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Returning 35 results for 'bards before document contact refuse'.
Other Suggestions:
bards before document contacts refuse
Backgrounds
Guildmasters’ Guide to Ravnica
meaningful connections with others.
Roll twice on the Golgari Contacts table (for an ally and a rival) and once on the Non-Golgari Contacts table.
Golgari Contacts
d8
Contact
1
One
just about anything, for the right price.
Non-Golgari Contacts
d10
Contact
1
An Azorius arrester I literally pulled out of the gutter will do anything for me.
2
Someone
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Halflings of the Five Nations Quick and charming, many halflings put their natural talents to use as bards, barristers, merchants, and politicians throughout Khorvaire. Of course, these same talents
the criminal empire, but your past may yet catch up with you. You could also be the point of contact who has made the Boromar Clan your party’s group patron, as described later in this chapter.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. If the characters refuse to aid her, the princess continually makes telepathic contact with random characters, urging them to reconsider before it’s too late. She tries to convince the characters
Compendium
- Sources->Dungeons & Dragons->Adventure Atlas: The Mortuary
to expel a dybbuk† from a corpse. The exorcist asks the characters to help in dispatch the Fiend. 9 Two bards† in the Heralds of Dust approach the characters and sing a ballad honoring the dead. If the
characters interrupt or otherwise ruin the tune, 1d4 irascible specters emerge from the walls and attack, causing the bards to flee. 10 Three skeleton farmers quietly tend to corpse-white grave
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
might hear you!” hisses another.
Ebbin Fulchre and his three companions are unarmed commoners who refuse to enter the cabin, even on a dare. Morbid curiosity brought them here, but they’re nothing
imparts the following information: Grave Theft. Two halflings dug up his grave in the dead of night and stole his Canaith mandolin (an instrument of the bards). Frody wants it back. (“It was a gift
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
help them explore the house and document strange phenomena. If the party accepts the investigators’ offer, they acquire reliable allies. One of the investigators offers to join the party in their
exploration the house. The other stays in the parlor to prepare to contact the house’s spirits (see the “Séances” section). In the case of Rudolph van Richten, he remains in the parlor while the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
cloak or disguise one’s appearance), and proficiency with skills such as Deception, Performance, and Sleight of Hand all greatly benefit the Chameleon. Bards and rogues, as well as characters with
Citadel vehemently denied reports that Drinn is employed by the Citadel.
Confiscator. Sometimes an espionage agency needs something stolen—a document that incriminates a public figure to a prototype
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
arrived through a gate and successfully bribed Gorglak, they might come here looking for his contact, Werz Saltbaron. Assassins Interrupted The characters spot a male duergar merchant at the end of a
’ access point to a secret cavern system beneath Gracklstugh (see “Whorlstone Tunnels”). It takes a successful DC 15 Wisdom (Perception) check to notice the pipe beneath piles of refuse. Within, loose
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and forced them to question their blind obedience to him. Prolonged contact with malevolent magic suffusing the chardalyn has made Xardorok extraordinarily paranoid. He keeps his two sons, Durth and
pseudodragon made of chardalyn (a pseudo-pseudodragon, if you will)—and make her an offer she can’t refuse. Once he conquers Icewind Dale, he wants the Muzgardts to control the ale trade throughout his
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
such efforts. You can call in a favor to delegate the work of researching lore (a downtime activity described in the Player’s Handbook and Xanathar’s Guide to Everything) to a colleague, contact
Arcana, History, Nature, or Religion skills by this method, as if you were learning a language. A character can learn only one of these skills in this way. Academy Contact How much autonomy you have in
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
are in the broad field of history. You might dream of using magic to contact great historical figures or your own ancestors or of recreating the mighty magic of a distant age. Skill Proficiencies
Lorehold. Bards thrive in Lorehold, and wizards (particularly those of the School of Divination) are numerous among its students. Clerics (often with the Knowledge or Light domains) are also quite common
Compendium
- Sources->Dungeons & Dragons->Guildmasters' Guide to Ravnica
racketeering, bringing with them the underlying threat that those who refuse to pay for protection become targets of the Orzhov’s thugs and enforcers. The Azorius are the greatest threat to Orzhov’s
the leadership, ensuring that no matter how many street-level thugs and syndics are apprehended to fill the Azorius prisons, the guild’s leadership remains intact. Contact between the oligarchs and
