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Returning 35 results for 'conceal returning game to have refuses'.
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Spells
Player’s Handbook
returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
game statistics.
Meanwhile, the possessed creature’s soul can perceive from the container using its own senses, but it can’t move and it is Incapacitated.
While possessing a body, you can
Monsters
Storm King's Thunder
entrance hidden from prying eyes. Some seek out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to
’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural
Monsters
Quests from the Infinite Staircase
creature to take his place.
If the creature accepts, it is transformed into a noble djinni. The creature’s game statistics are replaced by those of Nafas (including this trait), though it
retains its name, alignment, and personality. The creature also inherits Nafas’s palace and all it contains.
If the creature refuses, Nafas gains a new body in 1d10;{"diceNotation":"1d10", "rollType
Monsters
Divine Contention
concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On initiative count 20
dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents
Monsters
Fizban's Treasury of Dragons
illusions, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to
, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers from mundane and magical sight.
The challenge rating of a
Monsters
Fizban's Treasury of Dragons
, allowing them to better conceal their treasures from prying eyes and divinations.
Creating an Emerald Dragon
Use the Emerald Dragon Personality Traits and Emerald Dragon Ideals tables to inspire your
to hide the chambers that house their hoards and collected lore, often using illusion magic and subtle construction around the natural features of their lairs to conceal their central hoard chambers
Magic Items
The Book of Many Things
feet.
Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the
Beast’s game statistics, and any nonmagical equipment you’re wearing or carrying melds into your new form and can’t be used. Any magic items you’re carrying drop in an
Magic Jar
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Spells
Basic Rules (2014)
surroundings as if you were in the container's space. You can't move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
container. On a success, the target resists your efforts to possess it, and you can't attempt to possess it again for 24 hours.
Once you possess a creature's body, you control it. Your game statistics
Adult Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
above. The plants remove themselves from the dragon’s path.
Rodents and birds within 1 mile of the dragon’s lair serve as the dragon’s eyes and ears. Deer and other large game are
backgrounds
table.
Reveler Trinkets
1d6
Thread
1
A small wind-up bell that you can conceal in the palm of your hand with a button to activate it
2
A dented metal spray bottle
3
A
string of colorful handkerchiefs tied together
4
A tarnished silver bell that sometimes refuses to jingle
5
A pair of boots or slippers that squeak comically with each step
6
A short scepter or baton with a horn on the cap
Ancient Green Dragon
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Monsters
Basic Rules (2014)
out cave mouths concealed behind waterfalls, or partly submerged caverns that can be accessed through lakes or streams. Others conceal the entrances to their lairs with vegetation.
Lair Actions
On
game are strangely absent, hinting at the presence of an unnaturally hungry predator.
If the dragon dies, the rodents and birds lose their supernatural link to it. The thickets remain, but within
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
disappointed but open to the possibility of giving them more opportunities to prove themselves, if they’re game for it. Returning with Quentin’s Letter. If the characters return without the loot but give
Conclusion The adventure ends when the characters return to Verity Kye with the fruits of their heist, Quentin’s letter, or nothing: Returning with the Loot. If the characters obtained the statuette
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
The Battle Begins When it’s time for the game to begin, the magically enhanced voice of Professor Sharpbeak overwhelms all conversation, even flooding into the locker rooms. “Students and teachers
game begin!”
Once the announcement ends, the teams are required to move from the locker rooms onto the main field. When both teams meet Professor Sharpbeak at the center of the field, Professor
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
in-game explanation. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if the absence never happened. Narrative Contrivance. Decide the character
background. This requires everyone to step out of the game world a bit and suspend disbelief, but it might be the easiest solution. Act as if the character were absent, but don’t try to come up with any
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, but don’t try to come up with any in-game explanation for this absence. Monsters don’t attack the character, who returns the favor. On returning, the player resumes playing as if he or she was never gone.
