Search Results
All Results
Characters
Compendium
Spells
Items
Monsters
Vehicles
Forums
Returning 35 results for 'bards before deal confined resolve'.
Other Suggestions:
bards before death coined resolve
bards before draw coined resolve
bards before death confined resolve
bards before deal contained resolve
bards before deal convinced resolve
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
living storehouses of history and folklore. Bards know a great deal, and they tend to be willing to share what they know, or at least barter for it. The arrival of a renowned bard is a special occasion
Bards Bards hold a special place of responsibility and respect in the Forgotten Realms. They are bearers of news, gossip, and messages in their travels from place to place, in addition to being
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
Chapter 6: Hell of a Summer Victoro and Ammalia Cassalanter struck a deal with Asmodeus, Lord of the Nine Hells. Three years ago, they traded away the souls of their children to escape financial
ruin. The soul of their eldest son, Osvaldo, was taken immediately. What was left behind was transformed into a chain devil, which the Cassalanters confined to their attic. Their two youngest children
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Whispers Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing
songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Bard Subclasses A Bard subclass is a specialization that grants you features at certain Bard levels, as specified in the subclass. Bards form loose associations, which they call colleges, to preserve
Harmony with the Cosmos Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial bodies and flow
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
Moon Pier This collection of massive piers hosts a marketplace and is the haven of Umizu’s premier criminal syndicate, the Safe Oceans Society. Most merchants here deal with the Safe Oceans Society
eventually, whether to smuggle goods, avoid taxes, or quietly resolve conflicts. Society lieutenants run gambling dens disguised as tea rooms along the pier, while samurai and scoundrels test their
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
eldritch knight. Your focus on abjuration and evocation ensures that your fighting style is supported by magic that can either defend allies or deal massive damage to your foes. And if your franchise
, providing a boon to your franchise’s standing in the community. Any franchise could do worse than having you as its public face — especially when your sense of quiet resolve is needed to quietly resolve some unexpected business disaster.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. If the attacking creatures deal different amounts of damage, assume that the creature that deals the most damage is the one that hits. If the creature that hits has multiple attacks with the same
attack bonus, assume that it hits once with each of those attacks. If a creature’s attacks have different attack bonuses, resolve each attack separately. This attack resolution system ignores critical
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
Velrosa Nandar, is a Waterdhavian noble. She is reportedly offering a reward to anyone willing and able to deal with the goblin threat. Nightstone is a popular retreat for wealthy nobles who wish to hunt
northern neighbors, the elves of the Ardeep Forest. Lady Velrosa Nandar has been searching for skilled mediators to help resolve the dispute. The Nightstone Inn is renowned for its food and cozy guest
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Meeting at the Tomb When the characters successfully deal with Nareen and Haliyra, they learn where the devastation orb is hidden. The next step is to take possession of the orb, but Haliyra’s buyers
citizens should find themselves engaged in an ugly bit of skulduggery involving opening a tomb. Underneath the self-deprecating manner is a stern resolve. The Kraken Society paid good money for the orb
Compendium
- Sources->Dungeons & Dragons->Lorwyn: First Light
a patron to part with a specific item. Water Runs Red. A deal the adventurers are making or that they find themselves in the middle of goes wrong, and the adventurers are the targets of Finblade cutthroats. They must resolve the situation and make amends to Myyn before something terrible happens.
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
anything—short of continued servitude—to win his freedom. Unless the terms of the deal are ironclad, however, the efreeti will seek a way to weasel out of any bargain once he is free, and to attack the
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
College of Swords Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and
use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
area, because Taraz can and will harm creatures in his chamber.) The characters are perfectly safe in the corridor. (True, as long as Taraz is confined to area 22.) Taraz has no desire to harm the
anything — short of continued servitude — to win his freedom. Unless the terms of the deal are ironclad, however, the efreeti will seek a way to weasel out of any bargain once he is free, and to attack
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Realm uprooted the spire from regular space and time and transformed everyone inside into deadly Aberrations. But wards placed by the knights long before kept the Far Realm’s magic confined within
’ protective spells, but characters might agree to remove these wards as part of a deal with the death tyrant. A character who is aware of the wards and able to perceive them (for example, via the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
kingdoms and hidden elven enclaves, assimilated populations of gnomes and halflings, and more exotic folk. A great deal of adventure is to be had in the Realms, for those willing to seek it out. The
others. News and gossip are carried between population centers by caravans and ships that bring in supplies for trade and by traveling bards and minstrels who recount (or invent) stories to inform and
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
performs twice a week and the barbarian has a huge bar tab to resolve. This section explores three different starting points. Callestan is in Lower Dura. It’s a dangerous district riddled with crime and
you’re a folk hero, did you deal with a thug causing trouble in your favorite tavern—earning you the gratitude of the owner and the enmity of the villain? This is a collaborative process and the goal is
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
The Dispute By the time the characters reach Ialos, they should have met the pilgrims and the Cyran veterans. Both sides might ask the characters to intervene and resolve their dispute. Here is a
around Landro, making it impossible to enter Landro except where the barrier has already been broken.”
If the characters negotiate a deal that the Turquoise Spear finds agreeable, Kalyth tells the party
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
’ initiative count, they move toward the characters. If they get close enough, they make melee attacks. The zombies’ stat block contains the information you need to resolve these attacks. If all the
to fight the zombies, they easily escape from the slow, shambling monsters. The zombies don’t follow them up the path toward Dragon’s Rest. The characters will have another opportunity to deal with the zombies later (see “Cloister Quests” later in this chapter).
