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Returning 32 results for 'convince continue'.
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Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
) check, they can convince the agents that they’re attempting to destroy the book on the queen’s behalf, buying them time to continue their investigations.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
Thunderwing into her phylactery. Armed with the information about Xanthoria’s phylactery, the characters must convince Thunderwing to give up her life to destroy the lichen lich once and for all. Here
are some of the ways in which the characters might convince Thunderwing to sacrifice herself for the greater good: Promising to raise her friend, Bunny Blossom the faerie dragon, from the dead
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
nor his yuan-ti priests have been able to ascertain the cause or find a remedy. As Ras Nsi’s power wanes, his rivals are preparing to dispose of him and continue their holy mission. Acererak promised
to help the yuan-ti if they would guard the Tomb of the Nine Gods. Ras Nsi doesn’t know that Acererak is playing him for a fool. If the characters convince Ras Nsi that Acererak is a common enemy, he
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Charisma (Persuasion) check can convince the emperor to believe them even if they present only two pieces of evidence. The emperor will not allow the characters to reenter the Old City to search for
additional evidence. The Emperor Is Not Convinced If the characters aren’t able to convince the emperor of the truth of their story through presenting evidence, he asks Secretary Wei what she has to say about
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
determines that Topolah is withholding information about Gargenhale and, if they call her out on it, can convince her to spill the beans. If she’s asked about it, Topolah doesn’t divulge why their
continue without Topolah, she lets out a wistful sigh and hangs her head in disappointment. After giving Krux the directions to Gargenhale’s fleet, she tips her hat at the characters and returns to her tower for a much-needed nap.
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
High Overseer, Thavius Kreeg. Ravengard did not go eagerly, however. It took months of persuasion by his fellow dukes — the other three members of Baldur’s Gate’s ruling Council of Four — to convince
Elturgard continue to arrive with dire claims that nothing remains of Elturel except a crater in the ground. Among those fleeing Elturgard are several Hellriders — paladins who have sworn oaths to defend
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Heckler During the storytelling, after one or two characters or others have told tales, a finely dressed local named Bakaris the Younger lets out an exaggerated yawn. If left to continue, he
should give the characters an accurately negative impression of him. Confronting the Heckler. A character who confronts Bakaris the Younger can convince him to stay quiet by roleplaying or succeeding on
Compendium
- Sources->Dungeons & Dragons->Spelljammer: Adventures in Space->Light of Xaryxis
tow. Although Sartell knows Traevus, he doesn’t recognize her. Traevus is intent on saving himself and as much of his merchandise as possible. As an action, a character can try to convince him to take
of his thugs while the others continue to hold back the mob that has gathered at the docks. If Traevus is defeated, any remaining thugs in his employ lose their will to fight. Some are overrun by the
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
for Thessalar. If they prove too powerful, he flees and sets up hit-and-run ambushes for them as they continue to explore the temple. A successful DC 12 Wisdom (Perception) check made while Barbatos
character who succeeds on a DC 18 Wisdom (Animal Handling) check can convince at least one of the owls (of your choice) to remain with the party for the duration of the adventure. Feeding the owls
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
who talks to the weretigers during this round can convince them not to attack by succeeding on a DC 16 Charisma (Intimidation or Persuasion) check. Even if the weretigers do attack, a character who
who dwell in the forest. After conversing with the characters, the weretigers encourage the party not to linger in their territory; then they depart. Dukha makes no apologies for hiding his true nature and encourages the characters to continue their search for the riverine Tinjhorna atop the falls.
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
of encountering one of the scarecrows. The attacks continue until all three scarecrows are destroyed. Reward: Each Emerald Enclave character gains 1 renown for ending the threat. 3rd “Sir Ambrose
a successful DC 15 Charisma (Intimidation or Persuasion) check, convince her to leave Waterdeep and take her gang with her. Reward: Each Emerald Enclave character gains 2 renown. 5th “The Xanathar
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
faction that delights in death and disarray. They are Hostile toward those not garbed in their cult’s attire but don’t immediately notice the characters. The cultists continue intoning until their ritual
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
command post buzzes with activity during the day, with human and draconian patrols coming and going. At night, only the draconian patrols continue. Guards. Four kapak draconians (see appendix B) stand
north.
Captain Hask Captain Hask, an aurak draconian (see appendix B), is writing reports at the desk. Hask knows all the soldiers in his unit, and the characters can convince Hask they’re Dragon
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
continue searching for Nosey. Treasure. Each bullywug wears paste jewelry worth 10 GP. C3: Bullywug Ambush In the walls of this misty chamber, paths strike off in four directions. Within the chamber, four
!”
