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Returning 10 results for 'convincing with resides'.
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continuing with reside
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mielikki named Jeryth Phaulkon. Jeryth, the only member of her family who currently resides at Phaulkonmere, manifests as a disembodied female voice that can be heard by anyone in the villa gardens. She
your help, if you’re not too busy.” Convincing Ambrose Everdawn (LG male human Tethyrian knight) that the party intends to help requires a successful DC 13 Charisma (Persuasion) check. If the check
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Mielikki named Jeryth Phaulkon. Jeryth, the only member of her family who currently resides at Phaulkonmere, manifests as a disembodied female voice that can be heard by anyone in the villa gardens. She
your help, if you’re not too busy.” Convincing Ambrose Everdawn (LG male human Tethyrian knight) that the party intends to help requires a successful DC 13 Charisma (Persuasion) check. If the check
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
fine dust. This dust can be used in area L21 to destroy the cage in the lake or prove that Kashem is dead. Illusory Finery. The room’s furnishings and inhabitants are convincing, genie-wrought
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
sanctum in the greater caverns, where the archmage’s true prize resides. The poem reads as follows: In the center lies the gate,
But its locks will surely vex.
Many are the guards who wait
As you
, Kashem reveals herself and attacks. Illusory Finery. The room’s genie-wrought furnishings and inhabitants are convincing illusions. These illusions blanket dingy, neglected versions of the objects
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
enough to delve into the greater caverns. It offers cryptic insight on how to enter Iggwilv’s inner sanctum (area G21), where the archmage’s true prize resides. The poem reads as follows: In the center
fine dust. This dust can be used in area L21 to destroy the cage in the lake or prove that Kashem is dead. Illusory Finery. The room’s furnishings and inhabitants are convincing, genie-wrought
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
sanctum in the greater caverns, where the archmage’s true prize resides. The poem reads as follows: In the center lies the gate,
But its locks will surely vex.
Many are the guards who wait
As you
, Kashem reveals herself and attacks. Illusory Finery. The room’s genie-wrought furnishings and inhabitants are convincing illusions. These illusions blanket dingy, neglected versions of the objects
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
imprisonment. Idalla tells the characters that she is a captive of a wizard who resides below this level. The succubus plays the role to the hilt, trembling and crying as it spins a tale of woe. It
kiss and drain the hapless dupe. The succubus is an adept liar and mixes in just enough of the truth to be convincing; see the “Idalla’s Story” sidebar. If the characters attack, Idalla attempts to
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a2
imprisonment. Idalla tells the characters that she is a captive of a wizard who resides below this level. The succubus plays the role to the hilt, trembling and crying as it spins a tale of woe. It
kiss and drain the hapless dupe. The succubus is an adept liar and mixes in just enough of the truth to be convincing; see the “Idalla’s Story” sidebar. If the characters attack, Idalla attempts to
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
visitors’ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
(see chapter 7), the Abbess of Stone, resides here. She spends little time in her room during the day, preferring to exercise and mediate in the dojo (area M15). At night she retires to this room, but
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
visitors’ story, then turn the party away unless the characters make convincing arguments about their importance. If the doors are unlocked, the characters can walk in without announcing themselves
(see chapter 7), the Abbess of Stone, resides here. She spends little time in her room during the day, preferring to exercise and mediate in the dojo (area M15). At night she retires to this room, but