Search Results
All Results
                Characters
                Compendium
                Spells
                Items
                Monsters
                Vehicles
                Forums
                
                        Returning 35 results for 'decide inside are been'.
                    
                
                        
                            
                                Other Suggestions:
                            
                            
                                    
                                        desire inspire are been
                                    
                                
                                    
                                        decide inspire are been
                                    
                                
                                    
                                        define inspire are been
                                    
                                
                                    
                                        device inside are been
                                    
                                
                                    
                                        decides inside are been
                                    
                                
                        
                    
                
                        
                                                     Spells
                                                    Playerâs Handbook
                                                    
                                                
                                            
                                                     decide what sort of security the spell provides, choosing any of the following properties:
Sound canât pass through the barrier at the edge of the warded area.
The barrier of the warded
                                                
                                            
                                                
                                                     area appears dark and foggy, preventing vision (including Darkvision) through it.
Sensors created by Divination spells canât appear inside the protected area or pass through the barrier at its
                                                
                                            
                                        
                                                    Private Sanctum
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
                                                
                                            
                                                
                                                     warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
                                                
                                            
                                        
                                                    Mordenkainen's Private Sanctum
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                     dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
Sound can't pass through the barrier at the edge of the
                                                
                                            
                                                
                                                     warded area.
The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
Sensors created by divination spells can't appear inside the protected area or
                                                
                                            
                                        
                                                    Mordenkainen's Magnificent Mansion
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Playerâs Handbook (2014)
                                                    
                                                
                                            
                                                     people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can
                                                
                                            
                                                
                                                     removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
                                                
                                            
                                        
                                                    Magnificent Mansion
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are completely obedient to your orders. Each servant can
                                                
                                            
                                                
                                                     removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
                                                
                                            
                                        
                                                     Spells
                                                    Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     the door.
The templeâs interior is an open space with an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The
                                                
                                            
                                                
                                                     24 hours. Even if the creature can enter the temple, the magic there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and
                                                
                                            
                                        
                                                     Backgrounds
                                                    Guildmastersâ Guide to Ravnica
                                                    
                                                
                                            
                                                    
Iâm secretly hoping that I can change the cult from the inside, using my influence to help rein in the wanton violence.
4
I own something that Rakdos once touched (itâs seared
                                                
                                            
                                                
                                                     Orzhov oligarch has taken an interest in my career, like a patron of the arts.
8
Roll an additional Rakdos contact; you can decide if the contact is an ally or a rival.
9
A Selesnya healer
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                    ), but doesnât gain access to the userâs knowledge, features, or proficiencies.
Freeing a creature trapped inside the armor first requires defeating the armorâs automatic defenses
                                                
                                            
                                                
                                                     Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Uldrakâs Grave A fallen titan or a wimp with delusions of grandeur? Iâll leave that for you to decide. â The Cartographer When the characters arrive at this location, read or paraphrase the following
                                                
                                            
                                                
                                                     impudence by transforming him into a spined devil. This wretched creature now hides inside the helmet that he once wore. For millennia, Uldrak has dwelled in this spot, forlornly plotting to restore his true form.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                    . Even characters who donât sleep have the dream. If the characters donât rest at the same time, you might decide that only the first character who rests has the dream. Read the following boxed text only
                                                
                                            
                                                
                                                     army is on the march across mud-churned farm fields. The need to hide from that force overwhelms you, and you quickly retreat inside the tower.
 Inside the towerâs half-ruined walls, you discover a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Playerâs Handbook
                                                    
                                                
                                            
                                                     magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of security
                                                
                                            
                                                
                                                     vision (including Darkvision) through it. Sensors created by Divination spells canât appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area canât be targeted
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->D&D Beyond Basic Rules
                                                    
                                                
                                            
                                                     within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration. When you cast the spell, you decide what sort of
                                                
                                            
                                                
                                                    , preventing vision (including Darkvision) through it. Sensors created by Divination spells canât appear inside the protected area or pass through the barrier at its perimeter. Creatures in the area canât be
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                    Ruling Avernus If Zariel is redeemed or killed, the first layer of the Nine Hells falls into chaos. You can decide which of the many powerful figures in Avernus make a play to replace Zariel, but any
                                                
                                            
                                                
                                                     archdevil that can rule Avernus. Alternatively, the characters might attempt to claim Avernus on their own terms. Idealistic characters seeking to destroy the Nine Hells from the inside out might see
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Xanathar's Guide to Everything
                                                    
                                                
                                            
