interred here as a warning to Besilmer’s enemies. His
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
instructions through her documancy satchel. If Dagdra notices intruders, she is startled and begins to call for help. The characters must either silence her, overcome her quickly, or convince her to hear
tie down cargo, as a heavyset, bearded captain calls out orders. Looking across the bow, you see tall spires of rock emerging through the storm — and the ship is headed straight toward them
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
wings for sails and mammoth tusks lashed to its bow emerges from the thick fog shrouding the coastline. The greatship (see the “Svardborg: General Features” sidebar in chapter 7, “Berg of the Frost