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
thrives at the heart of healthy communities, between friendly nations, and in the souls of the kindhearted. The gods of peace inspire people of all sorts to resolve conflict and to stand up against those
damage instead. Potent Spellcasting 8th-level Peace Domain feature You add your Wisdom modifier to the damage you deal with any cleric cantrip. Expansive Bond 17th-level Peace Domain feature The
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Dragon’s Rest seeking rest and new resolve. Runara welcomes the character and encourages them to talk to Tarak and Varnoth, who both know about escaping lives of corruption and violence. She also
knowledge contained in that place. I can direct you there, but first you need to show me you are worthy.” She promises to direct the wizard to the observatory after the characters help deal with the other problems on the island.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
sign that one of three things is going on: Disruptive Player. A player is exhibiting antisocial behavior in the game. How to deal with it is covered in the “Antisocial Behavior” section. Player
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
behavior is interfering with everyone else’s enjoyment, everyone has a stake in helping to resolve the issue. Setting Expectations Before you assemble a group around a game table, pitch the
adventuring party, it’s usually a sign that one of three things is going on: Disruptive Player. A player is exhibiting antisocial behavior in the game. How to deal with it is covered in the “Antisocial
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
creatures in the region. 4 Throne. The resolve of the law-abiding is bolstered, while rebels are emboldened to passionately pursue their causes. Creatures in the region are immune to the frightened
initiative count 20 (losing initiative ties), the knights deal 9 (2d8) force damage to each of the characters’ enemies. After the battle, the knights bow, then disappear. 8 Euryale. Natural vegetation
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
, characters can resolve encounters without resorting to combat. Some examples are listed below, though the characters may come up with creative alternatives: Bluffing. A character can lie their way
on checks made to nonviolently deal with guards increases by 2 (see “Evading Guards”), and the price to bribe a guard increases to 100 gp. Changing of the Guard If the characters neutralize all nine
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
matches take place in one of Sharn’s two aerial arenas, in Cornerstone and Hareth’s Folly. Skyblades jousters typically ride hippogriffs and carry blunted lances that deal nonlethal damage. Informal
because the matches are confined to Lower Dura and the Cogs and well hidden from the eyes of the Watch. A match usually occurs only once every few months. Sometimes participants voluntarily enter the
Compendium
- Sources->Dungeons & Dragons->Fizban's Treasury of Dragons
claimed it.
2 Prismatic shards rain from the sky in a beautiful but dangerous display. Rumors quickly spread that a crystal dragon is responsible.
3 A crystal dragon invites the greatest bards
delights her because of the close friendships she has formed, but also annoys her as she is forced to deal with hostile fools who mistake her for an evil white dragon.
Having earned the enmity of the
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
generations, and influence most of the daily life there. They set the market days, help resolve disputes among families, and broker purchases when a farmer or businessperson dies without an heir. They settle
nothingness. These families are also the ones most likely to hire outsiders to deal with matters on the ranches, whether an orc raid or the appearance of lycanthropes in the area (though it’s rumored that
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
, ruling her own domain but confined to the Nine Hells by Asmodeus in accordance with some ancient contract (the terms of which are known only to Tiamat and the Lords of the Nine). Zariel’s seat of power is
, rakshasas, incubi, succubi, and other fiends. Dispater collects a piece of every deal through special provisions that are added to contracts signed on his layer of the Nine Hells. Dispater is one of
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
rival, Bel, who fell out of Asmodeus’s favor and was forced to serve as Zariel’s adviser. Tiamat, the Queen of Evil Dragons, is a prisoner on this layer, ruling her own domain but confined to the Nine
deals with night hags, rakshasas, incubi, succubi, and other Fiends. Contracts signed on his layer contain special provisions that allow Dispater to collect a cut of the deal. Dispater is one of
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
human cultist named Yajath has the unenviable task of guarding Speaker Siever and making sure he doesn’t leave this room. Once the characters deal with Yajath, they can reckon with the town speaker
to help Caer-Dineval resolve its fishing disputes with Easthaven and Caer-Konig. The one calling the shots is a tiefling named Kadroth, who answers to someone named Levistus. C15. Old Library This room
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
what they intend to do or should deal with — or things that everyone “should keep a hawk’s clear eye on” — in the year ahead. Such talk inevitably leads to discussions of politics, wars, and the
. Although some of the dancing is wanton and performed for show, large-scale ring dances in the street for all ages are also popular. All the dancing ends at dusk, after which bards and minstrels perform at
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
among a group of Khyber shards spread through the underworld and is confined to those shards by the light of the Silver Flame. While shattered and bound, the Rage of War can’t bring his full power to
feet of her. The target must succeed on a DC 26 Wisdom saving throw or expend one of its spell slots of 3rd level or lower and deal 26 (4d12) force damage to each creature within 30 feet of it. A
Compendium
- Sources->Dungeons & Dragons->Player’s Handbook
Superiority Die to bolster the resolve of a companion. Choose an ally of yours within 30 feet of yourself who can see or hear you. That creature gains Temporary Hit Points equal to the Superiority Die roll
combine rigorous training with physical excellence to deal devastating blows, withstand peril, and garner glory. Whether in athletic contests or bloody battle, Champions strive for the crown of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Mournland, but the worst effects of the mist are confined to the border region. Glowing Chasm. The northern part of the Mournland is dominated by a great crack in the ground that emits a cold purple light
, fire, or lightning (your choice, or determine randomly). Its melee attacks deal an extra 1d6 damage of that type, and it has the Elemental Body trait: a creature that touches it or hits it with a
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
to deal 20 psychic damage to Lord Drylund. This damage is enough to kill Lord Drylund instantly. From dawn until dusk, the flat-bottomed wooden boat is moored at the city docks. Dockworkers come and
stationed here from dusk until dawn, taking turns at the wheel. If trouble arises somewhere else on the ship, the captain takes the wheel and sends one or more crew members to resolve the situation






