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Returning 35 results for 'deception interest are belong'.
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Backgrounds
Ghosts of Saltmarsh
burning river.
Skill Proficiencies: Athletics, Deception
Tool Proficiencies: Vehicles (water)
Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a
recover it.
2
I intend to become the leader of the network of smugglers that I belong to.
3
I owe a debt that cannot be repaid in gold.
4
After one last job, I will retire from the
Backgrounds
Guildmasters’ Guide to Ravnica
. You infiltrate your secondary guild to learn its secrets, keep tabs on its activities, or perhaps undermine it from within.
Skill Proficiencies: Deception, Stealth
Tool Proficiencies:
.
d8
Reason for Infiltration
1
My parents belong to this guild, and I let them think I’m following in their footsteps.
2
I’ve been assigned to track this guild&rsquo
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
; on successful checks, the questioners lose interest. Characters can distract watchers to shift attention if things go badly. Use Charisma (Deception) or Dexterity (Sleight of Hand) checks (or any other reasonable skill checks the players suggest) to determine whether they turn the focus away from their errors.
idle conversation and assume that characters know people throughout the city. At the first hint that a character might not belong at the masquerade, guests start loudly asking pointed questions
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
Unwanted Attention The day after the caravan leaves Daggerford, have each character make a Wisdom (Insight) check. (Alternatively, you can allow a Charisma (Deception) check here, permitting
characters to use their knowledge of deception to recognize when someone else is putting the same talent to use. Only characters with training in Deception can choose this option.) Interpret the results as
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
Unwanted Attention The day after the caravan leaves Daggerford, have each character make a Wisdom (Insight) check. (Alternatively, you can allow a Charisma (Deception) check here, permitting
characters to use their knowledge of deception to recognize when someone else is putting the same talent to use. Only characters with training in Deception can choose this option.) Interpret the results as
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
takes more than a passing interest in the character, have the character make a Charisma (Deception) check. If the check’s total is higher than the passive Wisdom (Perception) score of the onlooker, the
themselves as employees will need disguise kits or appropriate magic to perpetrate the deception. Whenever a disguised character enters a situation where the disguise might be detected by an onlooker who
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
aren’t likely to attack the party if they claim to be working in the Black Spider’s interest.
If the characters try to perpetrate a deception as a group, have them each make a Charisma (Deception
) check contested by the monsters’ Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
knucklebones when the characters enter. The game isn’t far from turning acrimonious, as most of them do. The dice are loaded, and the ruffian to which they belong is naturally winning. All four have been
the deception, you can have the character who is doing most of the talking make a DC 10 Charisma (Deception) check to fool the Redbrands. Treasure The wealth in the room is all on the table, having been
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
Brotherhood. A party can fool the demilich into thinking they belong in Ythryn by succeeding on a DC 13 Charisma (Deception) group check. If the group check is successful, Iriolarthas believes the party is what
it pretends to be; on a failed group check, the demilich sees through the party’s deception and becomes hostile toward the characters. If the demilich thinks that the characters are rescuers, given
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
and teller of tall tales.
5 You dedicated your life to upsetting the balance of power in a corrupt polis.
6 You have no idea why Phenax showed interest in you, and you might sometimes wish
whatever it takes to win. (Evil)
3 Duplicity. I lie when it suits me, which makes things so much easier. (Chaotic)
4 Secrecy. All deception requires secrecy, but not all secrets are meant to
Compendium
- Sources->Dungeons & Dragons->Mythic Odysseys of Theros
domain appropriate to that deity for their Divine Domain feature. Often, heroes choose to devote themselves to particular gods either out of piety or self-interest. Sometimes, though, the gods choose
War Four-horned bull’s head
Nylea, god of the hunt NG Nature Four arrows
Pharika, god of affliction NE Death, Knowledge, Life Snakes
Phenax, god of deception CN Trickery
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
patron’s behalf. Consider some or all of these roles for the characters in your party: Chameleon. A master of disguise, sleight of hand, and deception, the Chameleon can perform the work of the
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
ground near the cave mouth, and the stench of blood hangs in the air. The bones belong to the owlbear’s victims, including animals, explorers, and other monsters. The bones bear indentations from the
here, the owlbear loses interest and returns to its den. G4: Smelly Refuse This cave contains heaps of food scraps, rotting carcasses, and a scattering of halfling-size bird pellets composed of fur
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Zilargo. Worse still, several of the wealthiest and most influential members of the board are associated with the Aurum, a shadowy cabal whose primary interest seems to be increasing its members
’ wealth and influence. Whose interest, then, does the Chronicle serve?
