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                        Returning 25 results for 'conceal causes'.
                    
                
                        
                            
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                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     chasm or disintegrated by the death tyrant. What remains is an empty chamber with a crumbling ledge that overlooks a lava pool 30 feet below. Characters who make no effort to conceal themselves as they
                                                
                                            
                                                
                                                     acts as a plug sealing a stone tube. Removing the plug causes 250 pp to cascade out of the tube onto the floor.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                     causes the breeze to fill this corridor, creating the effect of a gust of wind spell. Creature The webs on the ceiling conceal a mutated giant spider with the beak of a giant owl (use the grell stat
                                                
                                            
                                                
                                                     and succeeds on a DC 12 Wisdom (Perception) check finds 19 sp and a small ruby (worth 20 gp) inside a lizardfolk skull. Manipulating Time Having a mechanical guide spend 1 charge in this area causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragon of Icespire Peak
                                                    
                                                
                                            
                                                     tucked behind them. A few moldy books are scattered about.
 Secret Door. One of the bookcases on the balcony conceals a secret door into area W12. Tugging on the bookcase causes it and the secret door
                                                
                                            
                                                
                                                     desk has a small book tucked under one of its back legs to level it off. The book is titled Elvish Idioms, and its pages have been cut out to conceal a tiny leather packet containing dust of disappearance.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     the cultists tossed into the lava.
 The subsection ends with the following new paragraph: Teresiel is a member of the Emerald Enclave. She managed to conceal on her person a tiny leather packet that
                                                
                                            
                                                
                                                     holds nine yellow seeds. Under the scrutiny of a detect magic spell, each seed radiates an aura of conjuration magic. Plating a seed in fertile earth causes it grow into an awakened tree after 1d6
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
                                                    
                                                
                                            
                                                    Next Steps As the characters finish their conversation with Awa, shouting among the princes’ supporters causes Uzoma to intervene: “That’s enough! All this talk is wasting breath. The crews at the
                                                
                                            
                                                
                                                     who succeed on a DC 15 Wisdom (Insight) check recognize his complaints conceal jealousy of the well-liked rival prince.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                     using the tunnels for their own ends. The Gray Ghosts have an alchemical laboratory and a fungal garden supplying them with poisons, and the leaders of the guild conceal a secret in the form of a
                                                
                                            
                                                
                                                     Steelshadow V, the cultists plan to inflict a curse on the stone giants of Clan Cairngorm that causes them to grow second heads, driving them insane. WHORLSTONE TUNNELS: GENERAL FEATURES
 The following
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Infernal Machine Rebuild
                                                    
                                                
                                            
                                                    , whose magic does not yet fully conceal it. However, that magic prevents anyone carrying any gold or wearing any clothing that is gold in color from passing through the sphere.  Open Passageway. One
                                                
                                            
                                                
                                                     words that compel the girallon into service. Manipulating Time Having a mechanical guide spend 1 charge in this area causes the girallon to leave. Roll a d4. On a 1–2, the girallon checks in with Moghadam in area 1. On a 3–4, it goes to see Phenex in area 14.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     is within 5 feet of an ally of the hobgoblin and that ally isn’t incapacitated.
 Army Arcana. When the hobgoblin casts a spell that causes damage or that forces other creatures to make a saving
                                                
                                            
                                                
                                                     functions according to Maglubiyet’s will. Masked Devils. Iron Shadows on a secret mission wear masks crafted to resemble devils, both to conceal their identities and to strike fear into their foes. Their
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     the devil. The character grows horns, a tail, or some other devilish features that can’t be removed by any means short of divine intervention (though illusions or disguises can conceal them). As long
                                                
                                            
                                                
                                                     doll and the character keeps the other. To void such a contract, each doll must be destroyed within 1 minute of the other. Failure to destroy the second doll in the allotted time causes the first doll to
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. Trap Effects The effects of traps can range from
                                                
                                            
                                                
                                                     the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap's turn, the water level rises. After several rounds, the room is completely flooded.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
                                                    
                                                
                                            
                                                     harming themselves. Such traps might have hidden levers that disable their triggers, or a secret door might conceal a passage that goes around the trap. Trap Effects The effects of traps can range
                                                
                                            
                                                
                                                     bypassed in the usual ways. For example, a trap that causes a room to slowly flood works best as a complex trap. On the trap’s turn, the water level rises. After several rounds, the room is completely flooded.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     characters decide to enter, Zurb opens the door for them. If the characters have befriended him, Zurb announces them as “really nice people that talked a lot.” This causes Fryer to shake her head in
                                                
                                            
                                                
                                                    ), nursing a glass of rum and rubbing his hand. A pirate by trade, Velos tries to conceal that his hand is turning black with infection after an injury during a recent raid. Without treatment such as a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Out of the Abyss
                                                    
                                                
                                            
                                                    ) that makes him want to please his mistress, Yantha Coaxrock, and also causes him to be deathly afraid of her. He uses his Stone Camouflage feature to blend in with the rocky terrain, afraid that the drow
                                                
                                            
                                                