                                                     an idol or altar at one end. You decide whether the temple is illuminated and whether that illumination is bright light or dim light. The smell of burning incense fills the air within, and the
                                                
                                            
                                                
                                                     there hinders it; whenever it makes an attack roll, an ability check, or a saving throw inside the temple, it must roll a d4 and subtract the number rolled from the d20 roll. In addition, the sensors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Candlekeep Mysteries
                                                    
                                                
                                            
                                                     occupants with artificial gravity and a continuous supply of air and heat. If the characters were inside the Barn Door for the launch and have come along for the ride, you can decide what measures might
                                                
                                            
                                                
                                                     inside are borne upward at phenomenal speed. Creatures in the tower that are not tied down when it launches are thrown about, taking 10 (3d6) bludgeoning damage and falling prone at the start of each of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     food to serve a nine-course banquet for up to 100 people. A staff of 100 near-transparent servants attends all who enter. You decide the visual appearance of these servants and their attire. They are
                                                
                                            
                                                
                                                     created by this spell dissipate into smoke if removed from the mansion. When the spell ends, any creatures or objects left inside the extradimensional space are expelled into the open spaces nearest to the entrance.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sleeping Dragonâs Wake
                                                    
                                                
                                            
                                                    Leilon Point Locations The following locations are keyed to the map of Leilon Point. Farmhouses The families inside the unlabeled buildings on the map of Leilon Point are farmers, fishers, and their
                                                
                                            
                                                
                                                    , Marciano ordered everyone in Leilon Point to remain inside until further notice and wait for help to come from Leilon. Marciano describes the raiders as green-scaled monsters with finned heads. After
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
                                                    
                                                
                                            
                                                    , Thornwall Keep remains a sturdy structure and an emblem of Voglerâs past. As the characters arrive, Becklin meets them at the door in a simple shirt and breeches, welcoming them inside to her first
                                                
                                            
                                                
                                                     the characters the shield only if at least one of them agrees to participate in the Battle of High Hill reenactment. She leaves it to the group to decide which character keeps the shield or how they
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     or until you use an action to dismiss it. When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties: Sound canât pass through the
                                                
                                            
                                                
                                                     inside the protected area or pass through the barrier at its perimeter. Creatures in the area canât be targeted by divination spells. Nothing can teleport into or out of the warded area. Planar travel is
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Borderlands Quest: Goblin Trouble
                                                    
                                                
                                            
                                                     30 GP, 50 feet of rope, five torches, and a Potion of Healing. Potion of Healing. A Potion of Healing is a small vial with shimmering red magical liquid inside. If a character drinks the liquid, it
                                                
                                            
                                                
                                                     lower roll.
 As the DM, you decide when a creature is in a situation that calls for Advantage or Disadvantage. Certain places in the text or on the character sheets might also call out when Advantage or Disadvantage applies.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     bag, making sure that whatever is inside it is dead. Body Bag The leather body bag can be cut open to reveal an unconscious prisoner, whose identity is yours to decide. It might be Artus Cimber
                                                
                                            
                                                
                                                     worthy sacrifice. This chapel was built for that dark ceremony. The Sewn Sisters obtained an appropriate sacrifice and have stitched it inside the leather body bag that rests on the altar. Advice from the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tales from the Yawning Portal->a4
                                                    
                                                
                                            
                                                     keyhole on the inside of the door will unlock it. In the room, suspended from the ceiling by unbreakable wires, are nine silvered glass spheres, each about 2 feet in diameter. Unless otherwise noted
                                                
                                            
                                                
                                                    , magically looking inside a sphere, such as with a clairvoyance spell or a ring of x-ray vision, will show that it contains some apparent treasure and a key. (Each sphere holds a key, but only one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     devils, using the Creed Resolute to bind all Elturel to his dark deal.
 âI wish to prove my theory, and I believe the evidence is locked inside the puzzle box.â
 Sylvira is an expert on magic puzzle
                                                
                                            
                                                
                                                     apart. Inside the box is a stack of nine chain-linked plates, each three inches on a side, cast of dark iron, and stamped with Infernal runes. Anyone who understands Infernal can translate the runes as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Mine of Phandelver
                                                    
                                                
                                            
                                                     where a valuable heirloom is hidden. When she was a young girl, she and her family fled from the town of Thundertree after undead overran the place. Her family had an herb and alchemy shop, inside
                                                
                                            
                                                
                                                     decide to explore the ruins of Thundertree, see part 3 of the adventure. Awarding Experience Points Divide 200 XP equally among the characters if the party defeats the ruffians. Divide 100 XP equally among the characters if the Dendrars make it back to town alive.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     of Saltmarsh and begin to hear tales of the haunted house, after which they might seek more information about the house and its current state. If you decide so, they can speak to the poacher mentioned
                                                