All the more reason, loyal readers, to rely on the Voice of Breland for unbiased news you can use.
Civilian. Some groups include
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
a storm giant riding a roc. The two are looking for clues to King Hekaton’s whereabouts. The giant concludes that the ship contains nothing of interest and steers the roc away, staying at least a
quarter of a mile away. The giant has no interest in involving “small folk” in its investigation. It avoids combat and ignores signals from the airship. Mounted Uthgardt Characters on the upper deck or in
Compendium
- Sources->Dungeons & Dragons->Giants of the Star Forge
the dragon, Akaanvaerd swoops down to inspect the interlopers. He has no interest in the characters’ quest but considers whether he can use these little ones to further his own aims. Namely
, Akaanvaerd wants to seize his lair—the Star Forge—from the fire giants who invaded it. A character who succeeds on a DC 15 Charisma (Deception or Persuasion) check convinces Akaanvaerd to refrain from
Compendium
- Sources->Dungeons & Dragons->Monster Manual
planes for treasures of interest or usefully greedy mortals. Barbed devils rarely collect anything as prosaic as coins and gems. Rather, they pride themselves on having the multiverse’s greatest
+4 +7
Ability Score Mod Save
Int 12 +1 +1
Wis 14 +2 +5
Cha 14 +2 +5
Skills Deception +5, Insight +5, Perception +8
Resistances Cold
Immunities Fire
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
, the characters make use of a unique ritual that lets them swap bodies with a group of dwarves heading to the enclave for a wedding. This gives the characters access to the vaults, but the deception
rebuild the orrery. Still, the orrery’s creator — a wizard named Lottie — wishes to meet anyone savvy enough to have come this far, provided they share her interest in ensuring that the orrery’s power
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
by his bodyguard Vhaltus). Amrik’s terms are simple: he expects repayment in a tenday and charges 25 percent interest on the loan. As a member of the influential Vanthampur family, Amrik has plenty of
paying it back. Characters who plan to rip off Amrik must succeed on a Charisma (Deception) check contested by Amrik’s Wisdom (Insight) check, as described under “Contests” in chapter 7 of the
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
with an ordinary moose, the characters can repeat their search for moose tracks and, upon finding some, make another d6 roll to determine if the tracks belong to the elusive white moose. After every
bear’s mate and 1d4 cubs (noncombatants). Chwingas As the characters navigate the woods or stop to rest, 1d4 chwingas (see appendix C) take an interest in them. Fox and Hare The characters spot an arctic
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
expressed interest in excavating and restoring the previous site of the grippli village, a mile from its present location. Pond Mother saw no reason to refuse them, since their motives were seemingly
post’s coffers (200 gp) for clearing out the village and safeguarding the eggs. She points out that the characters are also entitled to keep any items of value that don’t belong to the villagers. The
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
The Grand Masquerade The horror of the Grand Masquerade focuses on the fear of discovery—being forced to interact with people in a setting where you don’t belong, and where the consequence of
refuse entry to anyone missing acceptable versions of either. Ask the characters to make Charisma (Deception) checks if they present false invitations or have expressed worry that their costumes are subpar, but unless they roll especially poorly, the check simply reinforces the fear of being caught.