Development. As an Influence action (see appendix A), a character can convince King Gurgle to turn against Kelek with a lie or compelling argument and a successful DC 14 Charisma (Deception or Persuasion) check
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
over to the edge of the upper level. “Truce, or this human dies!” he shouts. Yeemik wants to oust Klarg and become the new boss. If the adventurers agree to parley, Yeemik tries to convince them to
decided to investigate. Sildar tells the characters that he intends to continue on to Phandalin, since it’s the nearest settlement. He offers to pay the party 50 gp to provide escort. Although he has
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
pass phrase, which is “Fire is eternal!” Otherwise, visitors must convince the hobgoblins that they must talk to temple leaders. The hobgoblins attack if none of these things happens. If the characters
. If characters come from within the fire temple and act like they belong there, the guards pay them little mind. Characters who arrive escorted by hobgoblins must convince the guards to let them pass
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
distract enemies in combat. A character who makes a successful DC 12 Wisdom (Animal Handling) check can convince the mastiff to stay out of the fight and find shelter. Hezrou. On its turn, the demon
explore the town, extinguish fires, speak to Jhessa Brightstar in the temple of Lathander (area I3), or take a short rest. During this time, the fields continue to burn, and the occasional scream is heard
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
octopuses are driven away, or the characters convince the sailors to flee to safety. Development. The three sailors are from a caravel called the Tortured Tortle, presently anchored a mile off shore. Belle
diamond elemental gem. Both belonged to the captain. She then asks the crew to transport the characters back to shore so they can continue their mission.
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
The Thornapple Once things are under control in the market, the characters can continue to the Thornapple. When they enter, read the following description: Although the building is packed with people
for the attack. Characters can convince Nargis to reveal more through roleplaying or by succeeding on a DC 12 Charisma (Intimidation or Persuasion) check. Use the following points to guide Nargis’s
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
meets the same end. Begone!” A character being attacked by a tree notices a dead Dragon Army soldier amid its branches. Duskwalker Talking with Duskwalker. A character can convince the treant to
continue to kill—these “invasive species” that disturb Onyari’s plants. Duskwalker will let the characters pass so long as they promise not to disturb the trees. The treant refuses to aid the characters
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
addition, its hatred of the Red Wizards makes the aboleth a potential ally. With a successful DC 20 Charisma (Persuasion) check, or another successful and appropriate check, a character can convince
unless the otyugh from area 20 is here, in which case it may convince them to delay or even negotiate with the characters (depending on how the previous encounter went). The otyughs use their telepathy to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
1d4 rounds. A dispel magic spell cast on the orb suppresses the magic for 1 hour. In both cases, the character doesn’t know how long the suppression might last. The circles continue to glow at random
, the succubus takes on a humanoid form. She attempts to convince the characters that she is being held prisoner. Pencheska isn’t pleased with her situation and won’t directly oppose the characters
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
working in the cove find the bones and refuse to continue fishing in these waters. Eda Oweland offers the characters a special favor (see “Special Favors” in chapter 7 of the Dungeon Master’s Guide) to
in the guise of three merfolk named Ranna, Caulau, and Vira, who claim that the rest of their tribe was killed by the minions of Granny Nightshade. They try to convince the characters to attack the
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
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
Cragmaw ambush group. (This is a reference to the psionic goblins that factor more prominently into later chapters.) Sildar tells the characters that he intends to continue to Phandalin, since it’s
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
it from restoring itself. The demon lord tries to convince the characters to halt the modrons trampling it. If the characters can stop or reroute the modrons for 3 rounds, Arlgolcheir changes into a
massive breaths.
The modrons continue their march over this impossible mouth, crossing it by creating a bridge made from interlocked, living modron bodies.
The beholder god Gzemnid can see through this
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->Phandelver and Below: The Shattered Obelisk
attempts to help him dig or play his music with, “I got Jitterjaws, so I don’t need you!” If the characters continue to engage with him after he has rebuffed them several times, Shalfi becomes convinced the
Charisma (Persuasion) check to convince Jomlus to hand over Klaudel’s other possessions. B11: Hidden Chamber The entrance to this alcove is difficult to find. Characters who have a passive Wisdom
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
). Vegepygmy Colonies. The vegepygmies in areas S16 and area S22 continue to damage the ship and scavenge its technology. Convince them to leave or remove them by force. Aphelion’s Rewards. Aphelion rewards
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
Compendium
- Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
ghouls while seeing nothing strange about Undead roaming the mine. With a successful DC 15 Charisma (Deception) check, a character can convince the spectator that one or more party members are wizards or
.
The stream flowing from area W10 to area W18 used to continue through this low passage, eventually emptying into area W16. The dwarves diverted the stream into the channel leading to area W12 to
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
headless body. The Celestial Codex On each of his turns in combat, Markos defends himself while taking a bonus action to continue the ritual. If he’s able to take this bonus action three more times
Charisma (Persuasion) check to try to convince Markos he’s being controlled. If the check fails, nothing happens and the action is wasted. If the check succeeds, Markos has disadvantage on attack rolls
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
ghoul succeeds on a DC 20 Strength check, the boat capsizes. Some might continue to try to tip the boat later in the battle.
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a1
’ living quarters is barred from the inside. Characters who give the proper password (“Ticklecorn!” spoken in Draconic; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince
wall, and several pallets lie nearby.
The kobolds used the natural passage to first enter the Sunless Citadel, and they continue to travel through it for hunting and gathering forays into the