                                            
                                                
                                                     than simply lining their pockets.
 Mystara. Saltmarsh stands on the border between the Grand Duchy of Karameikos and the Five Shires, just inside the edge of the Blight Marsh. The smugglers who use the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                    Plea for Help The characters start their adventure in an old tavern, the details of which are for you to decide. To a party of seasoned adventurers such as yourselves, what you see is but another
                                                
                                            
                                                
                                                     damp, cobbled pavement glistens as the lights of street lanterns dance across the slick stones. The fog chills the bones and shivers the soul of anyone outside.
 Yet inside these tavern walls the food
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    , he bought a smaller, less impressive building in the same alley and turned it into a pub, which he calls Frewnâs Brews. If you decide to introduce Emmek as a business rival, choose an unmarked building
                                                
                                            
                                                
                                                     The wererats plant morsels of food inside the charactersâ place and bore tiny holes in the outside walls to attract rats, creating an infestation. Action Emmek spreads rumors that the charactersâ tavern
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Storm Lordâs Wrath
                                                    
                                                
                                            
                                                    . The cultâs headquarters are inside a death knight-dreadnaught, an undead battleship beached near a temple of Talos called the Tower of Storms. At the same time, Ularan Mortus, a priest of the god of
                                                
                                            
                                                
                                                    , etc.) to assist in its construction, making the shrine more grandiose than it might otherwise be.
 Alternatively, if one of the characters worships a different deity, they might decide to invest in a
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Van Richtenâs Guide to Ravenloft
                                                    
                                                
                                            
                                                     with the vestige inside. The vestige tries to coax the creature into its service by offering it a Dark Gift (see chapter 1). The amber monolith has AC 16, 80 hit points, and immunity to poison and
                                                
                                            
                                                
                                                     and donât leave area 31. Destroying the monolith causes the limbs and the vestige within to vanish without a trace. Whether the vestige is destroyed or released is for you to decide. Mark of the Raven
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                     island â always giving it a wide berth â so the characters can disembark somewhere else along the perimeter. After the characters take to their boats, they can decide to come ashore on the mainland and
                                                
                                            
                                                
                                                     approach the fortress on foot, or they might row around the island to look for clues about what lies inside. When the characters come close enough to the island to see details of the exterior or the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Baldur's Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     or scroll, you decide whether the monks accept it as a gift. If the characters try to sneak or force their way into Candlekeep, the fortressâs defenses are brought to bear as described in the
                                                
                                            
                                                
                                                     âCandlekeep Defensesâ sidebar. Once allowed inside, the characters are free to go where they please and stay as long as they wish. The outermost buildings include private dormitories for the monks and public
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     this area: Nervous Unkh suggests that her host leave the tomb at once using one of the teleportation runes, though she canât decide which rune is best. Impulsive Wongo thinks itâs a good idea to shatter
                                                
                                            
                                                
                                                     the check. Once roused into action, the terracotta warriors attack all the creatures in the tomb. Coffin Shagambiâs coffin is trapped but not locked. When its lid is opened, a music box inside the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     quarters yields a black Bag of Holding tucked underneath the mattress. Inside the bag is a mundane silver chain bearing a sword-shaped pendant inlaid with black diamonds, worth 5,000 gp total. Also
                                                
                                            
                                                
                                                     inside is a magically preserved, leather-bound journal. The journalâs contents are written in a cipher. A character who spends at least 1 hour examining the text can make a successful DC 30 Intelligence
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Phandelver and Below: The Shattered Obelisk
                                                    
                                                
                                            
                                                     decide whether to be outside the Nematode or inside its closed mouth. There is no light in the cave once it shuts unless the characters have light sources with them. When the mouth closes, two intellect
                                                
                                            
                                                
                                                     is destroyed, each creature inside the Nematode must make a DC 18 Constitution saving throw as the acidic digestive juices surge throughout the Nematode, taking 66 (12d10) acid damage on a failed
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Volo's Guide to Monsters
                                                    
                                                
                                            
                                                    Roleplaying a Hag Even when a hag acts indifferently or friendly toward adventurers, inside she is still a twisted fey creature, and she doesnât give two coppers about what anyone else thinks or
                                                
                                            
                                                
                                                    , uncomfortable, and risky; at any point the hag might lose her temper and decide to pull out someoneâs fingernails with her iron teeth. Hags look upon younger creatures from the perspective of a
                                                
                                            
                                        