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
accept the notion that anyone would refuse him. He assigns Gartokkar to be their liaison, orders badges of gold be given to them, and sends them off. Treasure The characters might be tempted to inspect
). Droki uses the West Cleft to contact his employers, and Gartokkar wants the party to follow this derro and locate the Gray Ghosts. If the characters accept his offer, Gartokkar gives them a holy symbol
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
that particular infected creature for the next 24 hours. Sewer Plague Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and
is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
that particular infected creature for the next 24 hours. Sewer Plague Magical Contagion Fouled potions and alchemical waste can give rise to Sewer Plague, which incubates in sewers and refuse heaps and
is sometimes transmitted by creatures that dwell in such areas, including otyughs and rats. Any Humanoid that is wounded by a creature that carries the contagion or that comes into contact with
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
Scholars, wizards, druids, and bards of other races have different ideas about how halflings escape peril, suggesting that by virtue of something in their nature, they occupy a special place in the
multiverse. One such hypothesis cites a legend that speaks of a document containing ancient elven writings — a series of essays spanning centuries. Among the many arcane and mundane topics addressed in
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
because it has been in telepathic contact with the ulitharid on level 17.) Githyanki have invaded Undermountain and are trying to exterminate the mind flayer colony in Seadeeps. Halaster has commandeered a
vessel that can travel between worlds through space and hidden it somewhere in Undermountain (see level 19). If the characters refuse to assist Cephalossk, the mind flayer attacks them. PNEUMATIC
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
threatened and otherwise try to avoid contact, and hostile ones seek to attack and seize the characters’ ship. First, roll or choose an attitude on the Ship Attitude table, then roll on the appropriate
are willing to haggle. If the characters refuse to trade, evil-aligned crews and passengers might attack to get what they want.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
randomly determined form of indefinite madness, as described in the "Madness" section. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps
, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected. It takes 1d4 days for sewer plague's
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
indefinite madness, as described later in this chapter. Sewer Plague Sewer plague is a generic term for a broad category of illnesses that incubate in sewers, refuse heaps, and stagnant swamps, and
which are sometimes transmitted by creatures that dwell in those areas, such as rats and otyughs. When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
another. The first visit to Red Larch is a good time to establish these protocols and give each character some face time with a faction contact. (See the “Important Red Larchers” section of “Red Larch
least discretion. Bards and wizards are their most prominent members. Harpers operate in small cells throughout the North. One is based in Triboar: Darathra Shendrel, the Lord Protector, belongs to the
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
size and strength as tools to extract wealth and power from communities of smaller folk. The boss might threaten to harm adventurers or those they care about if they refuse to do the giant’s bidding. Or
Assignments table presents assignments a giant tutor might give to adventurous students.
Tutor Assignments d6 Assignment 1 Capture and document the elemental hulks (see chapter 6) or other creatures
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
-sloping tunnel that descends 100 feet before opening onto area 1 of the lower level (see map 6.4). 11. Cave of Bones This place is the disposal area for unwanted bodies and similar refuse tossed into
the place by the various giants in the upper area. If the characters decide to look through the refuse, it takes 10 minutes to search a 10-foot-square area, and the toads from area 12 come into the
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
take the deal, Yeemik tries to force them to pay a rich ransom for Sildar even after they complete their part of the bargain. If the characters refuse to parley, Yeemik shoves Sildar over the edge and
.) Sildar’s contact in Phandalin is a human wizard named Iarno Albrek. The wizard traveled to the town two months ago to establish order there. After the Lords’ Alliance received no word from Iarno, Sildar
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
traditions, many Vistani travel between domains, learning much of hidden lands, the many faces of evil, and the strange wonders of the Mists. A people unto themselves, Vistani refuse to be captives of a
into contact with a wide range of people. As the only outsiders that some remote communities see in the course of a year, the news and goods Vistani bring ensures a genuine welcome and renewal of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
it is a contact stone.
