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Returning 19 results for 'prevents agree and his changelings'.
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Mordenkainen Presents: Monsters of the Multiverse
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For
other changelings, a new face may reveal an aspect of their soul.
The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
250 gp. Ahn-Jun also promises to inform the city’s rulers of the characters’ service. Where to Investigate Once the characters agree to assist Ahn-Jun, the magistrate notes three locations the
and nearly dead outside it only a few days ago. Ahn-Jun can offer directions to all of these locations. While Ahn-Jun’s job prevents them from traveling with the characters, the characters can
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
250 gp. Ahn-Jun also promises to inform the city’s rulers of the characters’ service. Where to Investigate Once the characters agree to assist Ahn-Jun, the magistrate notes three locations the
and nearly dead outside it only a few days ago. Ahn-Jun can offer directions to all of these locations. While Ahn-Jun’s job prevents them from traveling with the characters, the characters can
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
promptly arranges a meeting with the brigganocks to sort out their differences. Similarly, if the characters convince the brigganocks that the korreds don’t work for Endelyn, the brigganocks agree to
) prevents the korreds from harming the characters. Appendix D has additional roleplaying notes for Argantle. As an action, Argantle can call forth the remaining six leaders of the korred clans of Yon
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
promptly arranges a meeting with the brigganocks to sort out their differences. Similarly, if the characters convince the brigganocks that the korreds don’t work for Endelyn, the brigganocks agree to
) prevents the korreds from harming the characters. Appendix D has additional roleplaying notes for Argantle. As an action, Argantle can call forth the remaining six leaders of the korred clans of Yon
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
splashing it with fresh blood from a celestial. A compulsion placed on each cursed creature prevents it from trying to destroy a cursed painting. Coven Victims In addition to the missing Falthrax
kindly. If the characters agree to help him undo the hags’ curse, Glitter assures them they will gain a powerful ally in Waterdeep, as well as receive 500 gp in gems as soon as he can return to the city
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
splashing it with fresh blood from a celestial. A compulsion placed on each cursed creature prevents it from trying to destroy a cursed painting. Coven Victims In addition to the missing Falthrax
kindly. If the characters agree to help him undo the hags’ curse, Glitter assures them they will gain a powerful ally in Waterdeep, as well as receive 500 gp in gems as soon as he can return to the city
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters in its investigation. If they agree to help, the mind flayer asks them to look for clues and question suspects. (In the meantime, the mind flayer quietly casts detect thoughts, focusing on every
anyone who tries to search or dismantle it. Its impeccable valet programming prevents it from incriminating passengers or accusing them of any wrongdoing. Higglesworth did not commit the crime willingly
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
characters in its investigation. If they agree to help, the mind flayer asks them to look for clues and question suspects. (In the meantime, the mind flayer quietly casts detect thoughts, focusing on every
anyone who tries to search or dismantle it. Its impeccable valet programming prevents it from incriminating passengers or accusing them of any wrongdoing. Higglesworth did not commit the crime willingly
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magic of the portal network prevents a creature from gaining access to the headquarters on board The Maverick without a certain amount of experience traversing the network. As such, the first three
. Planar instability prevents characters from moving beyond the immediate area of the deck (including jumping off the ship or fleeing belowdecks). Creature. The mass of writhing tentacles is a Far Realm
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
magic of the portal network prevents a creature from gaining access to the headquarters on board The Maverick without a certain amount of experience traversing the network. As such, the first three
. Planar instability prevents characters from moving beyond the immediate area of the deck (including jumping off the ship or fleeing belowdecks). Creature. The mass of writhing tentacles is a Far Realm
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
that currently occupy the Platinum Rooms. The portals are permanently open, but opaque energy prevents creatures from seeing or hearing what lies on the other side. Each of these portals has a placard
and never bother her again. If they agree, she shares the following details: Each character independently ran afoul of Shemeshka some time ago. She was responsible for their deaths but, to her
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
performing the consecration ritual. These dwarves know the location of the chapel (area 11) and can lead the characters there if the characters agree to help. Otherwise, the ghosts won’t leave the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
clamber through the moat with more time and effort. No check is required, but it’s a grisly detour, and the moat is difficult terrain. Portcullis. The portcullis is up, and nothing prevents entry to
performing the consecration ritual. These dwarves know the location of the chapel (area 11) and can lead the characters there if the characters agree to help. Otherwise, the ghosts won’t leave the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
that currently occupy the Platinum Rooms. The portals are permanently open, but opaque energy prevents creatures from seeing or hearing what lies on the other side. Each of these portals has a placard
and never bother her again. If they agree, she shares the following details: Each character independently ran afoul of Shemeshka some time ago. She was responsible for their deaths but, to her
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
challenge to the characters. Of course, nothing prevents anyone from playing a high magic campaign with the Acquisitions Incorporated rules. But DMs and players should all be aware that doing so will
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
challenge to the characters. Of course, nothing prevents anyone from playing a high magic campaign with the Acquisitions Incorporated rules. But DMs and players should all be aware that doing so will
might agree that it would be fun to use some of the effects of Bigby’s hand for such an attack. Most siege weapons (whether mechanical or magical) require two characters, crew, or skilled hirelings to
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a “vast treasure” in the rolling
components. Destroying the Pillars. Each of the pillars has Armor Class 17, 50 hit points, immunity to poison and psychic damage, and vulnerability to radiant damage. Destroying the pillars prevents
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
toward a place where they can find treasure in exchange for leaving him in peace. The behir keeps no hoard of his own. If they agree, Lludd directs them toward a “vast treasure” in the rolling
components. Destroying the Pillars. Each of the pillars has Armor Class 17, 50 hit points, immunity to poison and psychic damage, and vulnerability to radiant damage. Destroying the pillars prevents