                                                     that conceal a dozen giant spiders loyal to the drow. The warehouse’s denizens attack the party unless the characters are accompanied by a drow. The merchants have been instructed to remain in the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a3
                                                    
                                                
                                            
                                                     and onto the glyph causes a wall of fire spell to spring up in the doorway, with the damaging side facing away from the character who entered. The wall remains in place for 1 minute. Creature. Within
                                                
                                            
                                                
                                                     coffin floating on the liquid deal similar fire damage if they are touched. Treasure Chests Three of the pyramid-temples, which are fastened to the floor, conceal treasure. The top of each temple is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     seals each door.
 If the duergar hammerers have been defeated or lured elsewhere, add: Loud banging from one cell causes the bar on its door to tremble in its brackets. From another cell comes a gentle
                                                
                                            
                                                
                                                    , is in fact a barbed devil. The devil’s miter is a hat of disguise that it uses to conceal its true form. Klondorn is a fiendish emissary sent by Asmodeus to help Xardorok conquer Icewind Dale
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     Deadly   1–4 Cantrip 1st 2nd 5–10 1st 3rd 6th 11–16 3rd 6th 9th 17–20 6th 9th 9th + 5th  Triggers A trigger is the circumstance that needs to take place to activate the trap. Decide what causes the trap
                                                
                                            
                                                
                                                     is obvious. Understanding its nature is not. The DC of the check, regardless of its type, depends on the skill and care taken to conceal the trap. Most traps can be detected with a successful DC 20
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     legendary silver swords of githyanki manufacture. The greatsword is lodged into the wall but can be pulled free with little effort. Doing so causes the impaled intellect snare to drop to the ground with a
                                                
                                            
                                                
                                                     music here a few days ago. The music and shifting shadows fade after a few more hours. The characters can’t physically interact with the shadows, but a silence spell or similar effect causes the shadows
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     wall of the middle passage, near where the razerblast stands watch. It has an indentation in the shape of a human hand. When pressed, the plate causes basalt pillars to rise from the lava, creating
                                                
                                            
                                                
                                                     the chambers. Teresiel is a member of the Emerald Enclave. She managed to conceal on her person a tiny leather packet that holds nine yellow seeds. Under the scrutiny of a detect magic spell, each seed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     establishment as a front to conceal his dark dealings without the duke’s knowledge. Jabaz knows the location of the secret door in area D4 but won’t volunteer that information, fearing Mortlock’s
                                                
                                            
                                                
                                                     represents the visage of Bhaal and has no magical properties. The humanoid entrails were left on the altar as an offering to the god of murder. Pouring a vial of holy water on the entrails causes them
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Keys from the Golden Vault
                                                    
                                                
                                            
                                                     threatened and cornered. As an action, he can utter a prayer to Mammon, which causes two spined devils to magically emerge from the bas-relief on the north wall. Each devil appears in an unoccupied
                                                
                                            
                                                
                                                     casino chips equivalent to 15 gp. Quentin’s letter to Verity reads as follows: It is such a disappointment when one attempts to conceal their lack of skill by sending others to do their dirty work
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                     smiling ones feel about their place in the ordning — second to the storm giants. The masks serve as symbols of their devotion, but they also conceal their wearers’ true facial expressions. Cloud Giant
                                                
                                            
                                                
                                                     light a fire unless the location where the fire is lit is protected from the wind. Rain, snow, or blowing dust or sand (whichever is most appropriate) is constant within 1 mile of the lair. Rain causes
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Monster Manual (2014)
                                                    
                                                
                                            
                                                     feed on manes, destroying them utterly. Otherwise, killing a manes causes it to dissipate into a cloud of reeking vapor that reforms into another manes after one day. “Have no pity for this damnable
                                                
                                            
                                                
                                                     — a corpulent mockery of ape and boar standing twice the height of a human, with feathered wings that seem too small for its bloated body. These brutish features conceal a remarkable intelligence and
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     steps to conceal themselves, the residents pick up their weapons and attack. Twenty-five sahuagin, five sahuagin coral smashers, and three sahuagin champions (see appendix C) occupy this large common
                                                
                                            
                                                
                                                     coming within 3 feet of them, causes dozens of them to break open. Three sahuagin hatchling swarms (see appendix C) form and rush to attack warm-blooded characters. The sound of their offspring being
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Princes of the Apocalypse
                                                    
                                                
                                            
                                                     red wax.
 The Sacred Stone monks have little use for brandy, but Hellenrae recognizes that innocuous activities like producing liquor for visitors might help to conceal the true nature of the Black
                                                
                                            
                                                
                                                    . Trapped Stairs. The lever in area M9 also causes the stairs leading into this room to collapse, creating a steep slide. A character actively searching the stairs for traps notices the collapsing
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     14 Wisdom (Perception) check. Once the door is spotted, read: Shrubs and tall grasses conceal a large, stout wooden door.
 The door is unlocked. Simply opening the door, without making any other
                                                
                                            
                                                
                                                    , but it can also be helpful to the mission’s success — because it causes the lizardfolk in the lair to pause instead of immediately attacking. During that time, the characters can take an opportunity to
                                                
                                            
                                        