Creatures. Twenty unarmed skeletons stand here, waiting to cart refuse that arrives from other areas through the black gate. They attack only if attacked. If a character drops
suspended in the air.
In the west side of the room is a black gate, and on the wall near it is a contact stone.
Creatures. One reduced-threat aboleth (see “Reduced-Threat Monsters” above) dwells
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
from a prism and attacks. Pit Traps. As shown on the map, the floor has many pit traps. Contact Stone. The glyphs on the sarcophagus cause it to serve as a contact stone. Treasure. Inside the sarcophagus
. The stone serves as a contact stone in this zone. Heat. This chamber is uncomfortably hot due to the fire elemental in area 6. The heat grows more intense to the east and in the eastern secret
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
crew member accompanying the characters can point out that this behavior is highly unusual. Though the Ice Hunters avoid contact with outsiders, they are almost never hostile. During this interaction
torture or death for every adult and child of the tribe. As they stall for time, Barking Seal, Bonecarver, and Orcaheart are also sizing up the adventurers’ strength. If the characters refuse to leave
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
member accompanying the characters can point out that this behavior is highly unusual. Though the Ice Hunters avoid contact with outsiders, they are almost never hostile. During this interaction
or death for every adult and child of the tribe. As they stall for time, Barking Seal, Bonecarver, and Orcaheart are also sizing up the adventurers’ strength. If the characters refuse to leave the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
one of character’s incarnations was slain by the Fiends—along with an infernal document noting their right to invade the worlds they won as part of the game. Portal. A permanent portal connects to
. Creatures of Shemeshka’s choice in contact with the floor must make a DC 18 Dexterity saving throw. On a failed save, a creature takes 22 (4d10) slashing damage and has the restrained condition until the
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
. Two magic items are displayed here as well. Anstruth Harp. An exquisitely crafted harp sized for a human rests on a shelf. This instrument of the bards was acquired from a human bard who counseled
the constructs in area 27 to assist. If one or more characters surrender after causing harm to him or his family, he spares their lives but commands them to leave Lyn Armaal at once. If they refuse, or if they leave only to return at a later time, Thullen turns hostile and attacks them.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
ruined galley has buckled, and is cluttered with trash, driftwood, and other refuse washed up on the tide. To the east, the galley’s prow juts into the channel like a jagged fang, while the west side of
a tightly sewn oilcloth — an instrument of the bards (Cli lyre) found by a cultist years before. The lyre is the cult’s greatest treasure, and has been kept as a gift for the leader that the cultists
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
to hurl enormous, 200-pound rocks to land as close as possible to a target on the ground. If the characters refuse to play, the galeb duhr are disappointed and return to their rest. Development. The
clasps an Instrument of the Bards (Ollamh harp), which she acquired in her youth. Taking the harp, plucking one of its strings, or removing the glass key from around Yemi’s neck ends the Sequester spell
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
steal whatever hard-earned plunder he believes they have. His ship, the Stirge, is filled with scoundrels and cutthroats eager to do his dirty work. Laskilar also stays in contact with a host of wealthy
under sail or half that when rowed, and it can hold up to ten Medium occupants. A short pier allows access to Sharkbait Rock. Prisoners with no value or who have information they refuse to give up, or
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
greatly. Upon noticing the characters enter, the ghost beseeches them for help in recovering its previous identity. If the characters refuse, the ghost sulks but isn’t hostile. Discovering the
holy symbol of Oghma, god of knowledge and patron to bards and wizards. If the check succeeds by 3 or more, the character intuits that rededicating the shrine to Oghma could help against the zombies