character fade into the background. This solution requires everyone to step out of the game world a bit and suspend disbelief, but might be the easiest solution. You act as if the character’s not there
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Returning to Vizeran When the characters have discovered all they are looking to find out, they can go to Vizeran. If they don’t, he seeks them out, having finished his own research. “That fool
and stronghold, where they can discuss the matter further. There, he can demonstrate what he intends to do and why he needs the heroes’ help. He refuses to discuss plans in detail in Gravenhollow
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Back in Vogler After returning to Vogler, Mayor Raven, Cudgel, and Becklin ask the characters to join them at the Brass Crab as Darrett and other villagers tend to the wounded. The Kingfisher
her camp once the mercenary has been interrogated. She won’t be deterred, and she refuses to let anyone go with her; if her mercenaries have betrayed her, she doesn’t want anyone else walking into
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Chapter 6: Bestiary This bestiary provides game statistics and lore for more than a hundred monsters suitable for any D&D campaign, including old favorites from past editions of the game as well as
original creations. Among those returning to the fold are the berbalang, the iron cobra, the spirit troll, the meazel, and the vampiric mist, all of which trace their lineage back to the original
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach. The DM uses an NPC’s personality and your
character’s actions and attitudes to determine how an NPC reacts. A cowardly bandit might buckle under threats of imprisonment. A stubborn merchant refuses to help if the characters badger her. A vain
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the game, and it comes to the fore during social interactions. As you roleplay, consider whether you prefer an active approach or a descriptive approach, each of which is described in “Social
merchant refuses to help if the characters badger her. A vain dragon laps up flattery. When interacting with an NPC, pay attention to the DM’s portrayal of the NPC’s personality. You might be able to
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are
Compendium
- Sources->Dungeons & Dragons->Player's Handbook (2014)
surroundings as if you were in the container’s space. You can’t move or use reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your
container. On a success, the target resists your efforts to possess it, and you can’t attempt to possess it again for 24 hours. Once you possess a creature’s body, you control it. Your game statistics are
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
R04M’s story that Shemeshka is up to no good, Zaythir or another ally can suggest the group should be wary on returning to Fortune’s Wheel. When they arrive in Sigil, the characters find it unchanged
fortune’s wheel game. A character who questions one of Shemeshka’s employees at the casino and succeeds on a DC 16 Charisma (Intimidation or Persuasion) check can also learn there’s a portal behind
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
burgomaster digs up his son’s corpse. Without needing the requisite material components, the Abbot casts a raise dead, returning Ilya to life with 1 hit point. Anna Krezkova praises the Abbot and Saint
. Development Ilya Krezkov returns to life with a random form of indefinite madness (see “Madness Effects” in chapter 8, “Running the Game,” of the Dungeon Master’s Guide). The Abbot uses the raising of Ilya as leverage to get the burgomaster to undertake an unusual quest (see “Something Borrowed” below).
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Returning to the Locker Room When the characters return to their locker room, allow some roleplaying banter to take place. Without warning, two mage hunters (see chapter 7) emerge from hiding places
in the locker room and attack. The mage hunters entered the locker room unnoticed during the Mage Tower game and have been lying in wait for the characters to return. Professor Sharpbeak is nowhere in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
share a sense of a larger purpose or a recurring theme (or themes). The adventures might feature returning villains, grand conspiracies, or a single mastermind who’s ultimately behind every adventure of
episodic game like this lets you create adventures — or buy published ones — and drop them into your campaign without worrying about how they fit with the adventures that came before and follow after.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Respect for the Players Your players need to know from the start that you’ll run a game that is fun, fair, and tailored for them; that you’ll allow each of them to contribute to the story; and that
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
. Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly
much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either returning to your living body (and ending the
, Dexterity, Constitution, Speed, and senses are replaced by the creature’s. You otherwise keep your game statistics. Meanwhile, the possessed creature’s soul can perceive from the container using its own
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
ability score of your choice increases by 1. Age. Changelings mature slightly faster than humans but share a similar lifespan — typically a century or less. While a changeling can transform to conceal
. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Respect for the Players Your players need to know from the start that you’ll run a game that is fun, fair, and tailored for them; that you’ll allow each of them to contribute to the story; and that
table, which might slow the pace of the game.
A common compromise is to rule that players can retract or change anything their characters did up until the point they learn the consequences of their
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
dragon failed to protect
2 A dragonchess set with the white knights replaced by the symbols of a war god; the board is set up for the start of a new game, and the dragon has been waiting decades for
music box that plays a haunting song; the dragon claims the music is very popular on another world
5 A necklace made from discarded sapphire dragon horn tips and tail barbs; the dragon refuses
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chapter 8, “Running the Game,” of the Dungeon Master’s Guide. Some representatives are fine with meeting the adventurers in the Vault of Kings, but you might have others request a private or even
clandestine meeting — perhaps in the characters’ quarters, in an out-of-the-way alcove of the Iron Tabernacle, or in the Great Forge. King Bruenor is the original proponent of the adventurers returning to
Compendium
- Sources->Dungeons & Dragons->Monster Manual
.
2 Conceal evidence of a vast conspiracy.
3 Control a community through fear by posing as a legendary bogeyman.
4 Replace a noble to enjoy a decadent lifestyle.
5 Spy on wizards to
doppelganger shape-shifts into a Medium or Small Humanoid, or it returns to its true form. Its game statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying