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                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     creature he can see within 10 feet of him. The target must succeed on a DC 21 Wisdom saving throw or become frightened of him for 1 minute. While frightened in this way, the target must take the Dash
                                                
                                            
                                                
                                                     equipment he is wearing or carrying, up to 120 feet to an unoccupied space he can see.
Twisting Words. Titivilus targets one creature he can see within 60 feet of him. The target must succeed on a DC 21
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when
                                                
                                            
                                                
                                                    , turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with
                                                
                                            
                                        
                                                     Monsters
                                                    Fizban's Treasury of Dragons
                                                    
                                                
                                            
                                                     the surface world were a mistake of creation. I will correct that error. (Evil)
Dragon Turtle Spellcasting
Age
Spell Save DC
Spells Known
Ancient Dragon Turtle;Ancient
                                                
                                            
                                                
                                                     instead.
Entangling Kelp. Strands of spectral kelp reach out to ensnare creatures in a 20-foot-radius sphere centered on a point in the lair that the dragon turtle can see. Each creature in that area
                                                
                                            
                                        
                                                    Programmed Illusion
                                                    
    
        Legacy
    
    
        This doesn't reflect the latest rules and lore.
        Learn More
    
                                                
                                            
                                                     Spells
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    . For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct
                                                
                                            
                                                
                                                     illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
                                                    
                                                
                                            
                                                    Adventure Maps The maps in this adventure are for the DMâs eyes only. These maps show secret doors and other elements the players arenât meant to see.  Map 1: Stormwreck Isle View Player Version When
                                                
                                            
                                                
                                                     the characters arrive at a location marked on a map, describe it to give them a clear mental picture of the location. You can also draw what they see on paper, copying whatâs on your map while
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
                                                    
                                                
                                            
                                                     than cryptic workers, yet these mysterious beings also punish those who disrupt city life. Whatever opposes the Ladyâs edicts or the smooth functioning of Sigil, dabus work to correct. For more details on dabus, see Morteâs Planar Parade.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Ghosts of Saltmarsh
                                                    
                                                
                                            
                                                    The Crew of the Sea Ghost Aside from Captain Sigurd âSnake Eyesâ (pirate captain; see appendix C), the crew of the Sea Ghost consists of the following members: Bloody Bjorn, a pirate first mate (see
                                                
                                            
                                                
                                                     appendix C) Foul Frithoff, a pirate bosun (see appendix C) Punketah, a pirate deck wizard (see appendix C) 7 crew members (bandits) 3 lizardfolk The position of the crew aboard ship depends on two
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Rise of Tiamat
                                                    
                                                
                                            
                                                     symmetrically. You can see Xonthalâs Tower dead ahead above the hedge wall, but the way the paths curve, thereâs no telling which one might lead to it.
 A sundial stands in the center of the
                                                
                                            
                                                
                                                     one identical sundial intersection exists in the maze. The sundialâs shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tyranny of Dragons
                                                    
                                                
                                            
                                                     symmetrically. You can see Xonthalâs Tower dead ahead above the hedge wall, but the way the paths curve, thereâs no telling which one might lead to it.
 A sundial stands in the center of the
                                                
                                            
                                                
                                                     identical sundial intersection exists in the maze. The sundialâs shadow indicates the correct path. If the characters follow one of the paths not indicated by the sundial, it leads them to one of the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Puzzle Features  Show the players puzzle handout 2 (see the end of this chapter) when their characters examine the keys. Each key has a different number of teeth: six, five, four, and three
                                                
                                            
                                                
                                                    , respectively. Each lock has a creature molded in iron above it: a bat, snake, spider, or wolf, respectively. These locks canât be picked. If anything other than the correct key is placed inside a lock
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     puzzle thatâs integrated into your adventureâs plot, using a map the characters might already possess. Your version of the puzzle can add as many digits and directions as you see fit, or it might reveal
                                                
                                            
                                                
                                                     discovered, or the characters might need to learn the directions from someone who personally explored the island. As long as the order of locations doesnât change, the code remains correct.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     tiles must be stepped on in the correct sequence (see âHieroglyphic Floorâ below and handout 23 in appendix E). Stepping on the tiles in the wrong order triggers a trap (see âSphinx Statuesâ below
                                                
                                            
                                                