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
likely to attract suspicion than simply walking in as if they belong in the camp. The chief risk is that someone might recognize the characters from the fighting at Greenest. Have each character make
first day, they find it more difficult, since there’s very little traffic in and out of the camp on a normal day. They’ll need a good story and a successful DC 10 Charisma (Deception) check to walk
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
suspicion than simply walking in as if they belong in the camp. Langdedrosa Cyanwrath The chief risk is that someone might recognize the characters from the fighting at Greenest. Have each character make a
first day, they find it more difficult, since there’s very little traffic in and out of the camp on a normal day. They’ll need a good story and a successful DC 10 Charisma (Deception) check to walk past
Compendium
- Sources->Dungeons & Dragons->Baldur’s Gate Gazetteer
kitchen tables, and have little interest in banners and sigils. Still, there’s no denying that certain crews dominate certain corners of the city. Sometimes this is the result of a community forming its
physical turf. After all, a neighborhood needs many different professions to thrive — carpenters and cooks, grocers and apothecaries — and the fact that siblings and spouses often belong to different
Compendium
- Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
kitchen tables, and have little interest in banners and sigils. Still, there’s no denying that certain crews dominate certain corners of the city. Sometimes this is the result of a community forming its
physical turf. After all, a neighborhood needs many different professions to thrive — carpenters and cooks, grocers and apothecaries — and the fact that siblings and spouses often belong to different
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
adventures and heroes, and for the adventurers to meet some of their favorite characters from the world of the Forgotten Realms.
The echoes belong to those who managed to find Gravenhollow, coming there to
” sidebar). Xetzirbor This mind flayer regards the characters with interest. Xetzirbor refuses to disclose its timeline but hints that it knows about the demonic incursion. The mind flayer tries to entice
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
owns warehouses, taverns, and inns throughout the city, and it has a considerable interest in the shipping trade. A Boromar heir sits on the city council of Sharn, and the current head of the clan is
the Talenta Plains. Another third of the members are unrelated halflings, and the rest belong to other species. The syndicate employs a wide variety of bookkeepers and administrators as well as
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
and walking sticks hang from hooks on the wall of this entry room. A pair of muddy boots lie on the floor, and a dusty broom stands in the far corner.
The items here all belong to Derwyth. There are
. In all, there are eighty-four books and over two hundred scrolls—a comprehensive library of the druid’s fields of interest: mainly animals, plants, and astronomy. The scrolls on the table include
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
platform rises from the edge of the pool, supporting a larger-than-life quartz statue of an elf priest with outstretched arms.
The ruins here belong to an elven tribe that once dwelled in this region. They
Wisdom (Insight) check contested by the cloakers’ Charisma (Deception) check recognizes that the “spirit” is a little too eager with its request. Additionally, a character who succeeds on a DC 18
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
burning river. Skill Proficiencies: Athletics, Deception Tool Proficiencies: Vehicles (water) Equipment: A fancy leather vest or a pair of leather boots, a set of common clothes, and a leather pouch with
recover it. 2 I intend to become the leader of the network of smugglers that I belong to. 3 I owe a debt that cannot be repaid in gold. 4 After one last job, I will retire from the business. 5 I was
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
. Solitary mind flayers are likely rogues and outcasts. Most illithids belong to a colony of sibling mind flayers devoted to an elder brain — a massive brain-like being that resides in a briny pool
12 (+1)
INT
19 (+4)
WIS
17 (+3)
CHA
17 (+3)
Saving Throws Int +7, Wis +6, Cha +6
Skills Arcana +7, Deception +6, Insight +6, Perception +6, Persuasion +6, Stealth +4
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
heroes and true martyrs pique Hulgaz’s interest because she loves the challenge of twisting and defiling the souls of such noble beings. She responds to unwavering do-gooders by redoubling her efforts to
)
INT
14 (+2)
WIS
15 (+2)
CHA
20 (+5)
Saving Throws Wis +7, Cha +10
Skills Deception +10, Insight +7, Perception +7, Persuasion +10
Damage Resistances acid, cold; bludgeoning
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
Random Encounters With routine patrols of heavily armed gray dwarves who can turn invisible, Gracklstugh is a relatively safe place for those who know where they belong and stay there. However
for was recently arrested and executed for selling stolen jewelry. You can decide whether Ariana’s interest in the characters attracts the attention of a duergar patrol. Subsequent occurrences of this
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
characters’ lives if they lend a helping hand. Someone who makes a successful Wisdom (Insight) check contested by the dragon’s Charisma (Deception) check discerns that she has no intention of keeping
no interest in becoming a permanent member of the party, Tinjong is willing to accompany the characters to Auril’s island if their aim is to confront the Frostmaiden and end her everlasting winter