                                                     serpent. One hieroglyph at a time, the dial reveals the correct sequence of floor tiles to stand on: vulture, serpent, door, reed, scarab, scepter, foot, and urn. Stepping on a floor tile that matches the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     whatever you want it to be. One suggestion is the Cloak & Dagger. To get their foot in the proverbial door, the characters must speak the correct password to the tavern-keeper, Holda Heidrun. They can
                                                
                                            
                                                
                                                     top. She looks up as you enter and nods toward an empty table before her attention is drawn elsewhere. You see a copy of the tavernâs menu on the table.
 Customize the tavern and flesh out its
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     is particularly true about the messages associated with the alcoves in the hall (see âAlcovesâ later in this section). While Dolora canât answer vague questions about the candlesâ clues (such as âWho
                                                
                                            
                                                
                                                     is this talking about?â), she can provide the names of individuals when prompted. For example, if a character asks directly, âWhat was your motherâs name?â Dolora provides the correct response. She also spells out the name, which is a clue that the spelling is important.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                    . If the illusion is struck with an attack, it dissolves into a cloud of bats (see âFailed Exitâ below). The chamber distorts and elongates as a character attempts to move throughout it. No matter how
                                                
                                            
                                                
                                                     fast or far a character moves, that character winds up a step or two away from the end of the table where they started. Correct Exit. To escape the dining hall, each character trapped in it must
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     members of the cult whom he couldnât trust to keep quiet about the stone. Arn and Seffia would be horrified to learn that they failed in so simple a task; they try to correct their mistake by killing
                                                
                                            
                                                
                                                     Vaelle Lurval if sheâs with the party (see âMausoleum: Summerâ). Devilsâ Arrival As characters try to break into the cult fanaticsâ apartment, three spined devils arrive. The devils fly to the tower
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                    Navigating the Sewers The sewers have no natural light. Characters without darkvision need light sources to see. A putrid stream flows along this sewer tunnel, which leads in two directions. In one
                                                
                                            
                                                
                                                     direction, you see a tiny symbol drawn on the wall in yellow chalk: a palm-sized circle with ten equidistant spokes radiating out from its circumference. The hideout of the Xanathar Guild operatives
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    Unseen Order Difficulty: Medium This guessing game requires characters to use deductive reasoning to determine the correct sequence of four cards. They must use a game board and six stacks of cards
                                                
                                            
                                                
                                                     row is the correct card in the correct slot, the orb next to that row turns red. If a guessed card is one of the cards in the ghostâs hand but is in the wrong slot, an orb turns blue. The characters
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Player's Handbook (2014)
                                                    
                                                
                                            
                                                     create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical
                                                
                                            
                                                
                                                     Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
                                                    
                                                
                                            
                                                     four magically locked stone doors (see below).
 Windows. Crystal-barred windows look down on the courtyard from the two floors above.
 Pulling the correct lever in area 37 unlocks all the doors
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Basic Rules (2014)
                                                    
                                                
                                            
                                                     create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical
                                                
                                            
                                                
                                                     Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice & Errata
                                                    
                                                
                                            
                                                     one damage roll of a spell, not multiple rolls. So with Scorching Ray, I donât add my Charisma modifier to each ray that hits? Thatâs correct. Elemental Affinity benefits one damage roll per casting
                                                
                                            
                                                
                                                     one. Does Quickened Spell allow a Sorcerer to cast two spells a round of level 1+? No, the Sorcerer must follow the rule for casting one spell with a spell slot per turn. See chapter 7 in the Playerâs
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     triceratops. Itâs up to the marked individual to figure out the meaning of the token and take steps to correct the offending behavior or undo the damage. If the person ignores the warning and persists in
                                                
                                            
                                                
                                                     offending the society, the Ytepkas secure permission from the merchant princes to mete out punishment as they see fit, up to and including a sanction (see the âLaws and Punishmentsâ sidebar earlier
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     sprites might help the characters find the correct path and hurry them along. If assaulted in any way, fifteen sprites riding stirges attack. (The spritesâ invisibility extends to the stirges as well while
                                                
                                            
                                                
                                                     supernatural gift (see chapter 7 of the Dungeon Masterâs Guide) â a charm that allows a character to cast the Galderâs tower spell (see appendix E) once as an action. 3 A treant and a stone golem were
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                     home in their carnival. Diana greets patrons with good humor, but thereâs a sadness behind her eyes. Sheâs quick to correct anyone who calls her a centaur, saying that sheâs âa human who made a bad
                                                
                                            
                                                
                                                    , can supply the characters with clues related to the hags (see âRiddle of the Carouselâ below). Diana tells them that they must âspeak to the unicorns,â but to earn their trust they must learn the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                    Puzzle Features Even after observing the building from all angles, characters only see members entering through the one door after speaking to the guard. Door The door is made of oak reinforced with
                                                
                                            
                                                
                                                     and attempt to enter again must disguise themselves in some way or be refused entry. The guard only willingly opens the door for someone who speaks the correct password. The guard raises the alarm if
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Tomb of Annihilation
                                                    
                                                
                                            
                                                     quarters for 2d10 captives (commoners of various races, alignments, and genders). For names for these captives, see the âChultan Namesâ sidebar in the introduction. Three yuan-ti broodguards (see appendix
                                                
                                            
                                                
                                                     order to fetch water, or the flick of the tongue an approval. In truth, Khoti makes up most of what he sees. Issar couldnât care less either way, as long as the correct amount of deference is shown
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Sage Advice Compendium
                                                    
                                                
                                            
                                                     set it (see the rule in the DMG , under âSpellsâ). Which is correct in the Dungeon Masterâs Guide, the rule for scrolls or the rule for a spell scroll? Theyâre both correct. The rule for scrolls (DMG
                                                
                                            
                                                
                                                     of defense stack? Yes. In general, bonuses stack, unless theyâre from the same spell (see âCombining Magical Effectsâ in the Playerâs Handbook). You also canât benefit from more than one ring of
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->The Book of Many Things
                                                    
                                                
                                            
                                                    ) piercing damage plus 14 (4d6) fire damage.
 Blade Storm (Recharge 5â6). The champion conjures a churning storm of spectral blades that fills a 20-foot cube centered on a point it can see within 120
                                                
                                            
                                                
                                                     attacks.
 Induce Violence. The champion targets one creature it can see within 60 feet of itself. The target must succeed on a DC 19 Wisdom saving throw or immediately make one melee weapon attack
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     Master,â who supposedly offers shelter and protection to all those who submit to their authority. Additional symbols also mark out the correct route through the labyrinthine tunnels to area C1. If those
                                                
                                            
                                                
                                                    , and the characters face a greater number of potential random encounters as a prelude to arriving at the monastery. See appendix A for more information. SCALING OPTIONS
 This adventure is designed for
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     something, correct yourself and move on. No one expects you to memorize every rule or detail. Even if you donât realize your mistake until after a game session is over, itâs OK to acknowledge the mistake
                                                
                                            
                                                
                                                     changed, as youâll see in chapter 4.
 Ready-Made Elements. Sample adventures in chapter 4, a campaign setting in chapter 5, and new maps in appendix B make it easier to run a game right away
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Acquisitions Incorporated
                                                    
                                                
                                            
                                                     
   2  Eldritch Occultant, Bring Out Your Dead 
   3  Bead of Instant Karma, Deathâs Omen 
   4  Bead of Diverted Karma, Correct the Balance 
   Proficiencies and Starting Equipment As a rank 1
                                                
                                            
                                                
                                                     reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Vecna: Eve of Ruin
                                                    
                                                
                                            
                                                     their perfidy. The ground in the portico is swept and free of weeds, thanks to the efforts of the ghost Newmy (see area B2). The entrance to the tomb isnât locked. It opens onto a small room containing
                                                
                                            
                                                
                                                     creature with too many arms and spikes in place of hands taps at the roomâs walls.
 The Dolindar siblings buried here were warped into two lost sorrowsworn (see appendix A). A visible sorrowsworn
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Curse of Strahd
                                                    
                                                
                                            
                                                     such attack, another gem was found, dug up, and taken. Davian believes that it is in the possession of Baba Lysaga (see chapter 10, area U3). Davianâs belief is correct. The gem was a lucky find for
                                                
                                            
                                                
                                                    , and as a result, the winery stopped producing its best vintage, the champagne. No one knows what happened to the gem. Davian Martikov blames his middle son, Urwin (see chapter 5, area N2), for the
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Spelljammer Academy
                                                    
                                                
                                            
                                                    Exploring the Academy The characters are now free to explore the campus. See âAcademy Locationsâ below for information on each area noted in the orientation tasks. Security Levels Spelljammer Academy
                                                
                                            
                                                
                                                     plasmoid correct their uniform, the halfling runs on, shouting an apology. 2 Two cadets face off in a game that magically projects illusory spelljamming ships above the game board. 3 A visiting giff
                                                
                                            
                                        






